GPUParticles: Use quad instead of POINT_SPRITE
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14861 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -5,8 +5,10 @@ uniform mat4 invproj;
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uniform vec2 screen;
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in float lf;
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in vec2 tc;
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out vec4 color;
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void main(void)
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{
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vec2 xy = gl_FragCoord.xy / screen;
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@ -18,6 +20,6 @@ void main(void)
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EnvPos /= EnvPos.w;
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float len = dot(vec3(1.0), abs(texture2D(normals_and_depth, xy).xyz));
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float alpha = (len < 0.2) ? 1. : clamp((EnvPos.z - FragmentPos.z) * 0.3, 0., 1.);
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color = texture2D(texture, gl_PointCoord.xy);
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color = texture2D(texture, tc);
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color.a *= alpha * (1. - lf);
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}
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@ -1,14 +1,17 @@
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#version 130
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uniform mat4 matrix;
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in vec2 quadcorner;
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in vec2 texcoord;
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in vec3 position;
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in float lifetime;
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out float lf;
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out vec2 tc;
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void main(void)
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{
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tc = texcoord;
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lf = lifetime;
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gl_Position = matrix * vec4(position, 1.0);
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gl_PointSize = 300. / gl_Position.w;
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gl_Position = matrix * vec4(vec3(quadcorner, 0.) + position, 1.0);
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}
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@ -1,7 +1,6 @@
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#version 130
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uniform int dt;
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uniform mat4 sourcematrix;
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uniform int duration;
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in vec3 particle_position_initial;
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in float lifetime_initial;
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@ -44,6 +44,8 @@ PFNGLGETPROGRAMIVPROC glGetProgramiv;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
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PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
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PFNGLBLENDEQUATIONPROC glBlendEquation;
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PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor;
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PFNGLDRAWARRAYSINSTANCEDPROC glDrawArraysInstanced;
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#endif
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void initGL()
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@ -83,6 +85,8 @@ void initGL()
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glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)IRR_OGL_LOAD_EXTENSION("glTransformFeedbackVaryings");
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glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)IRR_OGL_LOAD_EXTENSION("glGetAttribLocation");
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glBlendEquation = (PFNGLBLENDEQUATIONPROC)IRR_OGL_LOAD_EXTENSION("glBlendEquation");
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glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)IRR_OGL_LOAD_EXTENSION("glVertexAttribDivisor");
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glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)IRR_OGL_LOAD_EXTENSION("glDrawArraysInstanced");
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#endif
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}
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@ -227,6 +231,17 @@ ParticleSystemProxy::ParticleSystemProxy(bool createDefaultEmitter,
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const core::vector3df& position,
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const core::vector3df& rotation,
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const core::vector3df& scale) : CParticleSystemSceneNode(createDefaultEmitter, parent, mgr, id, position, rotation, scale) {
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static const GLfloat quad_vertex[] = {
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-.5, -.5, 0., 0.,
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.5, -.5, 1., 0.,
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-.5, .5, 0., 1.,
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.5, .5, 1., 1.,
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};
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initGL();
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glGenBuffers(1, &quad_vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, quad_vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertex), quad_vertex, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void ParticleSystemProxy::setEmitter(scene::IParticleEmitter* emitter)
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@ -240,7 +255,7 @@ void ParticleSystemProxy::setEmitter(scene::IParticleEmitter* emitter)
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setMaterialType(irr_driver->getShader(ES_RAIN));
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setAutomaticCulling(0);
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LastEmitTime = 0;
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initGL();
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duration = emitter->getMaxLifeTime();
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count = emitter->getMaxParticlesPerSecond() * duration / 1000;
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const char *varyings[] = {
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@ -253,7 +268,6 @@ void ParticleSystemProxy::setEmitter(scene::IParticleEmitter* emitter)
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SimulationProgram = LoadTFBProgram(file_manager->getAsset("shaders/pointemitter.vert").c_str(), varyings, 3);
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uniform_duration = glGetUniformLocation(SimulationProgram, "duration");
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uniform_dt = glGetUniformLocation(SimulationProgram, "dt");
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uniform_sourcematrix = glGetUniformLocation(SimulationProgram, "sourcematrix");
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@ -267,6 +281,9 @@ void ParticleSystemProxy::setEmitter(scene::IParticleEmitter* emitter)
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RenderProgram = LoadProgram(file_manager->getAsset("shaders/particle.vert").c_str(), file_manager->getAsset("shaders/particle.frag").c_str());
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attrib_pos = glGetAttribLocation(RenderProgram, "position");
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attrib_lf = glGetAttribLocation(RenderProgram, "lifetime");
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attrib_quadcorner = glGetAttribLocation(RenderProgram, "quadcorner");
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attrib_texcoord = glGetAttribLocation(RenderProgram, "texcoord");
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uniform_matrix = glGetUniformLocation(RenderProgram, "matrix");
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uniform_texture = glGetUniformLocation(RenderProgram, "texture");
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uniform_invproj = glGetUniformLocation(RenderProgram, "invproj");
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@ -276,13 +293,15 @@ void ParticleSystemProxy::setEmitter(scene::IParticleEmitter* emitter)
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float *particles = new float[COMPONENTCOUNT * count], *initialvalue = new float[COMPONENTCOUNT * count];
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unsigned lifetime_range = emitter->getMaxLifeTime() - emitter->getMinLifeTime();
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printf("count:%d\nduration_min:%d\nduration_max:%d\n", count, emitter->getMinLifeTime(), emitter->getMaxLifeTime());
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for (unsigned i = 0; i < count; i++) {
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particles[COMPONENTCOUNT * i] = getAbsolutePosition().X;
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particles[COMPONENTCOUNT * i + 1] = getAbsolutePosition().Y;
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particles[COMPONENTCOUNT * i + 2] = getAbsolutePosition().Z;
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particles[COMPONENTCOUNT * i] = 0;
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particles[COMPONENTCOUNT * i + 1] = 0;
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particles[COMPONENTCOUNT * i + 2] = 0;
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// Initial lifetime is 0 percent
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particles[COMPONENTCOUNT * i + 3] = 0.;
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particles[COMPONENTCOUNT * i + 3] = rand();
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particles[COMPONENTCOUNT * i + 3] /= RAND_MAX;
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initialvalue[COMPONENTCOUNT * i] = 0.;
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initialvalue[COMPONENTCOUNT * i + 1] = 0.;
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@ -302,14 +321,16 @@ void ParticleSystemProxy::setEmitter(scene::IParticleEmitter* emitter)
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initialvalue[COMPONENTCOUNT * i + 5] = particledir.Y;
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initialvalue[COMPONENTCOUNT * i + 6] = particledir.Z;
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}
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glGenBuffers(2, tfb_buffers);
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glGenBuffers(1, &initial_values_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, initial_values_buffer);
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glBufferData(GL_ARRAY_BUFFER, COMPONENTCOUNT * count * sizeof(float), initialvalue, GL_STREAM_DRAW);
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glGenBuffers(2, tfb_buffers);
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glBindBuffer(GL_ARRAY_BUFFER, tfb_buffers[0]);
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glBufferData(GL_ARRAY_BUFFER, COMPONENTCOUNT * count * sizeof(float), particles, GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, tfb_buffers[1]);
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glBufferData(GL_ARRAY_BUFFER, COMPONENTCOUNT * count * sizeof(float), 0, GL_STREAM_DRAW);
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delete [] particles;
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delete [] initialvalue;
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}
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@ -346,7 +367,6 @@ void ParticleSystemProxy::simulate()
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glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfb_buffers[1]);
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glUniform1i(uniform_dt, 16);
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glUniform1i(uniform_duration, duration);
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glUniformMatrix4fv(uniform_sourcematrix, 1, GL_FALSE, matrix.pointer());
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glBeginTransformFeedback(GL_POINTS);
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glDrawArrays(GL_POINTS, 0, count);
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@ -365,17 +385,17 @@ void ParticleSystemProxy::draw()
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{
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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glDisable(GL_CULL_FACE);
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core::matrix4 matrix = irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION);
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matrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
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glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
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glEnable(GL_POINT_SPRITE);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glUseProgram(RenderProgram);
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glEnableVertexAttribArray(attrib_pos);
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glEnableVertexAttribArray(attrib_lf);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, tfb_buffers[0]);
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glEnableVertexAttribArray(attrib_quadcorner);
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glEnableVertexAttribArray(attrib_texcoord);
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float screen[2] = {
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(float)UserConfigParams::m_width,
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(float)UserConfigParams::m_height
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@ -390,15 +410,30 @@ void ParticleSystemProxy::draw()
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glUniform2f(uniform_screen, screen[0], screen[1]);
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glUniformMatrix4fv(uniform_matrix, 1, GL_FALSE, matrix.pointer());
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glBindBuffer(GL_ARRAY_BUFFER, quad_vertex_buffer);
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glVertexAttribPointer(attrib_quadcorner, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid *)(2 * sizeof(float)));
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glBindBuffer(GL_ARRAY_BUFFER, tfb_buffers[0]);
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glVertexAttribPointer(attrib_pos, 3, GL_FLOAT, GL_FALSE, COMPONENTCOUNT * sizeof(float), 0);
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glVertexAttribPointer(attrib_lf, 1, GL_FLOAT, GL_FALSE, COMPONENTCOUNT * sizeof(float), (GLvoid *) (3 * sizeof(float)));
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glDrawArrays(GL_POINTS, 0, count);
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// glVertexAttribDivisor(attrib_quadcorner, 0);
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// glVertexAttribDivisor(attrib_texcoord, 0);
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glVertexAttribDivisor(attrib_lf, 1);
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glVertexAttribDivisor(attrib_pos, 1);
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, count);
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glVertexAttribDivisor(attrib_lf, 0);
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glVertexAttribDivisor(attrib_pos, 0);
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glDisableVertexAttribArray(attrib_pos);
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glDisableVertexAttribArray(attrib_lf);
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glDisableVertexAttribArray(attrib_quadcorner);
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glDisableVertexAttribArray(attrib_texcoord);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glActiveTexture(GL_TEXTURE0);
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glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
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glDepthMask(GL_TRUE);
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glEnable(GL_CULL_FACE);
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}
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void ParticleSystemProxy::render() {
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@ -29,6 +29,7 @@ public:
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class ParticleSystemProxy : public scene::CParticleSystemSceneNode {
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protected:
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GLuint quad_vertex_buffer;
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GLuint tfb_buffers[2], initial_values_buffer;
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GLuint SimulationProgram;
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@ -36,7 +37,7 @@ protected:
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GLuint uniform_duration, uniform_sourcematrix, uniform_dt;
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GLuint RenderProgram;
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GLuint attrib_pos, attrib_lf;
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GLuint attrib_pos, attrib_lf, attrib_quadcorner, attrib_texcoord;
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GLuint uniform_matrix, uniform_texture, uniform_normal_and_depths, uniform_screen, uniform_invproj;
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GLuint texture, normal_and_depth;
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