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Merge pull request #5433 from hyperlogic/ajt/particle-render-fix
Improved ParticleEffectEntityItem rendering and updates
This commit is contained in:
commit
9464fe8f90
10 changed files with 462 additions and 86 deletions
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@ -44,6 +44,7 @@
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emitStrength: emitStrength,
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emitDirection: emitDirection,
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color: color,
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lifespan: 1.0,
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visible: true,
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locked: false });
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@ -67,13 +68,13 @@
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var objs = [];
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function Init() {
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objs.push(new TestBox());
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objs.push(new TestFx({ red: 255, blue: 0, green: 0 },
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objs.push(new TestFx({ red: 255, green: 0, blue: 0 },
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{ x: 0.5, y: 1.0, z: 0.0 },
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100, 3, 1));
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objs.push(new TestFx({ red: 0, blue: 255, green: 0 },
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objs.push(new TestFx({ red: 0, green: 255, blue: 0 },
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{ x: 0, y: 1, z: 0 },
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1000, 5, 0.5));
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objs.push(new TestFx({ red: 0, blue: 0, green: 255 },
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objs.push(new TestFx({ red: 0, green: 0, blue: 255 },
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{ x: -0.5, y: 1, z: 0 },
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100, 3, 1));
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}
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@ -1,5 +1,7 @@
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set(TARGET_NAME entities-renderer)
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AUTOSCRIBE_SHADER_LIB(gpu model render)
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# use setup_hifi_library macro to setup our project and link appropriate Qt modules
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setup_hifi_library(Widgets OpenGL Network Script)
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@ -14,22 +14,141 @@
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#include <DeferredLightingEffect.h>
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#include <PerfStat.h>
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#include <GeometryCache.h>
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#include <AbstractViewStateInterface.h>
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#include "EntitiesRendererLogging.h"
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#include "RenderableParticleEffectEntityItem.h"
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#include "untextured_particle_vert.h"
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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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class ParticlePayload {
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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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ParticlePayload() : _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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}
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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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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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gpu::BufferPointer getVertexBuffer() { return _vertexBuffer; }
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const gpu::BufferPointer& getVertexBuffer() const { return _vertexBuffer; }
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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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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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gpu::Batch& batch = *args->_batch;
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batch.setPipeline(_pipeline);
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if (_texture) {
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batch.setResourceTexture(0, _texture);
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}
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batch.setModelTransform(_modelTransform);
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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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auto numIndices = _indexBuffer->getSize() / sizeof(uint16_t);
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batch.drawIndexed(gpu::TRIANGLES, numIndices);
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}
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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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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->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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}
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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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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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payload->render(args);
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}
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}
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gpu::PipelinePointer RenderableParticleEffectEntityItem::_texturedPipeline;
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gpu::PipelinePointer RenderableParticleEffectEntityItem::_untexturedPipeline;
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EntityItemPointer RenderableParticleEffectEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
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return std::make_shared<RenderableParticleEffectEntityItem>(entityID, properties);
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}
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RenderableParticleEffectEntityItem::RenderableParticleEffectEntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties) :
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ParticleEffectEntityItem(entityItemID, properties) {
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_cacheID = DependencyManager::get<GeometryCache>()->allocateID();
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// lazy creation of particle system pipeline
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if (!_untexturedPipeline && !_texturedPipeline) {
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createPipelines();
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}
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}
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void RenderableParticleEffectEntityItem::render(RenderArgs* args) {
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Q_ASSERT(getType() == EntityTypes::ParticleEffect);
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PerformanceTimer perfTimer("RenderableParticleEffectEntityItem::render");
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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 = std::shared_ptr<ParticlePayload>(new ParticlePayload());
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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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pendingChanges.resetItem(_renderItemId, renderPayload);
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_scene = scene;
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return true;
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}
