Fix some issues found in first-try
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0066722dab
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@ -11,7 +11,6 @@ layout(location = 2) in float size;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 4) in vec2 quadcorner;
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layout(location = 5) in vec3 rotationvec;
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layout(location = 6) in float anglespeed;
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#else
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@ -22,7 +21,6 @@ in float size;
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in vec2 Texcoord;
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in vec2 quadcorner;
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in vec3 rotationvec;
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float anglespeed;
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#endif
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@ -33,6 +31,7 @@ void main(void)
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{
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if (size == 0.0)
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{
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gl_Position = vec4(0.);
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return;
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}
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tc = Texcoord;
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@ -43,41 +42,13 @@ void main(void)
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vec4 viewpos = vec4(0.);
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if (flips == 1)
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{
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// from http://jeux.developpez.com/faq/math
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float angle = lifetime * anglespeed;
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float sin_a = sin(angle / 2.);
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float cos_a = cos(angle / 2.);
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vec4 quaternion = normalize(vec4(rotationvec * sin_a, cos_a));
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float xx = quaternion.x * quaternion.x;
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float xy = quaternion.x * quaternion.y;
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float xz = quaternion.x * quaternion.z;
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float xw = quaternion.x * quaternion.w;
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float yy = quaternion.y * quaternion.y;
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float yz = quaternion.y * quaternion.z;
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float yw = quaternion.y * quaternion.w;
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float zz = quaternion.z * quaternion.z;
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float zw = quaternion.z * quaternion.w;
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vec4 col1 = vec4(
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1. - 2. * ( yy + zz ),
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2. * ( xy + zw ),
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2. * ( xz - yw ),
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0.);
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vec4 col2 = vec4(
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2. * ( xy - zw ),
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1. - 2. * ( xx + zz ),
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2. * ( yz + xw ),
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0.);
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vec4 col3 = vec4(
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2. * ( xz + yw ),
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2. * ( yz - xw ),
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1. - 2. * ( xx + yy ),
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0.);
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vec4 col4 = vec4(0., 0., 0., 1.);
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mat4 rotationMatrix = mat4(col1, col2, col3, col4);
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float sin_a = sin(mod(angle / 2.0, 6.283185307179586));
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float cos_a = cos(mod(angle / 2.0, 6.283185307179586));
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vec4 quat = normalize(vec4(vec3(0.0, 1.0, 0.0) * sin_a, cos_a));
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vec3 newquadcorner = size * vec3(quadcorner, 0.);
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newquadcorner = (rotationMatrix * vec4(newquadcorner, 0.)).xyz;
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newquadcorner = newquadcorner + 2.0 * cross(cross(newquadcorner,
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quat.xyz) + quat.w * newquadcorner, quat.xyz);
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viewpos = ViewMatrix * vec4(Position + newquadcorner, 1.0);
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}
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else
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@ -11,7 +11,6 @@ layout(location = 2) in float size;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 4) in vec2 quadcorner;
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layout(location = 5) in vec3 rotationvec;
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layout(location = 6) in float anglespeed;
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#else
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@ -22,11 +21,9 @@ in float size;
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in vec2 Texcoord;
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in vec2 quadcorner;
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in vec3 rotationvec;
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float anglespeed;
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#endif
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out float lf;
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out vec2 tc;
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out vec4 pc;
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@ -34,52 +31,25 @@ void main(void)
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{
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if (size == 0.0)
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{
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gl_Position = vec4(0.);
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return;
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}
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tc = Texcoord;
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lf = lifetime;
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pc = vec4(vec3(color_from + (color_to - color_from) * lf), 1.0) * smoothstep(1., 0.8, lf);
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pc = vec4(vec3(color_from + (color_to - color_from) * lifetime), 1.0) *
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smoothstep(1., 0.8, lifetime);
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#if !defined(sRGB_Framebuffer_Usable) && !defined(Advanced_Lighting_Enabled)
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pc.rgb = pow(pc.rgb, vec3(1. / 2.2));
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#endif
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vec4 viewpos = vec4(0.);
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if (flips == 1)
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{
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// from http://jeux.developpez.com/faq/math
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float angle = lifetime * anglespeed;
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float sin_a = sin(angle / 2.);
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float cos_a = cos(angle / 2.);
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vec4 quaternion = normalize(vec4(rotationvec * sin_a, cos_a));
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float xx = quaternion.x * quaternion.x;
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float xy = quaternion.x * quaternion.y;
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float xz = quaternion.x * quaternion.z;
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float xw = quaternion.x * quaternion.w;
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float yy = quaternion.y * quaternion.y;
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float yz = quaternion.y * quaternion.z;
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float yw = quaternion.y * quaternion.w;
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float zz = quaternion.z * quaternion.z;
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float zw = quaternion.z * quaternion.w;
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vec4 col1 = vec4(
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1. - 2. * ( yy + zz ),
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2. * ( xy + zw ),
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2. * ( xz - yw ),
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0.);
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vec4 col2 = vec4(
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2. * ( xy - zw ),
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1. - 2. * ( xx + zz ),
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2. * ( yz + xw ),
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0.);
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vec4 col3 = vec4(
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2. * ( xz + yw ),
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2. * ( yz - xw ),
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1. - 2. * ( xx + yy ),
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0.);
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vec4 col4 = vec4(0., 0., 0., 1.);
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mat4 rotationMatrix = mat4(col1, col2, col3, col4);
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float sin_a = sin(mod(angle / 2.0, 6.283185307179586));
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float cos_a = cos(mod(angle / 2.0, 6.283185307179586));
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vec4 quat = normalize(vec4(vec3(0.0, 1.0, 0.0) * sin_a, cos_a));
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vec3 newquadcorner = size * vec3(quadcorner, 0.);
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newquadcorner = (rotationMatrix * vec4(newquadcorner, 0.)).xyz;
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newquadcorner = newquadcorner + 2.0 * cross(cross(newquadcorner,
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quat.xyz) + quat.w * newquadcorner, quat.xyz);
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viewpos = ViewMatrix * vec4(Position + newquadcorner, 1.0);
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}
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else
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@ -1,5 +1,5 @@
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# Modify this file to change the last-modified date when you add/remove a file.
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# This will then trigger a new cmake run automatically.
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# This will then trigger a new cmake run automatically.
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file(GLOB_RECURSE STK_HEADERS RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "src/*.hpp")
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file(GLOB_RECURSE STK_SOURCES RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "src/*.cpp")
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file(GLOB_RECURSE STK_SHADERS RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "data/shaders/*")
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@ -72,7 +72,6 @@ CPUParticleManager::~CPUParticleManager()
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glDeleteVertexArrays(1, &std::get<0>(p.second));
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glDeleteBuffers(1, &std::get<1>(p.second));
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}
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STKParticle::destroyFlipsBuffer();
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} // ~CPUParticleManager
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// ----------------------------------------------------------------------------
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@ -182,11 +181,8 @@ void CPUParticleManager::uploadAll()
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if (flips)
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{
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glBindBuffer(GL_ARRAY_BUFFER, STKParticle::getFlipsBuffer());
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glEnableVertexAttribArray(5);
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glVertexAttribPointer(5, 3, GL_FLOAT, GL_FALSE, 16, 0);
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glVertexAttribDivisorARB(5, 1);
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glEnableVertexAttribArray(6);
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glVertexAttribPointer(6, 1, GL_FLOAT, GL_FALSE, 16, (void*)12);
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glVertexAttribPointer(6, 1, GL_FLOAT, GL_FALSE, 4, 0);
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glVertexAttribDivisorARB(6, 1);
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}
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glBindVertexArray(0);
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@ -249,7 +245,8 @@ void CPUParticleManager::drawAll()
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if (cur_mat->getShaderType() == Material::SHADERTYPE_ADDITIVE)
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{
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ParticleRenderer::getInstance()->use();
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDepthMask(GL_FALSE);
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glDisable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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@ -260,7 +257,8 @@ void CPUParticleManager::drawAll()
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->getShaderType() == Material::SHADERTYPE_ALPHA_BLEND)
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{
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ParticleRenderer::getInstance()->use();
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDepthMask(GL_FALSE);
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glDisable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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@ -607,6 +607,7 @@ DrawCalls::DrawCalls()
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DrawCalls::~DrawCalls()
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{
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CPUParticleManager::kill();
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STKParticle::destroyFlipsBuffer();
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#if !defined(USE_GLES2)
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delete m_solid_cmd_buffer;
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delete m_shadow_cmd_buffer;
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@ -26,7 +26,7 @@
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#include "../../lib/irrlicht/source/Irrlicht/os.h"
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// ----------------------------------------------------------------------------
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std::vector<Vec3> STKParticle::m_flips_data;
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std::vector<float> STKParticle::m_flips_data;
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GLuint STKParticle::m_flips_buffer = 0;
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// ----------------------------------------------------------------------------
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scene::IParticleSystemSceneNode* STKParticle::addParticleNode(
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@ -353,11 +353,14 @@ void STKParticle::stimulateHeightMap(float dt, unsigned int active_count,
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if (m_flips || new_size != 0.0f)
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{
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if (new_size != 0.0f)
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{
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Buffer->BoundingBox.addInternalPoint(new_particle_position);
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}
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if (out != NULL)
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{
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out->emplace_back(new_particle_position, new_lifetime,
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new_size);
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}
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Buffer->BoundingBox.addInternalPoint(new_particle_position);
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}
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}
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} // stimulateHeightMap
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@ -423,7 +426,8 @@ void STKParticle::stimulateNormal(float dt, unsigned int active_count,
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// artifacts when the framerate is low, and a more accurate
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// formula would need more complex computations.
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new_particle_position = updated_position + dt_from_last_frame * updated_direction;
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new_particle_position = updated_position + dt_from_last_frame *
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updated_direction;
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new_particle_direction = updated_direction;
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new_lifetime = glslFract(updated_lifetime);
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@ -454,11 +458,14 @@ void STKParticle::stimulateNormal(float dt, unsigned int active_count,
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if (m_flips || new_size != 0.0f)
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{
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if (new_size != 0.0f)
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{
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Buffer->BoundingBox.addInternalPoint(new_particle_position);
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}
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if (out != NULL)
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{
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out->emplace_back(new_particle_position, new_lifetime,
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new_size);
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}
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Buffer->BoundingBox.addInternalPoint(new_particle_position);
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}
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}
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} // stimulateNormal
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@ -475,13 +482,13 @@ void STKParticle::updateFlips(unsigned maximum_particle_count)
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}
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updated = true;
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// 3 half rotation during lifetime at max
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m_flips_data.emplace_back(0.0f, 1.0f, 0.0f,
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3.14f * 3.0f * (2.0f * os::Randomizer::frand() - 1.0f));
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m_flips_data.push_back(3.14f * 3.0f * (2.0f * os::Randomizer::frand()
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- 1.0f));
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}
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if (updated)
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{
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glBindBuffer(GL_ARRAY_BUFFER, m_flips_buffer);
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glBufferData(GL_ARRAY_BUFFER, m_flips_data.size() * 16,
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glBufferData(GL_ARRAY_BUFFER, m_flips_data.size() * 4,
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m_flips_data.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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@ -21,7 +21,6 @@
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#define HEADER_STK_PARTICLE_HPP
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#include "graphics/gl_headers.hpp"
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#include "utils/vec3.hpp"
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#include "../lib/irrlicht/source/Irrlicht/CParticleSystemSceneNode.h"
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#include <vector>
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@ -72,7 +71,7 @@ private:
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/** Maximum count of particles. */
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unsigned m_max_count;
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static std::vector<Vec3> m_flips_data;
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static std::vector<float> m_flips_data;
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static GLuint m_flips_buffer;
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@ -151,8 +150,11 @@ public:
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// ------------------------------------------------------------------------
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static void destroyFlipsBuffer()
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{
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glDeleteBuffers(1, &m_flips_buffer);
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m_flips_buffer = 0;
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if (m_flips_buffer != 0)
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{
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glDeleteBuffers(1, &m_flips_buffer);
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m_flips_buffer = 0;
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}
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}
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// ------------------------------------------------------------------------
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static GLuint getFlipsBuffer() { return m_flips_buffer; }
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