up network version
[carveJwlIkooP6JGAAIwe30JlM.git] / particle.c
1 #include "particle.h"
2 #include "shaders/trail.h"
3
4 static void particle_spawn( particle_system *sys,
5 v3f co, v3f v, f32 lifetime, u32 colour ){
6 if( sys->alive == sys->max ) return;
7
8 particle *p = &sys->array[ sys->alive ++ ];
9 v3_copy( co, p->co );
10 v3_copy( v, p->v );
11 p->life = lifetime;
12 p->colour = colour;
13 }
14
15 static void particle_spawn_cone( particle_system *sys,
16 v3f co, v3f dir, f32 angle, f32 speed,
17 f32 lifetime, u32 colour ){
18 if( sys->alive == sys->max ) return;
19
20 particle *p = &sys->array[ sys->alive ++ ];
21
22 v3f tx, ty;
23 v3_tangent_basis( dir, tx, ty );
24
25 v3f rand;
26 vg_rand_cone( &vg.rand, rand, angle );
27 v3_muls( tx, rand[0]*speed, p->v );
28 v3_muladds( p->v, ty, rand[1]*speed, p->v );
29 v3_muladds( p->v, dir, rand[2]*speed, p->v );
30
31 p->life = lifetime;
32 p->colour = colour;
33 v3_copy( co, p->co );
34 }
35
36 static void particle_system_update( particle_system *sys, f32 dt ){
37 u32 i = 0;
38 iter: if( i == sys->alive ) return;
39
40 particle *p = &sys->array[i];
41 p->life -= dt;
42
43 if( p->life < 0.0f ){
44 *p = sys->array[ -- sys->alive ];
45 goto iter;
46 }
47
48 v3_muladds( p->co, p->v, dt, p->co );
49 p->v[1] += -9.8f * dt;
50
51 i ++;
52 goto iter;
53 }
54
55 static void particle_system_debug( particle_system *sys ){
56 for( u32 i=0; i<sys->alive; i ++ ){
57 particle *p = &sys->array[i];
58 v3f p1;
59 v3_muladds( p->co, p->v, 0.2f, p1 );
60 vg_line( p->co, p1, p->colour );
61 }
62 }
63
64 struct particle_init_args {
65 particle_system *sys;
66 u16 indices[];
67 };
68
69 static void async_particle_init( void *payload, u32 size ){
70 struct particle_init_args *args = payload;
71 particle_system *sys = args->sys;
72
73 glGenVertexArrays( 1, &sys->vao );
74 glGenBuffers( 1, &sys->vbo );
75 glGenBuffers( 1, &sys->ebo );
76 glBindVertexArray( sys->vao );
77
78 size_t stride = sizeof(particle_vert);
79
80 glBindBuffer( GL_ARRAY_BUFFER, sys->vbo );
81 glBufferData( GL_ARRAY_BUFFER, sys->max*stride*4, NULL, GL_DYNAMIC_DRAW );
82 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, sys->ebo );
83 glBufferData( GL_ELEMENT_ARRAY_BUFFER,
84 sys->max*sizeof(u16)*6, args->indices, GL_STATIC_DRAW );
85
86 /* 0: coordinates */
87 glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 );
88 glEnableVertexAttribArray( 0 );
89
90 /* 3: colour */
91 glVertexAttribPointer( 1, 4, GL_UNSIGNED_BYTE, GL_TRUE,
92 stride, (void *)offsetof(particle_vert, colour) );
93 glEnableVertexAttribArray( 1 );
94
95 VG_CHECK_GL_ERR();
96 }
97
98 static void particle_init(void){
99 shader_particle_register();
100 }
101
102 static void particle_alloc( particle_system *sys, u32 max ){
103 size_t stride = sizeof(particle_vert);
104
105 sys->max = max;
106 sys->array = vg_linear_alloc( vg_mem.rtmemory, max*sizeof(particle) );
107 sys->vertices = vg_linear_alloc( vg_mem.rtmemory, max*stride*4 );
108
109 vg_async_item *call =
110 vg_async_alloc( sizeof(particle_system *) + max*sizeof(u16)*6 );
111 struct particle_init_args *init = call->payload;
112 init->sys = sys;
113
114 for( u32 i=0; i<max; i ++ ){
115 init->indices[i*6+0] = i*4;
116 init->indices[i*6+1] = i*4+1;
117 init->indices[i*6+2] = i*4+2;
118 init->indices[i*6+3] = i*4;
119 init->indices[i*6+4] = i*4+2;
120 init->indices[i*6+5] = i*4+3;
121 }
122
123 vg_async_dispatch( call, async_particle_init );
124 }
125
126 static void particle_system_prerender( particle_system *sys ){
127 for( u32 i=0; i<sys->alive; i ++ ){
128 particle *p = &sys->array[i];
129 particle_vert *vs = &sys->vertices[i*4];
130
131 v3f v, right;
132 v3_copy( p->v, v );
133
134 f32 vm = v3_length( p->v );
135 v3_muls( v, 1.0f/vm, v );
136 v3_cross( v, (v3f){0,1,0}, right );
137
138 f32 l = (sys->scale+sys->velocity_scale*vm),
139 w = sys->width;
140
141 v3f p0, p1;
142 v3_muladds( p->co, p->v, l, p0 );
143 v3_muladds( p->co, p->v, -l, p1 );
144
145 v3_muladds( p0, right, w, vs[0].co );
146 v3_muladds( p1, right, w, vs[1].co );
147 v3_muladds( p1, right, -w, vs[2].co );
148 v3_muladds( p0, right, -w, vs[3].co );
149
150 vs[0].colour = p->colour;
151 vs[1].colour = p->colour;
152 vs[2].colour = p->colour;
153 vs[3].colour = p->colour;
154 }
155
156 glBindVertexArray( sys->vao );
157
158 size_t stride = sizeof(particle_vert);
159 glBindBuffer( GL_ARRAY_BUFFER, sys->vbo );
160 glBufferSubData( GL_ARRAY_BUFFER, 0, sys->alive*stride*4, sys->vertices );
161 }
162
163 static void particle_system_render( particle_system *sys, camera *cam ){
164 glDisable( GL_CULL_FACE );
165 glEnable( GL_DEPTH_TEST );
166
167 shader_particle_use();
168 shader_particle_uPv( cam->mtx.pv );
169 shader_particle_uPvPrev( cam->mtx_prev.pv );
170
171 glBindVertexArray( sys->vao );
172 glDrawElements( GL_TRIANGLES, sys->alive*6, GL_UNSIGNED_SHORT, NULL );
173 }