// // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Based on ParticleSystem.c from // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com #include "SampleApplication.h" #include "Vector.h" #include "shader_utils.h" #include "random_utils.h" #include "system_utils.h" #include "tga_utils.h" #define _USE_MATH_DEFINES #include using namespace angle; class ParticleSystemSample : public SampleApplication { public: ParticleSystemSample() : SampleApplication("ParticleSystem", 1280, 720) { } bool initialize() override { const std::string vs = SHADER_SOURCE ( uniform float u_time; uniform vec3 u_centerPosition; attribute float a_lifetime; attribute vec3 a_startPosition; attribute vec3 a_endPosition; varying float v_lifetime; void main() { if (u_time <= a_lifetime) { gl_Position.xyz = a_startPosition + (u_time * a_endPosition); gl_Position.xyz += u_centerPosition; gl_Position.w = 1.0; } else { gl_Position = vec4(-1000, -1000, 0, 0); } v_lifetime = 1.0 - (u_time / a_lifetime); v_lifetime = clamp(v_lifetime, 0.0, 1.0); gl_PointSize = (v_lifetime * v_lifetime) * 40.0; } ); const std::string fs = SHADER_SOURCE ( precision mediump float; uniform vec4 u_color; varying float v_lifetime; uniform sampler2D s_texture; void main() { vec4 texColor; texColor = texture2D(s_texture, gl_PointCoord); gl_FragColor = vec4(u_color) * texColor; gl_FragColor.a *= v_lifetime; } ); mProgram = CompileProgram(vs, fs); if (!mProgram) { return false; } // Get the attribute locations mLifetimeLoc = glGetAttribLocation(mProgram, "a_lifetime"); mStartPositionLoc = glGetAttribLocation(mProgram, "a_startPosition"); mEndPositionLoc = glGetAttribLocation(mProgram, "a_endPosition"); // Get the uniform locations mTimeLoc = glGetUniformLocation(mProgram, "u_time"); mCenterPositionLoc = glGetUniformLocation(mProgram, "u_centerPosition"); mColorLoc = glGetUniformLocation(mProgram, "u_color"); mSamplerLoc = glGetUniformLocation(mProgram, "s_texture"); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Fill in particle data array for (size_t i = 0; i < mParticleCount; i++) { mParticles[i].lifetime = mRNG.randomFloatBetween(0.0f, 1.0f); float endAngle = mRNG.randomFloatBetween(0, 2.0f * float(M_PI)); float endRadius = mRNG.randomFloatBetween(0.0f, 2.0f); mParticles[i].endPosition.x = sinf(endAngle) * endRadius; mParticles[i].endPosition.y = cosf(endAngle) * endRadius; mParticles[i].endPosition.z = 0.0f; float startAngle = mRNG.randomFloatBetween(0, 2.0f * float(M_PI)); float startRadius = mRNG.randomFloatBetween(0.0f, 0.25f); mParticles[i].startPosition.x = sinf(startAngle) * startRadius; mParticles[i].startPosition.y = cosf(startAngle) * startRadius; mParticles[i].startPosition.z = 0.0f; } mParticleTime = 1.0f; TGAImage img; if (!LoadTGAImageFromFile(angle::GetExecutableDirectory() + "/smoke.tga", &img)) { return false; } mTextureID = LoadTextureFromTGAImage(img); if (!mTextureID) { return false; } return true; } void destroy() override { glDeleteProgram(mProgram); } void step(float dt, double totalTime) override { // Use the program object glUseProgram(mProgram); mParticleTime += dt; if (mParticleTime >= 1.0f) { mParticleTime = 0.0f; // Pick a new start location and color Vector3 centerPos(mRNG.randomFloatBetween(-0.5f, 0.5f), mRNG.randomFloatBetween(-0.5f, 0.5f), mRNG.randomFloatBetween(-0.5f, 0.5f)); glUniform3fv(mCenterPositionLoc, 1, centerPos.data()); // Random color Vector4 color(mRNG.randomFloatBetween(0.0f, 1.0f), mRNG.randomFloatBetween(0.0f, 1.0f), mRNG.randomFloatBetween(0.0f, 1.0f), 0.5f); glUniform4fv(mColorLoc, 1, color.data()); } // Load uniform time variable glUniform1f(mTimeLoc, mParticleTime); } void draw() override { // Set the viewport glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight()); // Clear the color buffer glClear(GL_COLOR_BUFFER_BIT); // Use the program object glUseProgram(mProgram); // Load the vertex attributes glVertexAttribPointer(mLifetimeLoc, 1, GL_FLOAT, GL_FALSE, sizeof(Particle), &mParticles[0].lifetime); glVertexAttribPointer(mEndPositionLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Particle), &mParticles[0].endPosition); glVertexAttribPointer(mStartPositionLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Particle), &mParticles[0].startPosition); glEnableVertexAttribArray(mLifetimeLoc); glEnableVertexAttribArray(mEndPositionLoc); glEnableVertexAttribArray(mStartPositionLoc); // Blend particles glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Bind the texture glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, mTextureID); // Set the sampler texture unit to 0 glUniform1i(mSamplerLoc, 0); glDrawArrays(GL_POINTS, 0, mParticleCount); } private: // Handle to a program object GLuint mProgram; // Attribute locations GLint mLifetimeLoc; GLint mStartPositionLoc; GLint mEndPositionLoc; // Uniform location GLint mTimeLoc; GLint mColorLoc; GLint mCenterPositionLoc; GLint mSamplerLoc; // Texture handle GLuint mTextureID; // Particle vertex data struct Particle { float lifetime; Vector3 startPosition; Vector3 endPosition; }; static const size_t mParticleCount = 1024; std::array mParticles; float mParticleTime; RNG mRNG; }; int main(int argc, char **argv) { ParticleSystemSample app; return app.run(); }