GPUParticle: Implements generic fade out and rework particles lifetime.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14852 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -1,21 +1,23 @@
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#version 130
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uniform sampler2D texture;
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uniform sampler2D normals_and_depth;
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uniform mat4 invproj;
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uniform sampler2D normals_and_depth;
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uniform mat4 invproj;
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uniform vec2 screen;
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in float lf;
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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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float FragZ = gl_FragCoord.z;
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float EnvZ = texture2D(normals_and_depth, xy).a;
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vec4 FragmentPos = invproj * (2. * vec4(xy, FragZ, 1.0) - 1.);
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FragmentPos /= FragmentPos.w;
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vec4 EnvPos = invproj * (2. * vec4(xy, EnvZ, 1.0) - 1.);
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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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vec2 xy = gl_FragCoord.xy / screen;
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float FragZ = gl_FragCoord.z;
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float EnvZ = texture2D(normals_and_depth, xy).a;
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vec4 FragmentPos = invproj * (2. * vec4(xy, FragZ, 1.0) - 1.);
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FragmentPos /= FragmentPos.w;
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vec4 EnvPos = invproj * (2. * vec4(xy, EnvZ, 1.0) - 1.);
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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.a *= alpha;
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color.a *= alpha * (1. - lf);
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}
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@ -1,9 +1,14 @@
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#version 130
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uniform mat4 matrix;
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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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void main(void)
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{
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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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}
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@ -3,6 +3,10 @@ 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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in vec4 particle_velocity_initial;
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in vec3 particle_position;
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in float lifetime;
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in vec4 particle_velocity;
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@ -13,9 +17,9 @@ out vec4 new_particle_velocity;
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void main(void)
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{
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vec4 initialposition = sourcematrix * vec4(0., 0., 0., 1.0);
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new_particle_position = (lifetime > 0.) ? particle_position + particle_velocity.xyz * float(dt) : initialposition.xyz - particle_velocity.xyz * lifetime;
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new_lifetime = (lifetime > 0.) ? lifetime - float(dt) : float(duration) - lifetime;
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new_particle_velocity = particle_velocity;
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vec4 initialposition = sourcematrix * vec4(particle_position_initial, 1.0);
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new_particle_position = (lifetime < 1.) ? particle_position + particle_velocity.xyz * float(dt) : initialposition.xyz;
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new_lifetime = (lifetime < 1.) ? lifetime + (float(dt)/lifetime_initial) : 0.;
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new_particle_velocity = (lifetime < 1.) ? particle_velocity : particle_velocity_initial;
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gl_Position = vec4(0.);
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}
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@ -252,27 +252,44 @@ void ParticleSystemProxy::setEmitter(scene::IParticleEmitter* emitter)
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normal_and_depth = getTextureGLuint(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH));
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SimulationProgram = LoadTFBProgram(file_manager->getAsset("shaders/pointemitter.vert").c_str(), varyings, 3);
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loc_duration = glGetUniformLocation(SimulationProgram, "duration");
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loc_dt = glGetUniformLocation(SimulationProgram, "dt");
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loc_sourcematrix = glGetUniformLocation(SimulationProgram, "sourcematrix");
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loc_position = glGetAttribLocation(SimulationProgram, "particle_position");
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loc_lifetime = glGetAttribLocation(SimulationProgram, "lifetime");
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loc_velocity = glGetAttribLocation(SimulationProgram, "particle_velocity");
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printf("count:%d\nduration:%d\n", count, duration);
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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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attrib_position = glGetAttribLocation(SimulationProgram, "particle_position");
