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269 lines (234 loc) · 11.8 KB
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Copy pathParticleRenderer.cpp
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269 lines (234 loc) · 11.8 KB
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#include "ParticleRenderer.hpp"
#include <string>
#include <vector>
#include <iostream>
#include "Shader.hpp"
#include "ShaderProgram.hpp"
PointParticleRenderer::PointParticleRenderer(const float pointSize)
: ParticleRenderer { pointSize } {
Shader vertexShader { "share/shaders/point.vert", GL_VERTEX_SHADER };
Shader fragmentShader { "share/shaders/point.frag", GL_FRAGMENT_SHADER };
// Compile our shaders.
vertexShader.compile();
fragmentShader.compile();
// Links them together to a program.
shaderProgram_.attach(vertexShader);
shaderProgram_.attach(fragmentShader);
// Shaders are automatically freed!!!
// We only need the program.
}
void PointParticleRenderer::draw(const ParticleSystem& system,
const MovingCamera& camera) {
// Make sure we have bound an program.
shaderProgram_.begin(); // Yea baby!!!
// Fetch the MVP matrix of the camera.
camera.update(shaderProgram_.getId());
glPointSize(particleSize_);
// Finally, render the particles. *PARTICLES*.
int particles { system.getParticleCount()};
glDrawArrays(GL_POINTS, 0, particles);
}
BillboardParticleRenderer::BillboardParticleRenderer(const std::string& texturePath, const float billboardSize)
: ParticleRenderer { billboardSize }, texturePath_ { texturePath } {
Shader vertexShader { "share/shaders/billboard.vert", GL_VERTEX_SHADER };
Shader geometryShader { "share/shaders/billboard.geom", GL_GEOMETRY_SHADER };
Shader fragmentShader { "share/shaders/billboard.frag", GL_FRAGMENT_SHADER };
// Compile our shaders.
vertexShader.compile();
geometryShader.compile();
fragmentShader.compile();
// Links them together to a program.
shaderProgram_.attach(vertexShader);
shaderProgram_.attach(geometryShader);
shaderProgram_.attach(fragmentShader);
// Shaders are automatically freed!!!
// We only need the program.
// Load texture into GPU DDR memory.
changeBillboardTexture(texturePath);
// Set the location and all that kind of OpenGL stuff. Interesting thing to
// note: if we do this later, it doesn't work. And I don't know why. WHY?!?
GLint location { glGetUniformLocation(shaderProgram_.getId(), "diffuse") };
glUniform1i(location, texture_.getId());
}
void BillboardParticleRenderer::changeBillboardTexture(const std::string& texturePath) {
std::vector<float> textureData;
unsigned textureWidth, textureHeight;
if(!OpenGLUtils::loadPNG(texturePath, textureWidth, textureHeight, textureData))
std::cerr << "Failed to load '" << texturePath << "'!" << std::endl;
texturePath_ = texturePath; // For updating values in AntTwerkBark.
texture_ = Texture { textureWidth, textureHeight, textureData.data() };
}
void BillboardParticleRenderer::draw(const ParticleSystem& system,
const MovingCamera& camera) {
// Make sure we have bound an program.
shaderProgram_.begin(); // Yea baby!!!
// Fetch the MVP matrix of the camera.
camera.update(shaderProgram_.getId());
texture_.begin(0); // Bind it to TU 0.
// Also make the billboard size adjustable at runtime with this.
glUniform1f(glGetUniformLocation(shaderProgram_.getId(), "size"),
particleSize_);
// Finally, render the particles. *PARTICLES*.
int particles { system.getParticleCount()};
glDrawArrays(GL_POINTS, 0, particles);
}
//-----------------------------------------------------------------------
//----------------------- BRAVE ADVENTURERS BEWARE! ---------------------
//-----------------------------------------------------------------------
//
//
// Below follows the most ugly hacks known to man. *Highly* recommend you
// you turn back now while you can. Because here be dragons...
// Please increment this counter with the number of hours spent debugging
// or trying to understand this: 4 hours. (Fallen warriors so far: Erik).
