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