GPUParticles: Put it in its own file
Disable rain while doing ping-pong between os to get windows opengl callback git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14814 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
parent
6d0e6a67b2
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df2bd304ab
@ -34,6 +34,7 @@ src/graphics/camera.cpp
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src/graphics/CBatchingMesh.cpp
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src/graphics/explosion.cpp
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src/graphics/glow.cpp
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src/graphics/gpuparticles.cpp
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src/graphics/hardware_skinning.cpp
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src/graphics/hit_sfx.cpp
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src/graphics/irr_driver.cpp
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@ -478,8 +479,8 @@ src/modes/tutorial_world.hpp
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src/modes/world.hpp
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src/modes/world_status.hpp
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src/modes/world_with_rank.hpp
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src/network/event.hpp
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src/network/client_network_manager.hpp
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src/network/event.hpp
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src/network/game_setup.hpp
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src/network/network_interface.hpp
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src/network/network_manager.hpp
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@ -636,10 +637,10 @@ src/tracks/track_object_presentation.hpp
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src/tracks/track_sector.hpp
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src/utils/aligned_array.hpp
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src/utils/constants.hpp
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src/utils/crash_reporting.hpp
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src/utils/debug.hpp
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src/utils/helpers.hpp
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src/utils/interpolation_array.hpp
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src/utils/crash_reporting.hpp
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src/utils/leak_check.hpp
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src/utils/log.hpp
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src/utils/no_copy.hpp
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210
src/graphics/gpuparticles.cpp
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210
src/graphics/gpuparticles.cpp
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@ -0,0 +1,210 @@
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#if 0
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#include "graphics/irr_driver.hpp"
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#include "gpuparticles.h"
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#include <fstream>
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#include "io/file_manager.hpp"
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#include "config/user_config.hpp"
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#include <ICameraSceneNode.h>
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void initGL()
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{
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/* glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)IRR_OGL_LOAD_EXTENSION("glGenTransformFeedbacks");
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glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glBindTransformFeedback");
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glDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glDrawTransformFeedback");
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glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glBeginTransformFeedback");
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glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glEndTransformFeedback");
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glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)IRR_OGL_LOAD_EXTENSION("glBindBufferBase");
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glGenBuffers = (PFNGLGENBUFFERSPROC)IRR_OGL_LOAD_EXTENSION("glGenBuffers");
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glBindBuffer = (PFNGLBINDBUFFERPROC)IRR_OGL_LOAD_EXTENSION("glBindBuffer");
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glBufferData = (PFNGLBUFFERDATAPROC)IRR_OGL_LOAD_EXTENSION("glBufferData");
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glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)IRR_OGL_LOAD_EXTENSION("glVertexAttribPointer");
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glCreateShader = (PFNGLCREATESHADERPROC)IRR_OGL_LOAD_EXTENSION("glCreateShader");