//
//
//-----------------------------------------------------------------------
void TW_CALL setBillboardTextureCallback(const void* value, void* data) {
ParticleRenderer* particleRenderer = *static_cast<ParticleRenderer**>(data);
BillboardTextureType textureType = *static_cast<const BillboardTextureType*>(value);
if (auto br = dynamic_cast<BillboardParticleRenderer*>(particleRenderer)) {
switch (textureType) {
case FIRE: br->changeBillboardTexture("share/textures/fire.png"); break;
case LINK: br->changeBillboardTexture("share/textures/link.png"); break;
case SPHERE: br->changeBillboardTexture("share/textures/sphere.png"); break;
case VERY_NICE_FISH: br->changeBillboardTexture("share/textures/fish.png"); break;
case VECTOR: br->changeBillboardTexture("share/textures/arrow.png"); break;
}
} else if (auto sr = dynamic_cast<SampledParticleRenderer*>(particleRenderer)) {
switch (textureType) {
case FIRE: sr->changeBillboardTexture("share/textures/fire.png"); break;
case LINK: sr->changeBillboardTexture("share/textures/link.png"); break;
case SPHERE: sr->changeBillboardTexture("share/textures/sphere.png"); break;
case VERY_NICE_FISH: sr->changeBillboardTexture("share/textures/fish.png"); break;
case VECTOR: sr->changeBillboardTexture("share/textures/arrow.png"); break;
}
}
}
void TW_CALL getBillboardTextureCallback(void* value, void* data) {
ParticleRenderer* particleRenderer = *static_cast<ParticleRenderer**>(data);
BillboardTextureType* textureType = static_cast<BillboardTextureType*>(value);
if (auto br = dynamic_cast<BillboardParticleRenderer*>(particleRenderer)) {
std::string path { br->getTexturePath() };
if (path == "share/textures/fire.png") *textureType = FIRE;
else if (path == "share/textures/link.png") *textureType = LINK;
else if (path == "share/textures/sphere.png") *textureType = SPHERE;
else if (path == "share/textures/arrow.png") *textureType = VECTOR;
else if (path == "share/textures/fish.png") *textureType = VERY_NICE_FISH;
} else if (auto sr = dynamic_cast<SampledParticleRenderer*>(particleRenderer)) {
std::string path { sr->getTexturePath() };
if (path == "share/textures/fire.png") *textureType = FIRE;
else if (path == "share/textures/link.png") *textureType = LINK;
else if (path == "share/textures/sphere.png") *textureType = SPHERE;
else if (path == "share/textures/arrow.png") *textureType = VECTOR;
else if (path == "share/textures/fish.png") *textureType = VERY_NICE_FISH;
}
}
void TW_CALL setRendererCallback(const void* value, void* data) {
ParticleRenderer** renderer = static_cast<ParticleRenderer**>(data);
const ParticleRendererType rendererType = *static_cast<const ParticleRendererType*>(value);
std::string billboardTexture = "share/textures/arrow.png";
float particleSize = (*renderer)->getParticleSize();
int segmentCount = 4;
switch (rendererType) {
case POINT:
delete *renderer;
*renderer = new PointParticleRenderer { particleSize };
break;
case BILLBOARD:
if (auto br = dynamic_cast<BillboardParticleRenderer*>(*renderer))
billboardTexture = br->getTexturePath();
delete *renderer;
*renderer = new BillboardParticleRenderer { billboardTexture, particleSize };
break;
case BILLBOARD_STRIP:
if (auto br = dynamic_cast<BillboardParticleRenderer*>(*renderer))
billboardTexture = br->getTexturePath();
else if (auto sr = dynamic_cast<SampledParticleRenderer*>(*renderer)) {
billboardTexture = sr->getTexturePath();
segmentCount = sr->getSegmentCount();
}
delete *renderer;
*renderer = new SampledParticleRenderer { billboardTexture, particleSize, segmentCount };
break;
}
}
void TW_CALL getRendererCallback(void* value, void* data) {
ParticleRenderer* renderer = *static_cast<ParticleRenderer**>(data);
ParticleRendererType* rendererType = static_cast<ParticleRendererType*>(value);
if (dynamic_cast<BillboardParticleRenderer*>(renderer)) {
*rendererType = BILLBOARD;
} else if (dynamic_cast<PointParticleRenderer*>(renderer)) {
*rendererType = POINT;
} else *rendererType = BILLBOARD_STRIP;
}
// ------------------------------------------------------------------
// This part is a bit more reasonable. But still very, *VERY* ugly.