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attrib_lifetime = glGetAttribLocation(SimulationProgram, "lifetime");
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attrib_velocity = glGetAttribLocation(SimulationProgram, "particle_velocity");
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attrib_initial_position = glGetAttribLocation(SimulationProgram, "particle_position_initial");
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attrib_initial_lifetime = glGetAttribLocation(SimulationProgram, "lifetime_initial");
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attrib_initial_velocity = glGetAttribLocation(SimulationProgram, "particle_velocity_initial");
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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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loc_matrix = glGetUniformLocation(RenderProgram, "matrix");
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loc_texture = glGetUniformLocation(RenderProgram, "texture");
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loc_invproj = glGetUniformLocation(RenderProgram, "invproj");
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loc_screen = glGetUniformLocation(RenderProgram, "screen");
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loc_normal_and_depths = glGetUniformLocation(RenderProgram, "normals_and_depth");
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attrib_pos = glGetAttribLocation(RenderProgram, "position");
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attrib_lf = glGetAttribLocation(RenderProgram, "lifetime");
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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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uniform_screen = glGetUniformLocation(RenderProgram, "screen");
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uniform_normal_and_depths = glGetUniformLocation(RenderProgram, "normals_and_depth");
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float *particles = new float[COMPONENTCOUNT * count];
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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] = 0.;
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particles[COMPONENTCOUNT * i + 1] = 0.;
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particles[COMPONENTCOUNT * i + 2] = 0.;
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particles[COMPONENTCOUNT * i + 3] = rand() % duration;
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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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// Initial lifetime is 0 percent
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particles[COMPONENTCOUNT * i + 3] = 0.;
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initialvalue[COMPONENTCOUNT * i] = 0.;
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initialvalue[COMPONENTCOUNT * i + 1] = 0.;
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initialvalue[COMPONENTCOUNT * i + 2] = 0.;
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initialvalue[COMPONENTCOUNT * i + 3] = rand() % lifetime_range;
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initialvalue[COMPONENTCOUNT * i + 3] += emitter->getMinLifeTime();
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core::vector3df particledir = emitter->getDirection();
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particledir.rotateXYBy(os::Randomizer::frand() * emitter->getMaxAngleDegrees());
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particledir.rotateYZBy(os::Randomizer::frand() * emitter->getMaxAngleDegrees());
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@ -281,8 +298,13 @@ void ParticleSystemProxy::setEmitter(scene::IParticleEmitter* emitter)
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particles[COMPONENTCOUNT * i + 4] = particledir.X;
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particles[COMPONENTCOUNT * i + 5] = particledir.Y;
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particles[COMPONENTCOUNT * i + 6] = particledir.Z;
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initialvalue[COMPONENTCOUNT * i + 4] = particledir.X;
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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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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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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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@ -307,31 +329,40 @@ void ParticleSystemProxy::simulate()
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core::matrix4 matrix = getAbsoluteTransformation();
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glUseProgram(SimulationProgram);
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glEnable(GL_RASTERIZER_DISCARD);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(attrib_position);
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glEnableVertexAttribArray(attrib_lifetime);
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glEnableVertexAttribArray(attrib_velocity);
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glBindBuffer(GL_ARRAY_BUFFER, tfb_buffers[0]);
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glVertexAttribPointer(loc_position, 3, GL_FLOAT, GL_FALSE, COMPONENTCOUNT * sizeof(float), (GLvoid*)0);
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glVertexAttribPointer(loc_lifetime, 1, GL_FLOAT, GL_FALSE, COMPONENTCOUNT * sizeof(float), (GLvoid*)(3 * sizeof(float)));
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glVertexAttribPointer(loc_velocity, 4, GL_FLOAT, GL_FALSE, COMPONENTCOUNT * sizeof(float), (GLvoid*)(4 * sizeof(float)));
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glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, COMPONENTCOUNT * sizeof(float), (GLvoid*)0);
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glVertexAttribPointer(attrib_lifetime, 1, GL_FLOAT, GL_FALSE, COMPONENTCOUNT * sizeof(float), (GLvoid*)(3 * sizeof(float)));
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glVertexAttribPointer(attrib_velocity, 4, GL_FLOAT, GL_FALSE, COMPONENTCOUNT * sizeof(float), (GLvoid*)(4 * sizeof(float)));
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glEnableVertexAttribArray(attrib_initial_position);
