xref: /aosp_15_r20/external/angle/samples/particle_system/ParticleSystem.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2014 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker 
7*8975f5c5SAndroid Build Coastguard Worker //            Based on ParticleSystem.c from
8*8975f5c5SAndroid Build Coastguard Worker // Book:      OpenGL(R) ES 2.0 Programming Guide
9*8975f5c5SAndroid Build Coastguard Worker // Authors:   Aaftab Munshi, Dan Ginsburg, Dave Shreiner
10*8975f5c5SAndroid Build Coastguard Worker // ISBN-10:   0321502795
11*8975f5c5SAndroid Build Coastguard Worker // ISBN-13:   9780321502797
12*8975f5c5SAndroid Build Coastguard Worker // Publisher: Addison-Wesley Professional
13*8975f5c5SAndroid Build Coastguard Worker // URLs:      http://safari.informit.com/9780321563835
14*8975f5c5SAndroid Build Coastguard Worker //            http://www.opengles-book.com
15*8975f5c5SAndroid Build Coastguard Worker 
16*8975f5c5SAndroid Build Coastguard Worker #include "SampleApplication.h"
17*8975f5c5SAndroid Build Coastguard Worker 
18*8975f5c5SAndroid Build Coastguard Worker #include "common/vector_utils.h"
19*8975f5c5SAndroid Build Coastguard Worker #include "tga_utils.h"
20*8975f5c5SAndroid Build Coastguard Worker #include "util/random_utils.h"
21*8975f5c5SAndroid Build Coastguard Worker #include "util/shader_utils.h"
22*8975f5c5SAndroid Build Coastguard Worker 
23*8975f5c5SAndroid Build Coastguard Worker #define _USE_MATH_DEFINES
24*8975f5c5SAndroid Build Coastguard Worker #include <math.h>
25*8975f5c5SAndroid Build Coastguard Worker 
26*8975f5c5SAndroid Build Coastguard Worker #include <string>
27*8975f5c5SAndroid Build Coastguard Worker 
28*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
29*8975f5c5SAndroid Build Coastguard Worker 
30*8975f5c5SAndroid Build Coastguard Worker class ParticleSystemSample : public SampleApplication
31*8975f5c5SAndroid Build Coastguard Worker {
32*8975f5c5SAndroid Build Coastguard Worker   public:
ParticleSystemSample(int argc,char ** argv)33*8975f5c5SAndroid Build Coastguard Worker     ParticleSystemSample(int argc, char **argv) : SampleApplication("ParticleSystem", argc, argv) {}
34*8975f5c5SAndroid Build Coastguard Worker 
initialize()35*8975f5c5SAndroid Build Coastguard Worker     bool initialize() override
36*8975f5c5SAndroid Build Coastguard Worker     {
37*8975f5c5SAndroid Build Coastguard Worker         constexpr char kVS[] = R"(uniform float u_time;
38*8975f5c5SAndroid Build Coastguard Worker uniform vec3 u_centerPosition;
39*8975f5c5SAndroid Build Coastguard Worker attribute float a_lifetime;
40*8975f5c5SAndroid Build Coastguard Worker attribute vec3 a_startPosition;
41*8975f5c5SAndroid Build Coastguard Worker attribute vec3 a_endPosition;
42*8975f5c5SAndroid Build Coastguard Worker varying float v_lifetime;
43*8975f5c5SAndroid Build Coastguard Worker void main()
44*8975f5c5SAndroid Build Coastguard Worker {
45*8975f5c5SAndroid Build Coastguard Worker     if (u_time <= a_lifetime)
46*8975f5c5SAndroid Build Coastguard Worker     {
47*8975f5c5SAndroid Build Coastguard Worker         gl_Position.xyz = a_startPosition + (u_time * a_endPosition);
48*8975f5c5SAndroid Build Coastguard Worker         gl_Position.xyz += u_centerPosition;
49*8975f5c5SAndroid Build Coastguard Worker         gl_Position.w = 1.0;
50*8975f5c5SAndroid Build Coastguard Worker     }
51*8975f5c5SAndroid Build Coastguard Worker     else