// ------------------------------------------------------------------
void TW_CALL setParticleSizeCallback(const void* value, void* data) {
ParticleRenderer* renderer = *static_cast<ParticleRenderer**>(data);
float pvalue = *static_cast<const float*>(value);
renderer->setParticleSize(pvalue);
}
void TW_CALL getParticleSizeCallback(void* value, void* data) {
ParticleRenderer* renderer = *static_cast<ParticleRenderer**>(data);
float* pvalue = static_cast<float*>(value);
*pvalue = renderer->getParticleSize();
}
void TW_CALL setSegmentCountCallback(const void* value, void* data) {
ParticleRenderer* renderer = *static_cast<ParticleRenderer**>(data);
int pvalue = *static_cast<const int*>(value);
if (auto sr = dynamic_cast<SampledParticleRenderer*>(renderer))
sr->setSegmentCount(pvalue);
}
void TW_CALL getSegmentCountCallback(void* value, void* data) {
ParticleRenderer* renderer = *static_cast<ParticleRenderer**>(data);
int* pvalue = static_cast<int*>(value);
if (auto sr = dynamic_cast<SampledParticleRenderer*>(renderer))
*pvalue = sr->getSegmentCount();
}
SampledParticleRenderer::SampledParticleRenderer(const std::string& texturePath, const float width, const int segmentCount)
: ParticleRenderer { width }, texturePath_ { texturePath }, segmentCount_{ segmentCount } {
Shader vertexShader { "share/shaders/sampled.vert", GL_VERTEX_SHADER };
Shader geometryShader { "share/shaders/sampled.geom", GL_GEOMETRY_SHADER };
Shader fragmentShader { "share/shaders/sampled.frag", GL_FRAGMENT_SHADER };
// Compile our shaders.
vertexShader.compile();
geometryShader.compile();
fragmentShader.compile();
// Links them together to a program.
shaderProgram_.attach(vertexShader);
shaderProgram_.attach(geometryShader);
shaderProgram_.attach(fragmentShader);
// Shaders are automatically freed!!!
// We only need the program.
// Load texture into GPU DDR memory.
changeBillboardTexture(texturePath);
// Set the location and all that kind of OpenGL stuff. Interesting thing to
// note: if we do this later, it doesn't work. And I don't know why. WHY?!?
GLint location { glGetUniformLocation(shaderProgram_.getId(), "diffuse") };
glUniform1i(location, texture_.getId());
}
void SampledParticleRenderer::changeBillboardTexture(const std::string& texturePath) {
std::vector<float> textureData;
unsigned textureWidth, textureHeight;
if(!OpenGLUtils::loadPNG(texturePath, textureWidth, textureHeight, textureData))
std::cerr << "Failed to load '" << texturePath << "'!" << std::endl;
texture_ = Texture { textureWidth, textureHeight, textureData.data() };
}
void SampledParticleRenderer::draw(const ParticleSystem& system,
const MovingCamera& camera) {
// Make sure we have bound an program.
shaderProgram_.begin(); // Yea baby!!!
// Fetch the MVP matrix of the camera.
camera.update(shaderProgram_.getId());
texture_.begin(0); // Bind it to TU 0.
// Also make the billboard size adjustable at runtime with this.
glUniform1f(glGetUniformLocation(shaderProgram_.getId(), "size"),
getParticleSize());
glUniform1i(glGetUniformLocation(shaderProgram_.getId(), "segment_count"),
segmentCount_);
// Finally, render the particles. *PARTICLES*.
int particles { system.getParticleCount()};
glDrawArrays(GL_POINTS, 0, particles);
}
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