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void RenderableParticleEffectEntityItem::removeFromScene(EntityItemPointer self,
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render::ScenePointer scene,
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render::PendingChanges& pendingChanges) {
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pendingChanges.removeItem(_renderItemId);
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_scene = nullptr;
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};
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void RenderableParticleEffectEntityItem::update(const quint64& now) {
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ParticleEffectEntityItem::update(now);
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if (_texturesChangedFlag) {
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if (_textures.isEmpty()) {
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@ -42,71 +161,155 @@ void RenderableParticleEffectEntityItem::render(RenderArgs* args) {
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_texturesChangedFlag = false;
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}
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bool textured = _texture && _texture->isLoaded();
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updateQuads(args, textured);
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Q_ASSERT(args->_batch);
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gpu::Batch& batch = *args->_batch;
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if (textured) {
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batch.setResourceTexture(0, _texture->getGPUTexture());
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}
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batch.setModelTransform(getTransformToCenter());
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DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, textured);
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DependencyManager::get<GeometryCache>()->renderVertices(batch, gpu::QUADS, _cacheID);
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};
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updateRenderItem();
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}
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static glm::vec3 zSortAxis;
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static bool zSort(const glm::vec3& rhs, const glm::vec3& lhs) {
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return glm::dot(rhs, ::zSortAxis) > glm::dot(lhs, ::zSortAxis);
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}
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void RenderableParticleEffectEntityItem::updateQuads(RenderArgs* args, bool textured) {
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float particleRadius = getParticleRadius();
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glm::vec4 particleColor(toGlm(getXColor()), getLocalRenderAlpha());
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glm::vec3 upOffset = args->_viewFrustum->getUp() * particleRadius;
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glm::vec3 rightOffset = args->_viewFrustum->getRight() * particleRadius;
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QVector<glm::vec3> vertices;
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QVector<glm::vec3> positions;
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QVector<glm::vec2> textureCoords;
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vertices.reserve(getLivingParticleCount() * VERTS_PER_PARTICLE);
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if (textured) {
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textureCoords.reserve(getLivingParticleCount() * VERTS_PER_PARTICLE);
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}
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positions.reserve(getLivingParticleCount());
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for (quint32 i = _particleHeadIndex; i != _particleTailIndex; i = (i + 1) % _maxParticles) {
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positions.append(_particlePositions[i]);
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if (textured) {
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textureCoords.append(glm::vec2(0, 1));
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textureCoords.append(glm::vec2(1, 1));
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textureCoords.append(glm::vec2(1, 0));
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textureCoords.append(glm::vec2(0, 0));
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}
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}
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// sort particles back to front
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::zSortAxis = args->_viewFrustum->getDirection();
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qSort(positions.begin(), positions.end(), zSort);
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for (int i = 0; i < positions.size(); i++) {
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glm::vec3 pos = (textured) ? positions[i] : _particlePositions[i];
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// generate corners of quad aligned to face the camera.
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vertices.append(pos + rightOffset + upOffset);
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vertices.append(pos - rightOffset + upOffset);
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vertices.append(pos - rightOffset - upOffset);
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vertices.append(pos + rightOffset - upOffset);
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}
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if (textured) {
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DependencyManager::get<GeometryCache>()->updateVertices(_cacheID, vertices, textureCoords, particleColor);
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} else {
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DependencyManager::get<GeometryCache>()->updateVertices(_cacheID, vertices, particleColor);
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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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void RenderableParticleEffectEntityItem::updateRenderItem() {
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if (!_scene) {
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return;
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}
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float particleRadius = getParticleRadius();
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auto xcolor = getXColor();
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auto alpha = (uint8_t)(glm::clamp(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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// make a copy of each particle position
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std::vector<glm::vec3> positions;
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positions.reserve(getLivingParticleCount());
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for (quint32 i = _particleHeadIndex; i != _particleTailIndex; i = (i + 1) % _maxParticles) {
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positions.push_back(_particlePositions[i]);
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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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::zSortAxis = frustum->getDirection();
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qSort(positions.begin(), positions.end(), zSort);
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// allocate vertices
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_vertices.clear();
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// build vertices from particle positions
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const glm::vec3 upOffset = frustum->getUp() * particleRadius;
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const glm::vec3 rightOffset = frustum->getRight() * particleRadius;
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for (auto&& pos : positions) {
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// generate corners of quad aligned to face the camera.
