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root / CollidoscopeApp / src / ParticleController.cpp @ 9:20bb004a36de
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/*
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Copyright (C) 2015 Fiore Martin
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Copyright (C) 2016 Queen Mary University of London
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Author: Fiore Martin
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This file is part of Collidoscope.
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Collidoscope is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "ParticleController.h" |
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#include "cinder/Rand.h" |
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#include <type_traits> |
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using namespace ci; |
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using std::list;
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ParticleController::ParticleController() : |
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mNumParticles( 0 )
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{
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// uses Cinder (and OpenGL) virtual buffer object based drawing
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// see ParticleSphereCPU example in Cinder library
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mParticles.assign( kMaxParticles, Particle() ); |
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mParticlePositions.assign( kMaxParticles, vec2( -1, -1 ) ); |
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mParticleVbo = gl::Vbo::create( GL_ARRAY_BUFFER, mParticlePositions, GL_DYNAMIC_DRAW ); |
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geom::BufferLayout particleLayout; |
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particleLayout.append( geom::Attrib::POSITION, 2, sizeof( vec2 ), 0 ); |
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auto mesh = gl::VboMesh::create( mParticlePositions.size(), GL_POINTS, { { particleLayout, mParticleVbo } } );
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// creates glsl program to run the batch with
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#if ! defined( CINDER_GL_ES )
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auto glsl = gl::GlslProg::create( gl::GlslProg::Format()
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.vertex( CI_GLSL( 150,
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uniform mat4 ciModelViewProjection; |
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in vec4 ciPosition; |
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void main( void ) { |
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gl_Position = ciModelViewProjection * ciPosition; |
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gl_PointSize = 1.0; |
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} |
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) ) |
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.fragment( CI_GLSL( 150,
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out vec4 oColor; |
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void main( void ) { |
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oColor = vec4( 1.0f, 1.0f, 1.0f, 1.0f ); |
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} |
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) ) |
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); |
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mParticleBatch = gl::Batch::create( mesh, glsl ); |
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#else
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auto glsl = gl::GlslProg::create( gl::GlslProg::Format()
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.vertex( CI_GLSL( 100,
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uniform mat4 ciModelViewProjection; |
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attribute vec4 ciPosition; |
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void main( void ) { |
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gl_Position = ciModelViewProjection * ciPosition; |
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gl_PointSize = 1.0; |
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} |
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) ) |
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.fragment( CI_GLSL( 100,
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precision highp float;
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void main( void ) { |
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gl_FragColor = vec4( 1, 1, 1, 1 ); |
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} |
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) ) |
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); |
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mParticleBatch = gl::Batch::create( mesh, glsl ); |
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#endif
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} |
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void ParticleController::updateParticles()
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{
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// update the positions of the particles and dispose them if they're reached their timespan
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for ( size_t i = 0; i < mNumParticles; i++ ){ |
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Particle &particle = mParticles[i]; |
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vec2 &pos = mParticlePositions[i]; |
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particle.mAge++; |
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if ( (!particle.mFlyOver && particle.mAge > particle.mLifespan)
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|| (particle.mFlyOver && particle.mAge >= 300) ){
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// dispose particle
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mParticles[i] = mParticles[mNumParticles - 1];
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mParticlePositions[i] = mParticlePositions[mNumParticles - 1];
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mParticlePositions[mNumParticles - 1].x = -1.0f; |
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mParticlePositions[mNumParticles - 1].y = -1.0f; |
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mNumParticles--; |
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continue;
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} |
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pos += particle.mVel; |
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if ( ci::distance( pos, particle.mCloudCenter ) > particle.mCloudSize && !particle.mFlyOver ){
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particle.mVel = rotate<float>( particle.mVel, 5 ); |
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} |
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} |
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// Copy particle data onto the GPU.
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// Map the GPU memory and write over it.
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void *gpuMem = mParticleVbo->mapReplace();
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memcpy( gpuMem, mParticlePositions.data(), mParticlePositions.size() * sizeof( vec2 ) );
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mParticleVbo->unmap(); |
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} |
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void ParticleController::addParticles(int amount, const vec2 &initialLocation, const float cloudSize) |
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{
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// reduce the particles liearly to the total number of particles already present
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// the more particles aleary present the less particle are added
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int reduction = ci::lmap<int>(mNumParticles, 0, kMaxParticles, 0, kMaxParticleAdd); |
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amount -= reduction; |
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if ( mNumParticles + amount > kMaxParticles ){
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//a.k.a. return if reached kMaxParticles
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amount = kMaxParticles - mNumParticles; |
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} |
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if( amount <= 0 ) |
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return;
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for( size_t i = 0; i < amount; i++ ){ |
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// init new particle
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Particle &particle = mParticles[mNumParticles + i]; |
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vec2 &pos = mParticlePositions[mNumParticles + i]; |
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pos = initialLocation + Rand::randVec2() * 5.0f; // find a location nearby the initial location |
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particle.mCloudCenter = pos; |
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particle.mVel = Rand::randVec2() * Rand::randFloat( 1.0f, 5.0f ); |
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particle.mCloudSize = cloudSize; |
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particle.mAge = 0;
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particle.mLifespan = Rand::randInt( 30, 60 ); |
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particle.mFlyOver = (Rand::randInt( 500 ) == 0); |
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} |
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mNumParticles += amount ; |
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} |
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