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glCompileShader = (PFNGLCOMPILESHADERPROC)IRR_OGL_LOAD_EXTENSION("glCompileShader");
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glShaderSource = (PFNGLSHADERSOURCEPROC)IRR_OGL_LOAD_EXTENSION("glShaderSource");
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glCreateProgram = (PFNGLCREATEPROGRAMPROC)IRR_OGL_LOAD_EXTENSION("glCreateProgram");
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glAttachShader = (PFNGLATTACHSHADERPROC)IRR_OGL_LOAD_EXTENSION("glAttachShader");
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glLinkProgram = (PFNGLLINKPROGRAMPROC)IRR_OGL_LOAD_EXTENSION("glLinkProgram");
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glUseProgram = (PFNGLUSEPROGRAMPROC)IRR_OGL_LOAD_EXTENSION("glUseProgram");
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glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)IRR_OGL_LOAD_EXTENSION("glEnableVertexAttribArray");
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glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)IRR_OGL_LOAD_EXTENSION("glGetUniformLocation");
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glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)IRR_OGL_LOAD_EXTENSION("glUniformMatrix4fv");
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glUniform1f = (PFNGLUNIFORM1FPROC)IRR_OGL_LOAD_EXTENSION("glUniform1f");
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glUniform3f = (PFNGLUNIFORM3FPROC)IRR_OGL_LOAD_EXTENSION("glUniform3f");
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glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)IRR_OGL_LOAD_EXTENSION("glDisableVertexAttribArray");
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glDeleteShader = (PFNGLDELETESHADERPROC)IRR_OGL_LOAD_EXTENSION("glDeleteShader");
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glGetShaderiv = (PFNGLGETSHADERIVPROC)IRR_OGL_LOAD_EXTENSION("glGetShaderiv");
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glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)IRR_OGL_LOAD_EXTENSION("glGetShaderInfoLog");
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#ifdef _IRR_WINDOWS_API_
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glActiveTexture = (PFNGLACTIVETEXTUREPROC)IRR_OGL_LOAD_EXTENSION("glActiveTexture");
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#endif
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glUniform2f = (PFNGLUNIFORM2FPROC)IRR_OGL_LOAD_EXTENSION("glUniform2f");
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glUniform1i = (PFNGLUNIFORM1IPROC)IRR_OGL_LOAD_EXTENSION("glUniform1i");
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glGetProgramiv = (PFNGLGETPROGRAMIVPROC)IRR_OGL_LOAD_EXTENSION("glGetProgramiv");
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glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)IRR_OGL_LOAD_EXTENSION("glGetProgramInfoLog");
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glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)IRR_OGL_LOAD_EXTENSION("glTransformFeedbackVaryings");*/
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}
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// Mostly from shader tutorial
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static
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GLuint LoadShader(const char * file, unsigned type) {
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GLuint Id = glCreateShader(type);
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std::string Code;
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std::ifstream Stream(file, std::ios::in);
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if (Stream.is_open())
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{
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std::string Line = "";
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while (getline(Stream, Line))
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Code += "\n" + Line;
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Stream.close();
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}
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GLint Result = GL_FALSE;
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int InfoLogLength;
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printf("Compiling shader : %s\n", file);
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char const * SourcePointer = Code.c_str();
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int length = strlen(SourcePointer);
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glShaderSource(Id, 1, &SourcePointer, &length);
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glCompileShader(Id);
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glGetShaderiv(Id, GL_COMPILE_STATUS, &Result);
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if (Result == GL_FALSE) {
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glGetShaderiv(Id, GL_INFO_LOG_LENGTH, &InfoLogLength);
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char *ErrorMessage = new char[InfoLogLength];
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glGetShaderInfoLog(Id, InfoLogLength, NULL, ErrorMessage);
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printf(ErrorMessage);