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_vertices.emplace_back(pos + rightOffset + upOffset, glm::vec2(1.0f, 1.0f), rgba);
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_vertices.emplace_back(pos - rightOffset + upOffset, glm::vec2(0.0f, 1.0f), rgba);
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_vertices.emplace_back(pos - rightOffset - upOffset, glm::vec2(0.0f, 0.0f), rgba);
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_vertices.emplace_back(pos + rightOffset - upOffset, glm::vec2(1.0f, 0.0f), rgba);
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}
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render::PendingChanges pendingChanges;
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pendingChanges.updateItem<ParticlePayload>(_renderItemId, [&](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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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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// 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 = _transform.getRotation();
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glm::vec3 pos = _transform.getTranslation();
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Transform t;
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t.setRotation(rot);
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t.setTranslation(pos);
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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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payload.setTexture(_texture->getGPUTexture());
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payload.setPipeline(_texturedPipeline);
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} else {
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payload.setTexture(nullptr);
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payload.setPipeline(_untexturedPipeline);
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}
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});
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_scene->enqueuePendingChanges(pendingChanges);
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}
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void RenderableParticleEffectEntityItem::createPipelines() {
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if (!_untexturedPipeline) {
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auto state = std::make_shared<gpu::State>();
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state->setCullMode(gpu::State::CULL_BACK);
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state->setDepthTest(true, true, gpu::LESS_EQUAL);
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state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD,
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gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA,
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gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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auto vertShader = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(untextured_particle_vert)));
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auto fragShader = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(untextured_particle_frag)));
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auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vertShader, fragShader));
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_untexturedPipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
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}
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if (!_texturedPipeline) {
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auto state = std::make_shared<gpu::State>();
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state->setCullMode(gpu::State::CULL_BACK);
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state->setDepthTest(true, true, gpu::LESS_EQUAL);
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state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD,
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gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA,
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gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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auto vertShader = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(textured_particle_vert)));
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auto fragShader = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(textured_particle_frag)));
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auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vertShader, fragShader));
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_texturedPipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
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}
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}
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@ -16,20 +16,35 @@
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#include "RenderableEntityItem.h"
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class RenderableParticleEffectEntityItem : public ParticleEffectEntityItem {
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friend class ParticlePayload;
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public:
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static EntityItemPointer factory(const EntityItemID& entityID, const EntityItemProperties& properties);
|
||||
RenderableParticleEffectEntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties);
|
||||