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glEnableVertexAttribArray(attrib_initial_lifetime);
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glEnableVertexAttribArray(attrib_initial_velocity);
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glBindBuffer(GL_ARRAY_BUFFER, initial_values_buffer);
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glVertexAttribPointer(attrib_initial_position, 3, GL_FLOAT, GL_FALSE, COMPONENTCOUNT * sizeof(float), (GLvoid*)0);
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glVertexAttribPointer(attrib_initial_lifetime, 1, GL_FLOAT, GL_FALSE, COMPONENTCOUNT * sizeof(float), (GLvoid*)(3 * sizeof(float)));
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glVertexAttribPointer(attrib_initial_velocity, 4, GL_FLOAT, GL_FALSE, COMPONENTCOUNT * sizeof(float), (GLvoid*)(4 * sizeof(float)));
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glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfb_buffers[1]);
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glUniform1i(loc_dt, timediff);
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glUniform1i(loc_duration, duration);
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glUniformMatrix4fv(loc_sourcematrix, 1, GL_FALSE, matrix.pointer());
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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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glEndTransformFeedback();
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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glDisableVertexAttribArray(attrib_position);
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glDisableVertexAttribArray(attrib_lifetime);
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glDisableVertexAttribArray(attrib_velocity);
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glDisableVertexAttribArray(attrib_initial_position);
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glDisableVertexAttribArray(attrib_initial_lifetime);
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glDisableVertexAttribArray(attrib_initial_velocity);
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glDisable(GL_RASTERIZER_DISCARD);
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std::swap(tfb_buffers[0], tfb_buffers[1]);
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}
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void ParticleSystemProxy::draw()
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{
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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core::matrix4 matrix = irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION);
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@ -341,6 +372,8 @@ void ParticleSystemProxy::draw()
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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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float screen[2] = {
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@ -350,20 +383,21 @@ void ParticleSystemProxy::draw()
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irr::core::matrix4 invproj = irr_driver->getVideoDriver()->getTransform(irr::video::ETS_PROJECTION);
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invproj.makeInverse();
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bindUniformToTextureUnit(loc_texture, texture, 0);
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bindUniformToTextureUnit(loc_normal_and_depths, normal_and_depth, 1);
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bindUniformToTextureUnit(uniform_texture, texture, 0);
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bindUniformToTextureUnit(uniform_normal_and_depths, normal_and_depth, 1);
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glUniformMatrix4fv(loc_invproj, 1, GL_FALSE, invproj.pointer());
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glUniform2f(loc_screen, screen[0], screen[1]);
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glUniformMatrix4fv(loc_matrix, 1, GL_FALSE, matrix.pointer());
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glUniformMatrix4fv(uniform_invproj, 1, GL_FALSE, invproj.pointer());
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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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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, COMPONENTCOUNT * sizeof(float), 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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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(attrib_pos);
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glDisableVertexAttribArray(attrib_lf);
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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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glEnable(GL_ALPHA_TEST);
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glDepthMask(GL_TRUE);
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}
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@ -29,10 +29,16 @@ public:
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class ParticleSystemProxy : public scene::CParticleSystemSceneNode {
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protected:
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GLuint SimulationProgram, RenderProgram;
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GLuint loc_duration, loc_sourcematrix, loc_dt, loc_matrix, loc_texture, loc_normal_and_depths, loc_screen, loc_invproj;
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GLuint loc_position, loc_velocity, loc_lifetime;
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GLuint tfb_buffers[2];
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GLuint tfb_buffers[2], initial_values_buffer;
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GLuint SimulationProgram;
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GLuint attrib_position, attrib_velocity, attrib_lifetime, attrib_initial_position, attrib_initial_velocity, attrib_initial_lifetime;
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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 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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unsigned duration, count, LastEmitTime;
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