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delete[] ErrorMessage;
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}
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return Id;
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}
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GLuint LoadProgram(const char * vertex_file_path, const char * fragment_file_path) {
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GLuint VertexShaderID = LoadShader(vertex_file_path, GL_VERTEX_SHADER);
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GLuint FragmentShaderID = LoadShader(fragment_file_path, GL_FRAGMENT_SHADER);
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GLuint ProgramID = glCreateProgram();
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glAttachShader(ProgramID, VertexShaderID);
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glAttachShader(ProgramID, FragmentShaderID);
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glLinkProgram(ProgramID);
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GLint Result = GL_FALSE;
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int InfoLogLength;
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glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
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if (Result == GL_FALSE) {
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glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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char *ErrorMessage = new char[InfoLogLength];
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glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, ErrorMessage);
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printf(ErrorMessage);
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delete[] ErrorMessage;
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}
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glDeleteShader(VertexShaderID);
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glDeleteShader(FragmentShaderID);
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return ProgramID;
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}
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GLuint LoadTFBProgram(const char * vertex_file_path, const char **varyings, unsigned varyingscount) {
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GLuint Shader = LoadShader(vertex_file_path, GL_VERTEX_SHADER);
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GLuint Program = glCreateProgram();
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glAttachShader(Program, Shader);
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glTransformFeedbackVaryings(Program, varyingscount, varyings, GL_INTERLEAVED_ATTRIBS);
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glLinkProgram(Program);
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GLint Result = GL_FALSE;
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int InfoLogLength;
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glGetProgramiv(Program, GL_LINK_STATUS, &Result);
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if (Result == GL_FALSE) {
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glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &InfoLogLength);
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char *ErrorMessage = new char[InfoLogLength];
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glGetProgramInfoLog(Program, InfoLogLength, NULL, ErrorMessage);
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printf(ErrorMessage);
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delete[] ErrorMessage;
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}
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glDeleteShader(Shader);
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return Program;
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}
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GLuint getTextureGLuint(irr::video::ITexture *tex) {
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return static_cast<irr::video::COpenGLTexture*>(tex)->getOpenGLTextureName();
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}
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void bindUniformToTextureUnit(GLuint location, GLuint texid, unsigned textureUnit) {
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glActiveTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(GL_TEXTURE_2D, texid);
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glUniform1i(location, textureUnit);
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}
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GPUParticle::GPUParticle(unsigned c, float *initialSamples, GLuint tex, GLuint rtt) :
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count(c), texture(tex), normal_and_depth(rtt) {
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initGL();
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glGenBuffers(2, tfb_vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, tfb_vertex_buffer[0]);
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glBufferData(GL_ARRAY_BUFFER, 3 * count * sizeof(float), initialSamples, GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, tfb_vertex_buffer[1]);