52*8975f5c5SAndroid Build Coastguard Worker     {
53*8975f5c5SAndroid Build Coastguard Worker         gl_Position = vec4(-1000, -1000, 0, 0);
54*8975f5c5SAndroid Build Coastguard Worker     }
55*8975f5c5SAndroid Build Coastguard Worker     v_lifetime = 1.0 - (u_time / a_lifetime);
56*8975f5c5SAndroid Build Coastguard Worker     v_lifetime = clamp(v_lifetime, 0.0, 1.0);
57*8975f5c5SAndroid Build Coastguard Worker     gl_PointSize = (v_lifetime * v_lifetime) * 40.0;
58*8975f5c5SAndroid Build Coastguard Worker })";
59*8975f5c5SAndroid Build Coastguard Worker 
60*8975f5c5SAndroid Build Coastguard Worker         constexpr char kFS[] = R"(precision mediump float;
61*8975f5c5SAndroid Build Coastguard Worker uniform vec4 u_color;
62*8975f5c5SAndroid Build Coastguard Worker varying float v_lifetime;
63*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D s_texture;
64*8975f5c5SAndroid Build Coastguard Worker void main()
65*8975f5c5SAndroid Build Coastguard Worker {
66*8975f5c5SAndroid Build Coastguard Worker     vec4 texColor;
67*8975f5c5SAndroid Build Coastguard Worker     texColor = texture2D(s_texture, gl_PointCoord);
68*8975f5c5SAndroid Build Coastguard Worker     gl_FragColor = vec4(u_color) * texColor;
69*8975f5c5SAndroid Build Coastguard Worker     gl_FragColor.a *= v_lifetime;
70*8975f5c5SAndroid Build Coastguard Worker })";
71*8975f5c5SAndroid Build Coastguard Worker 
72*8975f5c5SAndroid Build Coastguard Worker         mProgram = CompileProgram(kVS, kFS);
73*8975f5c5SAndroid Build Coastguard Worker         if (!mProgram)
74*8975f5c5SAndroid Build Coastguard Worker         {
75*8975f5c5SAndroid Build Coastguard Worker             return false;
76*8975f5c5SAndroid Build Coastguard Worker         }
77*8975f5c5SAndroid Build Coastguard Worker 
78*8975f5c5SAndroid Build Coastguard Worker         // Get the attribute locations
79*8975f5c5SAndroid Build Coastguard Worker         mLifetimeLoc      = glGetAttribLocation(mProgram, "a_lifetime");
80*8975f5c5SAndroid Build Coastguard Worker         mStartPositionLoc = glGetAttribLocation(mProgram, "a_startPosition");
81*8975f5c5SAndroid Build Coastguard Worker         mEndPositionLoc   = glGetAttribLocation(mProgram, "a_endPosition");
82*8975f5c5SAndroid Build Coastguard Worker 
83*8975f5c5SAndroid Build Coastguard Worker         // Get the uniform locations
84*8975f5c5SAndroid Build Coastguard Worker         mTimeLoc           = glGetUniformLocation(mProgram, "u_time");
85*8975f5c5SAndroid Build Coastguard Worker         mCenterPositionLoc = glGetUniformLocation(mProgram, "u_centerPosition");
86*8975f5c5SAndroid Build Coastguard Worker         mColorLoc          = glGetUniformLocation(mProgram, "u_color");
87*8975f5c5SAndroid Build Coastguard Worker         mSamplerLoc        = glGetUniformLocation(mProgram, "s_texture");
88*8975f5c5SAndroid Build Coastguard Worker 
89*8975f5c5SAndroid Build Coastguard Worker         glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
90*8975f5c5SAndroid Build Coastguard Worker 
91*8975f5c5SAndroid Build Coastguard Worker         // Fill in particle data array
92*8975f5c5SAndroid Build Coastguard Worker         for (size_t i = 0; i < mParticleCount; i++)
93*8975f5c5SAndroid Build Coastguard Worker         {
94*8975f5c5SAndroid Build Coastguard Worker             mParticles[i].lifetime = mRNG.randomFloatBetween(0.0f, 1.0f);
95*8975f5c5SAndroid Build Coastguard Worker 