virtual void render(RenderArgs* args);
|
||||
|
||||
void updateQuads(RenderArgs* args, bool textured);
|
||||
virtual void update(const quint64& now) override;
|
||||
|
||||
SIMPLE_RENDERABLE();
|
||||
void updateRenderItem();
|
||||
|
||||
virtual bool addToScene(EntityItemPointer self, render::ScenePointer scene, render::PendingChanges& pendingChanges);
|
||||
virtual void removeFromScene(EntityItemPointer self, render::ScenePointer scene, render::PendingChanges& pendingChanges);
|
||||
|
||||
protected:
|
||||
render::ItemID _renderItemId;
|
||||
|
||||
int _cacheID;
|
||||
const int VERTS_PER_PARTICLE = 4;
|
||||
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;
|
||||
};
|
||||
|
||||
static void createPipelines();
|
||||
|
||||
std::vector<Vertex> _vertices;
|
||||
static gpu::PipelinePointer _untexturedPipeline;
|
||||
static gpu::PipelinePointer _texturedPipeline;
|
||||
|
||||
render::ScenePointer _scene;
|
||||
NetworkTexturePointer _texture;
|
||||
};
|
||||
|
||||
|
|
20
libraries/entities-renderer/src/textured_particle.slf
Normal file
20
libraries/entities-renderer/src/textured_particle.slf
Normal file
|
@ -0,0 +1,20 @@
|
|||
<@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;
|
||||
|
||||
varying vec4 varColor;
|
||||
varying vec2 varTexCoord;
|
||||
|
||||
void main(void) {
|
||||
vec4 color = texture2D(colorMap, varTexCoord);
|
||||
gl_FragColor = color * varColor;
|
||||
}
|
28
libraries/entities-renderer/src/textured_particle.slv
Normal file
28
libraries/entities-renderer/src/textured_particle.slv
Normal file
|
@ -0,0 +1,28 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// particle vertex 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
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
varying vec4 varColor;
|
||||
varying vec2 varTexCoord;
|
||||
|
||||
void main(void) {
|
||||
// pass along the color & uvs to fragment shader
|
||||
varColor = gl_Color;
|
||||
varTexCoord = gl_MultiTexCoord0.xy;
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
|
||||
}
|
16
libraries/entities-renderer/src/untextured_particle.slf
Normal file
16
libraries/entities-renderer/src/untextured_particle.slf
Normal file
|
@ -0,0 +1,16 @@
|
|||
<@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
|
||||
//
|
||||
|
||||
varying vec4 varColor;
|
||||
|
||||
void main(void) {
|
||||
gl_FragColor = varColor;
|
||||
}
|
24
libraries/entities-renderer/src/untextured_particle.slv
Normal file
24
libraries/entities-renderer/src/untextured_particle.slv
Normal file
|
@ -0,0 +1,24 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// particle vertex shader
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
varying vec4 varColor;
|
||||
|
||||
void main(void) {
|
||||
// pass along the diffuse color
|
||||
varColor = gl_Color;
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
|
||||
}
|
|
@ -39,6 +39,7 @@
|
|||
#include "EntityTree.h"
|
||||
#include "EntityTreeElement.h"
|
||||
#include "EntitiesLogging.h"
|
||||
#include "EntityScriptingInterface.h"
|
||||
#include "ParticleEffectEntityItem.h"
|
||||
|
||||
const xColor ParticleEffectEntityItem::DEFAULT_COLOR = { 255, 255, 255 };
|
||||
|
@ -92,6 +93,75 @@ ParticleEffectEntityItem::ParticleEffectEntityItem(const EntityItemID& entityIte
|
|||
ParticleEffectEntityItem::~ParticleEffectEntityItem() {
|
||||
}
|
||||
|
||||
void ParticleEffectEntityItem::setDimensions(const glm::vec3& value) {
|
||||
computeAndUpdateDimensions();
|
||||
}
|
||||
|
||||
void ParticleEffectEntityItem::setLifespan(float lifespan) {
|
||||
_lifespan = lifespan;
|
||||
computeAndUpdateDimensions();
|
||||
}
|
||||
|
||||
void ParticleEffectEntityItem::setEmitDirection(glm::vec3 emitDirection) {
|
||||
_emitDirection = glm::normalize(emitDirection);
|
||||
computeAndUpdateDimensions();
|
||||
}
|
||||
|
||||
void ParticleEffectEntityItem::setEmitStrength(float emitStrength) {
|
||||
_emitStrength = emitStrength;
|
||||
computeAndUpdateDimensions();
|
||||
}
|
||||
|
||||
void ParticleEffectEntityItem::setLocalGravity(float localGravity) {
|
||||
_localGravity = localGravity;
|
||||
computeAndUpdateDimensions();
|
||||
}
|
||||
|
||||
void ParticleEffectEntityItem::setParticleRadius(float particleRadius) {
|
||||
_particleRadius = particleRadius;
|
||||
computeAndUpdateDimensions();
|
||||
}
|
||||
|
||||
void ParticleEffectEntityItem::computeAndUpdateDimensions() {
|
||||
|
||||
const float t = _lifespan * 1.1f; // add 10% extra time, to account for incremental timer accumulation error.
|
||||
const float MAX_RANDOM_FACTOR = (0.5f * 0.25f);
|
||||
const float maxOffset = (MAX_RANDOM_FACTOR * _emitStrength) + _particleRadius;
|
||||
|
||||
// bounds for x and z is easy to compute because there is no at^2 term.
|
||||
float xMax = (_emitDirection.x * _emitStrength + maxOffset) * t;
|
||||
float xMin = (_emitDirection.x * _emitStrength - maxOffset) * t;
|
||||
|
||||
float zMax = (_emitDirection.z * _emitStrength + maxOffset) * t;
|
||||
float zMin = (_emitDirection.z * _emitStrength - maxOffset) * t;
|
||||
|
||||
// yEnd is where the particle will end.
|
||||
float a = _localGravity;
|
||||
float atSquared = a * t * t;
|
||||
float v = _emitDirection.y * _emitStrength + maxOffset;
|
||||
float vt = v * t;
|
||||
float yEnd = 0.5f * atSquared + vt;
|
||||
|
||||
// yApex is where the particle is at it's apex.
|
||||
float yApexT = (-v / a);
|
||||
float yApex = 0.0f;
|
||||
|
||||
// only set apex if it's within the lifespan of the particle.
|
||||
if (yApexT >= 0.0f && yApexT <= t) {
|
||||
yApex = -(v * v) / (2.0f * a);
|
||||
}
|
||||
|
||||
float yMax = std::max(yApex, yEnd);
|
||||
float yMin = std::min(yApex, yEnd);
|
||||
|
||||
// times 2 because dimensions are diameters not radii.