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glBufferData(GL_ARRAY_BUFFER, 3 * count * sizeof(float), 0, GL_STREAM_DRAW);
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RenderProgram = LoadProgram(file_manager->getAsset("shaders/rain.vert").c_str(), file_manager->getAsset("shaders/rain.frag").c_str());
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loc_screenw = glGetUniformLocation(RenderProgram, "screenw");
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loc_screen = glGetUniformLocation(RenderProgram, "screen");
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loc_invproj = glGetUniformLocation(RenderProgram, "invproj");
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texloc_tex = glGetUniformLocation(RenderProgram, "tex");
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texloc_normal_and_depths = glGetUniformLocation(RenderProgram, "normals_and_depth");
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const char *varyings[] = {"currentPosition"};
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SimulationProgram = LoadTFBProgram(file_manager->getAsset("shaders/rainsim.vert").c_str(), varyings, 1);
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loc_campos = glGetUniformLocation(SimulationProgram, "campos");
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loc_viewm = glGetUniformLocation(SimulationProgram, "viewm");
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loc_time = glGetUniformLocation(SimulationProgram, "time");
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}
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void GPUParticle::simulate() {
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glUseProgram(SimulationProgram);
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const float time = irr_driver->getDevice()->getTimer()->getTime() / 90.0f;
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const irr::core::matrix4 viewm = irr_driver->getVideoDriver()->getTransform(irr::video::ETS_VIEW);
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const irr::core::vector3df campos = irr_driver->getSceneManager()->getActiveCamera()->getPosition();
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glEnable(GL_RASTERIZER_DISCARD);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, tfb_vertex_buffer[0]);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfb_vertex_buffer[1]);
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glUniformMatrix4fv(loc_viewm, 1, GL_FALSE, viewm.pointer());
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glUniform1f(loc_time, time);
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glUniform3f(loc_campos, campos.X, campos.Y, campos.Z);
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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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glDisable(GL_RASTERIZER_DISCARD);
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}
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void GPUParticle::render() {
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const float screenw = (float)UserConfigParams::m_width;
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glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
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glEnable(GL_POINT_SPRITE);
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glUseProgram(RenderProgram);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, tfb_vertex_buffer[1]);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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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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};
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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(texloc_tex, texture, 0);
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bindUniformToTextureUnit(texloc_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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glUniform1f(loc_screenw, screenw);
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glDrawArrays(GL_POINTS, 0, count);
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glDisableVertexAttribArray(0);
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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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}
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#endif
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src/graphics/gpuparticles.h
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73
src/graphics/gpuparticles.h
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@ -0,0 +1,73 @@
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#if 0
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#ifndef GPUPARTICLES_H
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#define GPUPARTICLES_H
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#define GL_GLEXT_PROTOTYPES 1
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#include "graphics/glwrap.hpp"
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#include <ISceneManager.h>
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/*#ifdef _IRR_WINDOWS_API_
