To check out this repository please hg clone the following URL, or open the URL using EasyMercurial or your preferred Mercurial client.
root / CollidoscopeApp / src / ParticleController.cpp @ 2:dd889fff8423
History | View | Annotate | Download (3.83 KB)
| 1 |
#include "ParticleController.h" |
|---|---|
| 2 |
#include "cinder/Rand.h" |
| 3 |
|
| 4 |
#include <type_traits> |
| 5 |
|
| 6 |
using namespace ci; |
| 7 |
using std::list;
|
| 8 |
|
| 9 |
ParticleController::ParticleController() : |
| 10 |
mNumParticles( 0 )
|
| 11 |
|
| 12 |
{
|
| 13 |
mParticles.assign( kMaxParticles, Particle() ); |
| 14 |
mParticlePositions.assign( kMaxParticles, vec2( -1, -1 ) ); |
| 15 |
|
| 16 |
mParticleVbo = gl::Vbo::create( GL_ARRAY_BUFFER, mParticlePositions, GL_DYNAMIC_DRAW ); |
| 17 |
|
| 18 |
geom::BufferLayout particleLayout; |
| 19 |
particleLayout.append( geom::Attrib::POSITION, 2, sizeof( vec2 ), 0 ); |
| 20 |
|
| 21 |
auto mesh = gl::VboMesh::create( mParticlePositions.size(), GL_POINTS, { { particleLayout, mParticleVbo } } );
|
| 22 |
|
| 23 |
#if ! defined( CINDER_GL_ES )
|
| 24 |
auto glsl = gl::GlslProg::create( gl::GlslProg::Format()
|
| 25 |
.vertex( CI_GLSL( 150,
|
| 26 |
uniform mat4 ciModelViewProjection; |
| 27 |
in vec4 ciPosition; |
| 28 |
|
| 29 |
void main( void ) { |
| 30 |
gl_Position = ciModelViewProjection * ciPosition; |
| 31 |
gl_PointSize = 1.0; |
| 32 |
} |
| 33 |
) ) |
| 34 |
.fragment( CI_GLSL( 150,
|
| 35 |
out vec4 oColor; |
| 36 |
|
| 37 |
void main( void ) { |
| 38 |
oColor = vec4( 1.0f, 1.0f, 1.0f, 1.0f ); |
| 39 |
} |
| 40 |
) ) |
| 41 |
); |
| 42 |
|
| 43 |
mParticleBatch = gl::Batch::create( mesh, glsl ); |
| 44 |
|
| 45 |
#else
|
| 46 |
auto glsl = gl::GlslProg::create( gl::GlslProg::Format()
|
| 47 |
.vertex( CI_GLSL( 100,
|
| 48 |
uniform mat4 ciModelViewProjection; |
| 49 |
attribute vec4 ciPosition; |
| 50 |
|
| 51 |
void main( void ) { |
| 52 |
gl_Position = ciModelViewProjection * ciPosition; |
| 53 |
gl_PointSize = 1.0; |
| 54 |
} |
| 55 |
) ) |
| 56 |
.fragment( CI_GLSL( 100,
|
| 57 |
precision highp float;
|
| 58 |
|
| 59 |
void main( void ) { |
| 60 |
gl_FragColor = vec4( 1, 1, 1, 1 ); |
| 61 |
} |
| 62 |
) ) |
| 63 |
); |
| 64 |
|
| 65 |
mParticleBatch = gl::Batch::create( mesh, glsl ); |
| 66 |
#endif
|
| 67 |
|
| 68 |
|
| 69 |
} |
| 70 |
|
| 71 |
void ParticleController::updateParticles()
|
| 72 |
{
|
| 73 |
for ( size_t i = 0; i < mNumParticles; i++ ){ |
| 74 |
|
| 75 |
Particle &particle = mParticles[i]; |
| 76 |
vec2 &pos = mParticlePositions[i]; |
| 77 |
|
| 78 |
particle.mAge++; |
| 79 |
|
| 80 |
|
| 81 |
if ( (!particle.mFlyOver && particle.mAge > particle.mLifespan)
|
| 82 |
|| (particle.mFlyOver && particle.mAge >= 300) ){
|
| 83 |
// dispose particle
|
| 84 |
mParticles[i] = mParticles[mNumParticles - 1];
|
| 85 |
mParticlePositions[i] = mParticlePositions[mNumParticles - 1];
|
| 86 |
mParticlePositions[mNumParticles - 1].x = -1.0f; |
| 87 |
mParticlePositions[mNumParticles - 1].y = -1.0f; |
| 88 |
mNumParticles--; |
| 89 |
continue;
|
| 90 |
} |
| 91 |
|
| 92 |
pos += particle.mVel; |
| 93 |
if ( ci::distance( pos, particle.mCloudCenter ) > particle.mCloudSize && !particle.mFlyOver ){
|
| 94 |
particle.mVel = rotate<float>( particle.mVel, 5 ); |
| 95 |
} |
| 96 |
} |
| 97 |
|
| 98 |
void *gpuMem = mParticleVbo->mapReplace();
|
| 99 |
memcpy( gpuMem, mParticlePositions.data(), mParticlePositions.size() * sizeof( vec2 ) );
|
| 100 |
mParticleVbo->unmap(); |
| 101 |
} |
| 102 |
|
| 103 |
void ParticleController::addParticles(int amount, const vec2 &initialLocation, const float cloudSize) |
| 104 |
{
|
| 105 |
int reduction = ci::lmap<int>(mNumParticles, 0, kMaxParticles, 0, kMaxParticleAdd); |
| 106 |
amount -= reduction; |
| 107 |
|
| 108 |
if ( mNumParticles + amount > kMaxParticles ){
|
| 109 |
//return;
|
| 110 |
amount = kMaxParticles - mNumParticles; |
| 111 |
} |
| 112 |
|
| 113 |
if( amount <= 0 ) |
| 114 |
return;
|
| 115 |
|
| 116 |
for( size_t i = 0; i < amount; i++ ){ |
| 117 |
// init new particle
|
| 118 |
Particle &particle = mParticles[mNumParticles + i]; |
| 119 |
vec2 &pos = mParticlePositions[mNumParticles + i]; |
| 120 |
|
| 121 |
pos = initialLocation + Rand::randVec2() * 5.0f; // find a location nearby the initial location |
| 122 |
particle.mCloudCenter = pos; |
| 123 |
particle.mVel = Rand::randVec2() * Rand::randFloat( 1.0f, 5.0f ); |
| 124 |
particle.mCloudSize = cloudSize; |
| 125 |
particle.mAge = 0;
|
| 126 |
particle.mLifespan = Rand::randInt( 30, 60 ); |
| 127 |
particle.mFlyOver = (Rand::randInt( 500 ) == 0); |
| 128 |
|
| 129 |
} |
| 130 |
|
| 131 |
mNumParticles += amount ; |
| 132 |
|
| 133 |
} |
| 134 |
|
| 135 |
|
| 136 |
|