|
||||
glm::vec3 dims(2.0f * std::max(fabs(xMin), fabs(xMax)),
|
||||
2.0f * std::max(fabs(yMin), fabs(yMax)),
|
||||
2.0f * std::max(fabs(zMin), fabs(zMax)));
|
||||
|
||||
EntityItem::setDimensions(dims);
|
||||
}
|
||||
|
||||
EntityItemProperties ParticleEffectEntityItem::getProperties() const {
|
||||
EntityItemProperties properties = EntityItem::getProperties(); // get the properties from our base class
|
||||
|
||||
|
@ -245,7 +315,7 @@ bool ParticleEffectEntityItem::isAnimatingSomething() const {
|
|||
}
|
||||
|
||||
bool ParticleEffectEntityItem::needsToCallUpdate() const {
|
||||
return isAnimatingSomething() ? true : EntityItem::needsToCallUpdate();
|
||||
return true;
|
||||
}
|
||||
|
||||
void ParticleEffectEntityItem::update(const quint64& now) {
|
||||
|
@ -260,13 +330,6 @@ void ParticleEffectEntityItem::update(const quint64& now) {
|
|||
|
||||
if (isAnimatingSomething()) {
|
||||
stepSimulation(deltaTime);
|
||||
|
||||
// update the dimensions
|
||||
glm::vec3 dims;
|
||||
dims.x = glm::max(glm::abs(_particleMinBound.x), glm::abs(_particleMaxBound.x)) * 2.0f;
|
||||
dims.y = glm::max(glm::abs(_particleMinBound.y), glm::abs(_particleMaxBound.y)) * 2.0f;
|
||||
dims.z = glm::max(glm::abs(_particleMinBound.z), glm::abs(_particleMaxBound.z)) * 2.0f;
|
||||
setDimensions(dims);
|
||||
}
|
||||
|
||||
EntityItem::update(now); // let our base class handle it's updates...
|
||||
|
@ -319,7 +382,7 @@ void ParticleEffectEntityItem::setAnimationSettings(const QString& value) {
|
|||
qCDebug(entities) << "ParticleEffectEntityItem::setAnimationSettings() calling setAnimationFrameIndex()...";
|
||||
qCDebug(entities) << " settings:" << value;
|
||||
qCDebug(entities) << " settingsMap[frameIndex]:" << settingsMap["frameIndex"];
|
||||
qCDebug(entities" frameIndex: %20.5f", frameIndex);
|
||||
qCDebug(entities, " frameIndex: %20.5f", frameIndex);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
|
@ -86,12 +86,14 @@ public:
|
|||
void setAnimationLastFrame(float lastFrame) { _animationLoop.setLastFrame(lastFrame); }
|
||||
float getAnimationLastFrame() const { return _animationLoop.getLastFrame(); }
|
||||
|
||||
virtual void setDimensions(const glm::vec3& value) override;
|
||||
|
||||
static const quint32 DEFAULT_MAX_PARTICLES;
|
||||
void setMaxParticles(quint32 maxParticles);
|
||||
quint32 getMaxParticles() const { return _maxParticles; }
|
||||
|
||||
static const float DEFAULT_LIFESPAN;
|
||||
void setLifespan(float lifespan) { _lifespan = lifespan; }
|
||||
void setLifespan(float lifespan);
|
||||
float getLifespan() const { return _lifespan; }
|
||||
|
||||
static const float DEFAULT_EMIT_RATE;
|
||||
|
@ -99,21 +101,23 @@ public:
|
|||
float getEmitRate() const { return _emitRate; }
|
||||
|
||||
static const glm::vec3 DEFAULT_EMIT_DIRECTION;
|
||||
void setEmitDirection(glm::vec3 emitDirection) { _emitDirection = glm::normalize(emitDirection); }
|
||||
void setEmitDirection(glm::vec3 emitDirection);
|
||||
const glm::vec3& getEmitDirection() const { return _emitDirection; }
|
||||
|
||||
static const float DEFAULT_EMIT_STRENGTH;
|
||||
void setEmitStrength(float emitStrength) { _emitStrength = emitStrength; }
|
||||
void setEmitStrength(float emitStrength);
|
||||
float getEmitStrength() const { return _emitStrength; }
|
||||
|
||||
static const float DEFAULT_LOCAL_GRAVITY;
|
||||
void setLocalGravity(float localGravity) { _localGravity = localGravity; }
|
||||
void setLocalGravity(float localGravity);
|
||||
float getLocalGravity() const { return _localGravity; }
|
||||
|
||||
static const float DEFAULT_PARTICLE_RADIUS;
|
||||
void setParticleRadius(float particleRadius) { _particleRadius = particleRadius; }
|
||||
void setParticleRadius(float particleRadius);
|
||||
float getParticleRadius() const { return _particleRadius; }
|
||||
|
||||
void computeAndUpdateDimensions();
|
||||
|
||||
bool getAnimationIsPlaying() const { return _animationLoop.isRunning(); }
|
||||
float getAnimationFrameIndex() const { return _animationLoop.getFrameIndex(); }
|
||||
float getAnimationFPS() const { return _animationLoop.getFPS(); }
|
||||
|
|
Loading…
Reference in a new issue