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#define IRR_OGL_LOAD_EXTENSION(X) wglGetProcAddress(reinterpret_cast<const char*>(X))
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#else
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#include <GL/glx.h>
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#define IRR_OGL_LOAD_EXTENSION(X) glXGetProcAddress(reinterpret_cast<const GLubyte*>(X))
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#endif
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PFNGLGENTRANSFORMFEEDBACKSPROC glGenTransformFeedbacks;
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PFNGLBINDTRANSFORMFEEDBACKPROC glBindTransformFeedback;
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PFNGLDRAWTRANSFORMFEEDBACKPROC glDrawTransformFeedback;
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PFNGLBEGINTRANSFORMFEEDBACKPROC glBeginTransformFeedback;
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PFNGLENDTRANSFORMFEEDBACKPROC glEndTransformFeedback;
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PFNGLTRANSFORMFEEDBACKVARYINGSPROC glTransformFeedbackVaryings;
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PFNGLBINDBUFFERBASEPROC glBindBufferBase;
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PFNGLGENBUFFERSPROC glGenBuffers;
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PFNGLBINDBUFFERPROC glBindBuffer;
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PFNGLBUFFERDATAPROC glBufferData;
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PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
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PFNGLCREATESHADERPROC glCreateShader;
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PFNGLCOMPILESHADERPROC glCompileShader;
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PFNGLSHADERSOURCEPROC glShaderSource;
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PFNGLCREATEPROGRAMPROC glCreateProgram;
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PFNGLATTACHSHADERPROC glAttachShader;
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PFNGLLINKPROGRAMPROC glLinkProgram;
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PFNGLUSEPROGRAMPROC glUseProgram;
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PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
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PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
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PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
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PFNGLUNIFORM1FPROC glUniform1f;
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PFNGLUNIFORM3FPROC glUniform3f;
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PFNGLDELETESHADERPROC glDeleteShader;
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PFNGLGETSHADERIVPROC glGetShaderiv;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
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#ifdef _IRR_WINDOWS_API_
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PFNGLACTIVETEXTUREPROC glActiveTexture;
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#endif
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PFNGLUNIFORM2FPROC glUniform2f;
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PFNGLUNIFORM1IPROC glUniform1i;
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PFNGLGETPROGRAMIVPROC glGetProgramiv;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;*/
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void initGL();
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GLuint LoadProgram(const char * vertex_file_path, const char * fragment_file_path);
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GLuint LoadTFBProgram(const char * vertex_file_path, const char **varyings, unsigned varyingscount);
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GLuint getTextureGLuint(irr::video::ITexture *tex);
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void bindUniformToTextureUnit(GLuint location, GLuint texid, unsigned textureUnit);
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class GPUParticle {
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private:
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unsigned count;
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GLuint SimulationProgram, RenderProgram, tfb_vertex_buffer[2];
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GLuint texture, normal_and_depth;
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GLuint loc_campos, loc_viewm, loc_time;
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GLuint loc_screenw, loc_screen, loc_invproj, texloc_tex, texloc_normal_and_depths;
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public:
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GPUParticle(unsigned c, float *initialSamples, GLuint tex, GLuint rtt);
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void simulate();
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void render();
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};
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#endif // GPUPARTICLES_H
