f@5: /* f@5: f@5: Copyright (C) 2015 Fiore Martin f@5: Copyright (C) 2016 Queen Mary University of London f@5: Author: Fiore Martin f@5: f@5: This file is part of Collidoscope. f@5: f@5: Collidoscope is free software: you can redistribute it and/or modify f@5: it under the terms of the GNU General Public License as published by f@5: the Free Software Foundation, either version 3 of the License, or f@5: (at your option) any later version. f@5: f@5: This program is distributed in the hope that it will be useful, f@5: but WITHOUT ANY WARRANTY; without even the implied warranty of f@5: MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the f@5: GNU General Public License for more details. f@5: f@5: You should have received a copy of the GNU General Public License f@5: along with this program. If not, see . f@5: f@5: */ f@5: f@0: #include "ParticleController.h" f@0: #include "cinder/Rand.h" f@0: f@0: #include f@0: f@0: using namespace ci; f@0: using std::list; f@0: f@0: ParticleController::ParticleController() : f@0: mNumParticles( 0 ) f@0: f@0: { f@16: // uses Cinder (and OpenGL) drawing based on virtual buffer object f@4: // see ParticleSphereCPU example in Cinder library f@4: f@0: mParticles.assign( kMaxParticles, Particle() ); f@0: mParticlePositions.assign( kMaxParticles, vec2( -1, -1 ) ); f@0: f@0: mParticleVbo = gl::Vbo::create( GL_ARRAY_BUFFER, mParticlePositions, GL_DYNAMIC_DRAW ); f@0: f@0: geom::BufferLayout particleLayout; f@0: particleLayout.append( geom::Attrib::POSITION, 2, sizeof( vec2 ), 0 ); f@0: f@0: auto mesh = gl::VboMesh::create( mParticlePositions.size(), GL_POINTS, { { particleLayout, mParticleVbo } } ); f@0: f@4: // creates glsl program to run the batch with f@0: #if ! defined( CINDER_GL_ES ) f@0: auto glsl = gl::GlslProg::create( gl::GlslProg::Format() f@0: .vertex( CI_GLSL( 150, f@0: uniform mat4 ciModelViewProjection; f@0: in vec4 ciPosition; f@0: f@0: void main( void ) { f@0: gl_Position = ciModelViewProjection * ciPosition; f@0: gl_PointSize = 1.0; f@0: } f@0: ) ) f@0: .fragment( CI_GLSL( 150, f@0: out vec4 oColor; f@0: f@0: void main( void ) { f@0: oColor = vec4( 1.0f, 1.0f, 1.0f, 1.0f ); f@0: } f@0: ) ) f@0: ); f@0: f@0: mParticleBatch = gl::Batch::create( mesh, glsl ); f@0: f@0: #else f@0: auto glsl = gl::GlslProg::create( gl::GlslProg::Format() f@0: .vertex( CI_GLSL( 100, f@0: uniform mat4 ciModelViewProjection; f@0: attribute vec4 ciPosition; f@0: f@0: void main( void ) { f@0: gl_Position = ciModelViewProjection * ciPosition; f@0: gl_PointSize = 1.0; f@0: } f@0: ) ) f@0: .fragment( CI_GLSL( 100, f@0: precision highp float; f@0: f@0: void main( void ) { f@0: gl_FragColor = vec4( 1, 1, 1, 1 ); f@0: } f@0: ) ) f@0: ); f@0: f@0: mParticleBatch = gl::Batch::create( mesh, glsl ); f@0: #endif f@0: f@0: f@0: } f@0: f@0: void ParticleController::updateParticles() f@0: { f@16: // update the positions of the particles and dispose them if they've reached their timespan f@0: for ( size_t i = 0; i < mNumParticles; i++ ){ f@0: f@0: Particle &particle = mParticles[i]; f@0: vec2 &pos = mParticlePositions[i]; f@0: f@0: particle.mAge++; f@0: f@0: f@0: if ( (!particle.mFlyOver && particle.mAge > particle.mLifespan) f@0: || (particle.mFlyOver && particle.mAge >= 300) ){ f@0: // dispose particle f@0: mParticles[i] = mParticles[mNumParticles - 1]; f@0: mParticlePositions[i] = mParticlePositions[mNumParticles - 1]; f@0: mParticlePositions[mNumParticles - 1].x = -1.0f; f@0: mParticlePositions[mNumParticles - 1].y = -1.0f; f@0: mNumParticles--; f@0: continue; f@0: } f@0: f@0: pos += particle.mVel; f@0: if ( ci::distance( pos, particle.mCloudCenter ) > particle.mCloudSize && !particle.mFlyOver ){ f@0: particle.mVel = rotate( particle.mVel, 5 ); f@0: } f@0: } f@0: f@4: // Copy particle data onto the GPU. f@4: // Map the GPU memory and write over it. f@0: void *gpuMem = mParticleVbo->mapReplace(); f@0: memcpy( gpuMem, mParticlePositions.data(), mParticlePositions.size() * sizeof( vec2 ) ); f@0: mParticleVbo->unmap(); f@0: } f@0: f@0: void ParticleController::addParticles(int amount, const vec2 &initialLocation, const float cloudSize) f@0: { f@16: // reduce the particles linearly to the total number of particles already present f@4: // the more particles aleary present the less particle are added f@0: int reduction = ci::lmap(mNumParticles, 0, kMaxParticles, 0, kMaxParticleAdd); f@0: amount -= reduction; f@0: f@0: if ( mNumParticles + amount > kMaxParticles ){ f@4: //a.k.a. return if reached kMaxParticles f@0: amount = kMaxParticles - mNumParticles; f@0: } f@0: f@0: if( amount <= 0 ) f@0: return; f@0: f@0: for( size_t i = 0; i < amount; i++ ){ f@0: // init new particle f@0: Particle &particle = mParticles[mNumParticles + i]; f@0: vec2 &pos = mParticlePositions[mNumParticles + i]; f@0: f@0: pos = initialLocation + Rand::randVec2() * 5.0f; // find a location nearby the initial location f@0: particle.mCloudCenter = pos; f@0: particle.mVel = Rand::randVec2() * Rand::randFloat( 1.0f, 5.0f ); f@0: particle.mCloudSize = cloudSize; f@0: particle.mAge = 0; f@0: particle.mLifespan = Rand::randInt( 30, 60 ); f@0: particle.mFlyOver = (Rand::randInt( 500 ) == 0); f@0: f@0: } f@0: f@0: mNumParticles += amount ; f@0: f@0: } f@0: f@0: f@0: