GPUParticles: Fix orientation of reemitted particles.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14875 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -1,6 +1,7 @@
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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 mat4 tinvsourcematrix;
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in vec3 particle_position_initial;
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in float lifetime_initial;
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@ -20,9 +21,11 @@ out float new_size;
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void main(void)
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{
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vec4 initialposition = sourcematrix * vec4(particle_position_initial, 1.0);
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vec4 adjusted_initial_velocity = tinvsourcematrix * vec4(particle_velocity_initial, 1.0);
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adjusted_initial_velocity /= adjusted_initial_velocity.w;
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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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new_particle_velocity = (lifetime < 1.) ? particle_velocity : adjusted_initial_velocity.xyz;
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new_size = size_initial;
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gl_Position = vec4(0.);
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}
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@ -381,6 +381,7 @@ void ParticleSystemProxy::setEmitter(scene::IParticleEmitter* emitter)
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uniform_dt = glGetUniformLocation(SimulationProgram, "dt");
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uniform_sourcematrix = glGetUniformLocation(SimulationProgram, "sourcematrix");
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uniform_tinvsourcematrix = glGetUniformLocation(SimulationProgram, "tinvsourcematrix");
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attrib_position = glGetAttribLocation(SimulationProgram, "particle_position");
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attrib_lifetime = glGetAttribLocation(SimulationProgram, "lifetime");
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@ -434,6 +435,9 @@ void ParticleSystemProxy::simulate()
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LastEmitTime = time;
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core::matrix4 matrix = getAbsoluteTransformation();
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core::matrix4 tinvmatrix;
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matrix.getInverse(tinvmatrix);
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tinvmatrix = tinvmatrix.getTransposed();
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glUseProgram(SimulationProgram);
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glEnable(GL_RASTERIZER_DISCARD);
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glEnableVertexAttribArray(attrib_position);
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@ -458,6 +462,7 @@ void ParticleSystemProxy::simulate()
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glUniform1i(uniform_dt, 16);
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glUniformMatrix4fv(uniform_sourcematrix, 1, GL_FALSE, matrix.pointer());
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glUniformMatrix4fv(uniform_tinvsourcematrix, 1, GL_FALSE, tinvmatrix.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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@ -34,7 +34,7 @@ protected:
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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, attrib_size, attrib_initial_size;
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GLuint uniform_duration, uniform_sourcematrix, uniform_dt;
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GLuint uniform_duration, uniform_sourcematrix, uniform_tinvsourcematrix, uniform_dt;
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GLuint RenderProgram;
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GLuint attrib_pos, attrib_lf, attrib_quadcorner, attrib_texcoord, attrib_sz;
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