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#endif
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#include <ISceneManager.h>
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#include <SMeshBuffer.h>
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#include "graphics/gpuparticles.h"
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using namespace video;
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using namespace scene;
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using namespace core;
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// OPENGL PARTICLE SYSTEM
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#include <ICameraSceneNode.h>
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#include "../source/Irrlicht/COpenGLExtensionHandler.h"
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#include "io/file_manager.hpp"
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#ifdef _IRR_WINDOWS_API_
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#define IRR_OGL_LOAD_EXTENSION(X) wglGetProcAddress(reinterpret_cast<const char*>(X))
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#else
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#include <GL/glx.h>
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#define IRR_OGL_LOAD_EXTENSION(X) glXGetProcAddress(reinterpret_cast<const GLubyte*>(X))
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#endif
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PFNGLGENTRANSFORMFEEDBACKSPROC glGenTransformFeedbacks;
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PFNGLBINDTRANSFORMFEEDBACKPROC glBindTransformFeedback;
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PFNGLDRAWTRANSFORMFEEDBACKPROC glDrawTransformFeedback;
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PFNGLBEGINTRANSFORMFEEDBACKPROC glBeginTransformFeedback;
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PFNGLENDTRANSFORMFEEDBACKPROC glEndTransformFeedback;
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PFNGLTRANSFORMFEEDBACKVARYINGSPROC glTransformFeedbackVaryings;
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PFNGLBINDBUFFERBASEPROC glBindBufferBase;
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PFNGLGENBUFFERSPROC glGenBuffers;
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PFNGLBINDBUFFERPROC glBindBuffer;
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PFNGLBUFFERDATAPROC glBufferData;
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PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
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PFNGLCREATESHADERPROC glCreateShader;
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PFNGLCOMPILESHADERPROC glCompileShader;
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PFNGLSHADERSOURCEPROC glShaderSource;
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PFNGLCREATEPROGRAMPROC glCreateProgram;
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PFNGLATTACHSHADERPROC glAttachShader;
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PFNGLLINKPROGRAMPROC glLinkProgram;
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PFNGLUSEPROGRAMPROC glUseProgram;
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PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
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PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
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PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
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PFNGLUNIFORM1FPROC glUniform1f;
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PFNGLUNIFORM3FPROC glUniform3f;
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PFNGLDELETESHADERPROC glDeleteShader;
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PFNGLGETSHADERIVPROC glGetShaderiv;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
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#ifdef _IRR_WINDOWS_API_
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PFNGLACTIVETEXTUREPROC glActiveTexture;
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#endif
|
||||
PFNGLUNIFORM2FPROC glUniform2f;
|
||||
PFNGLUNIFORM1IPROC glUniform1i;
|
||||
PFNGLGETPROGRAMIVPROC glGetProgramiv;
|
||||
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
|
||||
|
||||
void initGL()
|
||||
{
|
||||
glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)IRR_OGL_LOAD_EXTENSION("glGenTransformFeedbacks");
|
||||
glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glBindTransformFeedback");
|
||||
glDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glDrawTransformFeedback");
|
||||
glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glBeginTransformFeedback");
|
||||
glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glEndTransformFeedback");
|
||||
glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)IRR_OGL_LOAD_EXTENSION("glBindBufferBase");
|
||||
glGenBuffers = (PFNGLGENBUFFERSPROC)IRR_OGL_LOAD_EXTENSION("glGenBuffers");
|
||||
glBindBuffer = (PFNGLBINDBUFFERPROC)IRR_OGL_LOAD_EXTENSION("glBindBuffer");
|
||||
glBufferData = (PFNGLBUFFERDATAPROC)IRR_OGL_LOAD_EXTENSION("glBufferData");
|
||||
