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