Files
TSE/TSE_OpenGlImpl/src/shader/basicParticleShader.cpp

191 lines
6.5 KiB
C++

#include "basicParticleShader.hpp"
#include "basicParticleShaderGLSL.hpp"
#include "BehaviourScripts/Renderable.hpp"
#include "BehaviourScripts/ParticleSystem.hpp"
#include "Color.hpp"
#define SHADER_MESH_INDEX 0
#define SHADER_POS_INDEX 1
#define SHADER_SIZE_INDEX 2
#define SHADER_ROT_INDEX 3
#define SHADER_COLOR_INDEX 4
#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 1 + 1 + 4)
TSE::OpenGL::BasicParticleShader* TSE::OpenGL::BasicParticleShader::instance = nullptr;
TSE::OpenGL::BasicParticleShader *TSE::OpenGL::BasicParticleShader::Instance()
{
return instance;
}
void TSE::OpenGL::BasicParticleShader::Destroy()
{
if(instance != nullptr)
delete instance;
instance = nullptr;
}
void TSE::OpenGL::BasicParticleShader::Init(float width, float height)
{
std::vector<std::unique_ptr<ShaderPart>> parts;
parts.push_back(ShaderPart::LoadFromString(vertPart, GL_VERTEX_SHADER));
parts.push_back(ShaderPart::LoadFromString(fragPart, GL_FRAGMENT_SHADER));
instance = new BasicParticleShader(std::move(parts));
}
TSE::OpenGL::BasicParticleShader::BasicParticleShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
{
PackageSize = SHADER_PACKAGE_SIZE;
}
TSE::OpenGL::BasicParticleShader::~BasicParticleShader()
{
if (meshVBO) glDeleteBuffers(1, &meshVBO);
if (meshIBO) glDeleteBuffers(1, &meshIBO);
}
void TSE::OpenGL::BasicParticleShader::SetMesh(const void *verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void *indices, int indexCount, GLenum indexType)
{
GLint prevVAO = 0, prevArrayBuffer = 0, prevElementBuffer = 0;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &prevVAO);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prevArrayBuffer);
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prevElementBuffer);
if (!meshVBO) glGenBuffers(1, &meshVBO);
glBindBuffer(GL_ARRAY_BUFFER, meshVBO);
glBufferData(GL_ARRAY_BUFFER, vertCount * stride, verts, GL_STATIC_DRAW);
if (indices && indexCount > 0)
{
if (!meshIBO) glGenBuffers(1, &meshIBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIBO);
GLsizeiptr idxSize =
(indexType == GL_UNSIGNED_INT ? 4 :
indexType == GL_UNSIGNED_SHORT? 2 : 1) * indexCount;
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idxSize, indices, GL_STATIC_DRAW);
meshIndexCount = indexCount;
meshIndexType = indexType;
}
else
{
// Kein Index-Buffer
if (meshIBO) { glDeleteBuffers(1, &meshIBO); meshIBO = 0; }
meshIndexCount = 0;
}
meshVertexCount = vertCount;
meshStride = stride;
meshPosOffset = posOffsetBytes;
meshPosSize = floatCountPerVertex;
meshPrimitive = primitive;
meshReady = true;
glBindBuffer(GL_ARRAY_BUFFER, prevArrayBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, prevElementBuffer);
glBindVertexArray(prevVAO);
}
void TSE::OpenGL::BasicParticleShader::OnEnable() const
{
if (!meshReady)
{
// Fallback: unit-Quad als TRIANGLE_FAN (4 Vertices, 2D Positionen)
const float quad[8] = { -0.5f,-0.5f, 0.5f,-0.5f, 0.5f,0.5f, -0.5f,0.5f };
const_cast<BasicParticleShader*>(this)->SetMesh(
quad, 4, sizeof(float)*2, 2, 0, GL_TRIANGLE_FAN
);
}
GLint prevArrayBuffer = 0;
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prevArrayBuffer);
glBindBuffer(GL_ARRAY_BUFFER, meshVBO);
glEnableVertexAttribArray(SHADER_MESH_INDEX); // LOC_QUAD/pos
glVertexAttribPointer(SHADER_MESH_INDEX, meshPosSize, GL_FLOAT, GL_FALSE, meshStride, (void*)meshPosOffset);
glVertexAttribDivisor(SHADER_MESH_INDEX, 0); // per-vertex (Mesh)
glBindBuffer(GL_ARRAY_BUFFER, prevArrayBuffer);
// layout 1: position (vec3)
glEnableVertexAttribArray(SHADER_POS_INDEX);
glVertexAttribPointer(SHADER_POS_INDEX, 3, GL_FLOAT, GL_FALSE, PackageSize, (void*)0);
glVertexAttribDivisor(SHADER_POS_INDEX, 1);
// layout 2: size (float)
glEnableVertexAttribArray(SHADER_SIZE_INDEX);
glVertexAttribPointer(SHADER_SIZE_INDEX, 1, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*3));
glVertexAttribDivisor(SHADER_SIZE_INDEX, 1);
// layout 3: rotationRad (float)
glEnableVertexAttribArray(SHADER_ROT_INDEX);
glVertexAttribPointer(SHADER_ROT_INDEX, 1, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*4));
glVertexAttribDivisor(SHADER_ROT_INDEX, 1);
// layout 4: color (vec4)
glEnableVertexAttribArray(SHADER_COLOR_INDEX);
glVertexAttribPointer(SHADER_COLOR_INDEX, 4, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*5));
glVertexAttribDivisor(SHADER_COLOR_INDEX, 1);
}
void TSE::OpenGL::BasicParticleShader::OnDisable() const
{
glDisableVertexAttribArray(SHADER_MESH_INDEX);
glDisableVertexAttribArray(SHADER_POS_INDEX);
glDisableVertexAttribArray(SHADER_SIZE_INDEX);
glDisableVertexAttribArray(SHADER_ROT_INDEX);
glDisableVertexAttribArray(SHADER_COLOR_INDEX);
}
void TSE::OpenGL::BasicParticleShader::OnFlush()
{
}
void TSE::OpenGL::BasicParticleShader::OnDrawCall(int indexCount)
{
if (instanceCount <= 0) return;
GLint prevElementBuffer = 0;
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prevElementBuffer);
if (meshIBO && meshIndexCount > 0)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIBO);
glDrawElementsInstanced(meshPrimitive, meshIndexCount, meshIndexType, (void*)0, instanceCount);
}
else
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDrawArraysInstanced(meshPrimitive, 0, meshVertexCount, instanceCount);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)prevElementBuffer);
instanceCount = 0;
}
void TSE::OpenGL::BasicParticleShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
{
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
if (!r) return;
auto* ps = dynamic_cast<ParticleSystem*>(t.GetBehaviourScript(PARTICLESYSTEM));
if (!ps) return;
const std::vector<TSE::Particle*>& particles = ps->GetParticles();
for(auto particle : particles)
{
*target++ = particle->position.x;
*target++ = particle->position.y;
*target++ = particle->position.z;
*target++ = particle->size;
*target++ = particle->rotationRad;
*target++ = particle->color.r;
*target++ = particle->color.g;
*target++ = particle->color.b;
*target++ = particle->color.a;
++instanceCount;
}
}