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)IRR_OGL_LOAD_EXTENSION("glVertexAttribPointer");
|
||||
glCreateShader = (PFNGLCREATESHADERPROC)IRR_OGL_LOAD_EXTENSION("glCreateShader");
|
||||
glCompileShader = (PFNGLCOMPILESHADERPROC)IRR_OGL_LOAD_EXTENSION("glCompileShader");
|
||||
glShaderSource = (PFNGLSHADERSOURCEPROC)IRR_OGL_LOAD_EXTENSION("glShaderSource");
|
||||
glCreateProgram = (PFNGLCREATEPROGRAMPROC)IRR_OGL_LOAD_EXTENSION("glCreateProgram");
|
||||
glAttachShader = (PFNGLATTACHSHADERPROC)IRR_OGL_LOAD_EXTENSION("glAttachShader");
|
||||
glLinkProgram = (PFNGLLINKPROGRAMPROC)IRR_OGL_LOAD_EXTENSION("glLinkProgram");
|
||||
glUseProgram = (PFNGLUSEPROGRAMPROC)IRR_OGL_LOAD_EXTENSION("glUseProgram");
|
||||
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)IRR_OGL_LOAD_EXTENSION("glEnableVertexAttribArray");
|
||||
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)IRR_OGL_LOAD_EXTENSION("glGetUniformLocation");
|
||||
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)IRR_OGL_LOAD_EXTENSION("glUniformMatrix4fv");
|
||||
glUniform1f = (PFNGLUNIFORM1FPROC)IRR_OGL_LOAD_EXTENSION("glUniform1f");
|
||||
glUniform3f = (PFNGLUNIFORM3FPROC)IRR_OGL_LOAD_EXTENSION("glUniform3f");
|
||||
glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)IRR_OGL_LOAD_EXTENSION("glDisableVertexAttribArray");
|
||||
glDeleteShader = (PFNGLDELETESHADERPROC)IRR_OGL_LOAD_EXTENSION("glDeleteShader");
|
||||
glGetShaderiv = (PFNGLGETSHADERIVPROC)IRR_OGL_LOAD_EXTENSION("glGetShaderiv");
|
||||
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)IRR_OGL_LOAD_EXTENSION("glGetShaderInfoLog");
|
||||
#ifdef _IRR_WINDOWS_API_
|
||||
glActiveTexture = (PFNGLACTIVETEXTUREPROC)IRR_OGL_LOAD_EXTENSION("glActiveTexture");
|
||||
#endif
|
||||
glUniform2f = (PFNGLUNIFORM2FPROC)IRR_OGL_LOAD_EXTENSION("glUniform2f");
|
||||
glUniform1i = (PFNGLUNIFORM1IPROC)IRR_OGL_LOAD_EXTENSION("glUniform1i");
|
||||
glGetProgramiv = (PFNGLGETPROGRAMIVPROC)IRR_OGL_LOAD_EXTENSION("glGetProgramiv");
|
||||
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)IRR_OGL_LOAD_EXTENSION("glGetProgramInfoLog");
|
||||
glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)IRR_OGL_LOAD_EXTENSION("glTransformFeedbackVaryings");
|
||||
}
|
||||
|
||||
// Mostly from shader tutorial
|
||||
GLuint LoadShader(const char * file, unsigned type) {
|
||||
GLuint Id = glCreateShader(type);
|
||||
std::string Code;
|
||||
std::ifstream Stream(file, std::ios::in);
|
||||
if (Stream.is_open())
|
||||
{
|
||||
std::string Line = "";
|
||||
while (getline(Stream, Line))
|
||||
Code += "\n" + Line;
|
||||
Stream.close();
|
||||
}
|
||||
GLint Result = GL_FALSE;
|
||||
int InfoLogLength;
|
||||
printf("Compiling shader : %s\n", file);
|
||||
char const * SourcePointer = Code.c_str();
|
||||
int length = strlen(SourcePointer);
|
||||
glShaderSource(Id, 1, &SourcePointer, &length);
|
||||
glCompileShader(Id);
|
||||
|
||||
glGetShaderiv(Id, GL_COMPILE_STATUS, &Result);
|
||||
if (Result == GL_FALSE) {
|
||||
glGetShaderiv(Id, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||
char *ErrorMessage = new char[InfoLogLength];
|
||||
glGetShaderInfoLog(Id, InfoLogLength, NULL, ErrorMessage);
|
||||
printf(ErrorMessage);
|
||||
delete[] ErrorMessage;
|
||||
}
|
||||
|
||||
return Id;
|
||||
}
|
||||
|
||||
GLuint LoadProgram(const char * vertex_file_path, const char * fragment_file_path){
|
||||
GLuint VertexShaderID = LoadShader(vertex_file_path, GL_VERTEX_SHADER);
|
||||
GLuint FragmentShaderID = LoadShader(fragment_file_path, GL_FRAGMENT_SHADER);
|
||||
|
||||
GLuint ProgramID = glCreateProgram();
|
||||
glAttachShader(ProgramID, VertexShaderID);
|
||||
glAttachShader(ProgramID, FragmentShaderID);
|
||||
glLinkProgram(ProgramID);
|
||||
|
||||
GLint Result = GL_FALSE;
|
||||
int InfoLogLength;
|
||||
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
|
||||
if (Result == GL_FALSE) {
|
||||
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||
char *ErrorMessage = new char[InfoLogLength];
|
||||
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, ErrorMessage);
|
||||
printf(ErrorMessage);
|
||||
delete[] ErrorMessage;
|
||||
}
|
||||
|
||||
glDeleteShader(VertexShaderID);
|
||||
glDeleteShader(FragmentShaderID);
|
||||
|
||||
return ProgramID;
|
||||
}
|
||||
|
||||
GLuint LoadTFBProgram(const char * vertex_file_path, const char **varyings, unsigned varyingscount){
|
||||
GLuint Shader = LoadShader(vertex_file_path, GL_VERTEX_SHADER);
|
||||
GLuint Program = glCreateProgram();
|
||||
glAttachShader(Program, Shader);
|
||||
glTransformFeedbackVaryings(Program, varyingscount, varyings, GL_INTERLEAVED_ATTRIBS);
|
||||
glLinkProgram(Program);
|
||||
|
||||
GLint Result = GL_FALSE;
|
||||
int InfoLogLength;
|
||||
glGetProgramiv(Program, GL_LINK_STATUS, &Result);
|
||||
if (Result == GL_FALSE) {
|
||||
glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||
char *ErrorMessage = new char[InfoLogLength];
|
||||
glGetProgramInfoLog(Program, InfoLogLength, NULL, ErrorMessage);
|
||||
printf(ErrorMessage);
|
||||
delete[] ErrorMessage;
|
||||
}
|
||||
glDeleteShader(Shader);
|
||||
return Program;
|
||||
}
|
||||
|
||||
GLuint getTextureGLuint(ITexture *tex) { return static_cast<const COpenGLTexture*>(tex)->getOpenGLTextureName(); }
|
||||
|
||||
void bindUniformToTextureUnit(GLuint location, GLuint texid, unsigned textureUnit) {
|
||||
glActiveTexture(GL_TEXTURE0 + textureUnit);
|
||||
glBindTexture(GL_TEXTURE_2D, texid);
|
||||
glUniform1i(location, textureUnit);
|
||||
}
|
||||
|
||||
class GPUParticle {
|
||||
private:
|
||||
GLuint SimulationProgram, RenderProgram, tfb_vertex_buffer[2];
|
||||
GLuint texture, normal_and_depth;
|
||||
GLuint loc_campos, loc_viewm, loc_time;
|
||||
GLuint loc_screenw, loc_screen, loc_invproj, texloc_tex, texloc_normal_and_depths;
|
||||
unsigned count;
|
||||
public:
|
||||
GPUParticle(unsigned c, float *initialSamples, GLuint tex, GLuint rtt) :
|
||||
count(c), texture(tex), normal_and_depth(rtt) {
|
||||
initGL();
|
||||
glGenBuffers(2, tfb_vertex_buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, tfb_vertex_buffer[0]);
|
||||
glBufferData(GL_ARRAY_BUFFER, 3 * count * sizeof(float), initialSamples, GL_STREAM_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, tfb_vertex_buffer[1]);
|
||||
glBufferData(GL_ARRAY_BUFFER, 3 * count * sizeof(float), 0, GL_STREAM_DRAW);
|
||||
|
||||
RenderProgram = LoadProgram(file_manager->getAsset("shaders/rain.vert").c_str(), file_manager->getAsset("shaders/rain.frag").c_str());
|
||||
loc_screenw = glGetUniformLocation(RenderProgram, "screenw");
|
||||
loc_screen = glGetUniformLocation(RenderProgram, "screen");
|
||||
loc_invproj = glGetUniformLocation(RenderProgram, "invproj");
|
||||
texloc_tex = glGetUniformLocation(RenderProgram, "tex");
|
||||
texloc_normal_and_depths = glGetUniformLocation(RenderProgram, "normals_and_depth");
|
||||
|
||||
const char *varyings[] = {"currentPosition"};
|
||||
SimulationProgram = LoadTFBProgram(file_manager->getAsset("shaders/rainsim.vert").c_str(), varyings, 1);
|
||||
loc_campos = glGetUniformLocation(SimulationProgram, "campos");
|
||||
loc_viewm = glGetUniformLocation(SimulationProgram, "viewm");
|
||||
loc_time = glGetUniformLocation(SimulationProgram, "time");
|
||||
}
|
||||
|
||||
void simulate() {
|
||||
glUseProgram(SimulationProgram);
|
||||
const float time = irr_driver->getDevice()->getTimer()->getTime() / 90.0f;
|
||||
const matrix4 viewm = irr_driver->getVideoDriver()->getTransform(ETS_VIEW);
|
||||
const vector3df campos = irr_driver->getSceneManager()->getActiveCamera()->getPosition();
|
||||
|
||||
glEnable(GL_RASTERIZER_DISCARD);
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, tfb_vertex_buffer[0]);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfb_vertex_buffer[1]);
|
||||
|
||||
glUniformMatrix4fv(loc_viewm, 1, GL_FALSE, viewm.pointer());
|
||||
glUniform1f(loc_time, time);
|
||||
glUniform3f(loc_campos, campos.X, campos.Y, campos.Z);
|
||||
glBeginTransformFeedback(GL_POINTS);
|
||||
glDrawArrays(GL_POINTS, 0, count);
|
||||
glEndTransformFeedback();
|
||||
glDisable(GL_RASTERIZER_DISCARD);
|
||||
}
|
||||
|
||||
void render() {
|
||||
const float screenw = (float)UserConfigParams::m_width;
|
||||
|
||||
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
|
||||
glEnable(GL_POINT_SPRITE);
|
||||
glUseProgram(RenderProgram);
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, tfb_vertex_buffer[1]);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
|
||||
float screen[2] = { (float)UserConfigParams::m_width,
|
||||
(float)UserConfigParams::m_height };
|
||||
matrix4 invproj = irr_driver->getVideoDriver()->getTransform(ETS_PROJECTION);
|
||||
invproj.makeInverse();
|
||||
|
||||
bindUniformToTextureUnit(texloc_tex, texture, 0);
|
||||
bindUniformToTextureUnit(texloc_normal_and_depths, normal_and_depth, 1);
|
||||
|
||||
glUniformMatrix4fv(loc_invproj, 1, GL_FALSE, invproj.pointer());
|
||||
glUniform2f(loc_screen, screen[0], screen[1]);
|
||||
glUniform1f(loc_screenw, screenw);
|
||||
glDrawArrays(GL_POINTS, 0, count);
|
||||
glDisableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
|
||||
}
|
||||
};
|
||||
// END OPENGL PARTICLE SYSTEM
|
||||
|
||||
// The actual rain node
|
||||
class RainNode: public scene::ISceneNode
|
||||
{
|
||||
private:
|
||||
GPUParticle *gpupart;
|
||||
// GPUParticle *gpupart;
|
||||
public:
|
||||
RainNode(scene::ISceneManager* mgr, ITexture *tex)
|
||||
: scene::ISceneNode(0, mgr, -1)
|
||||
@ -326,7 +72,7 @@ public:
|
||||
vertices[3 * i + 1] = y;
|
||||
vertices[3 * i + 2] = z;
|
||||
}
|
||||
gpupart = new GPUParticle(count, vertices, getTextureGLuint(mat.getTexture(0)), getTextureGLuint(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH)));
|
||||
//gpupart = new GPUParticle(count, vertices, getTextureGLuint(mat.getTexture(0)), getTextureGLuint(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH)));
|
||||
|
||||
box.addInternalPoint(vector3df((float)(-area/2)));
|
||||
box.addInternalPoint(vector3df((float)( area/2)));
|
||||
@ -334,13 +80,13 @@ public:
|
||||
|
||||
~RainNode()
|
||||
{
|
||||
delete gpupart;
|
||||
// delete gpupart;
|
||||
}
|
||||
|
||||
virtual void render()
|
||||
{
|
||||
gpupart->simulate();
|
||||
gpupart->render();
|
||||
// gpupart->simulate();
|
||||
// gpupart->render();
|
||||
// We need to force irrlicht to update its internal states
|
||||
IVideoDriver * const drv = irr_driver->getVideoDriver();
|
||||
drv->setMaterial(mat);
|
||||
|
Loading…
x
Reference in New Issue
Block a user