96*8975f5c5SAndroid Build Coastguard Worker             float endAngle                = mRNG.randomFloatBetween(0, 2.0f * float(M_PI));
97*8975f5c5SAndroid Build Coastguard Worker             float endRadius               = mRNG.randomFloatBetween(0.0f, 2.0f);
98*8975f5c5SAndroid Build Coastguard Worker             mParticles[i].endPosition.x() = sinf(endAngle) * endRadius;
99*8975f5c5SAndroid Build Coastguard Worker             mParticles[i].endPosition.y() = cosf(endAngle) * endRadius;
100*8975f5c5SAndroid Build Coastguard Worker             mParticles[i].endPosition.z() = 0.0f;
101*8975f5c5SAndroid Build Coastguard Worker 
102*8975f5c5SAndroid Build Coastguard Worker             float startAngle                = mRNG.randomFloatBetween(0, 2.0f * float(M_PI));
103*8975f5c5SAndroid Build Coastguard Worker             float startRadius               = mRNG.randomFloatBetween(0.0f, 0.25f);
104*8975f5c5SAndroid Build Coastguard Worker             mParticles[i].startPosition.x() = sinf(startAngle) * startRadius;
105*8975f5c5SAndroid Build Coastguard Worker             mParticles[i].startPosition.y() = cosf(startAngle) * startRadius;
106*8975f5c5SAndroid Build Coastguard Worker             mParticles[i].startPosition.z() = 0.0f;
107*8975f5c5SAndroid Build Coastguard Worker         }
108*8975f5c5SAndroid Build Coastguard Worker 
109*8975f5c5SAndroid Build Coastguard Worker         mParticleTime = 1.0f;
110*8975f5c5SAndroid Build Coastguard Worker 
111*8975f5c5SAndroid Build Coastguard Worker         std::stringstream smokeStr;
112*8975f5c5SAndroid Build Coastguard Worker         smokeStr << angle::GetExecutableDirectory() << "/smoke.tga";
113*8975f5c5SAndroid Build Coastguard Worker 
114*8975f5c5SAndroid Build Coastguard Worker         TGAImage img;
115*8975f5c5SAndroid Build Coastguard Worker         if (!LoadTGAImageFromFile(smokeStr.str(), &img))
116*8975f5c5SAndroid Build Coastguard Worker         {
117*8975f5c5SAndroid Build Coastguard Worker             return false;
118*8975f5c5SAndroid Build Coastguard Worker         }
119*8975f5c5SAndroid Build Coastguard Worker         mTextureID = LoadTextureFromTGAImage(img);
120*8975f5c5SAndroid Build Coastguard Worker         if (!mTextureID)
121*8975f5c5SAndroid Build Coastguard Worker         {
122*8975f5c5SAndroid Build Coastguard Worker             return false;
123*8975f5c5SAndroid Build Coastguard Worker         }
124*8975f5c5SAndroid Build Coastguard Worker 
125*8975f5c5SAndroid Build Coastguard Worker         return true;
126*8975f5c5SAndroid Build Coastguard Worker     }
127*8975f5c5SAndroid Build Coastguard Worker 
destroy()128*8975f5c5SAndroid Build Coastguard Worker     void destroy() override { glDeleteProgram(mProgram); }
129*8975f5c5SAndroid Build Coastguard Worker 
step(float dt,double totalTime)130*8975f5c5SAndroid Build Coastguard Worker     void step(float dt, double totalTime) override
131*8975f5c5SAndroid Build Coastguard Worker     {
132*8975f5c5SAndroid Build Coastguard Worker         // Use the program object
133*8975f5c5SAndroid Build Coastguard Worker         glUseProgram(mProgram);
134*8975f5c5SAndroid Build Coastguard Worker 
135*8975f5c5SAndroid Build Coastguard Worker         mParticleTime += dt;
136*8975f5c5SAndroid Build Coastguard Worker         if (mParticleTime >= 1.0f)
137*8975f5c5SAndroid Build Coastguard Worker         {
138*8975f5c5SAndroid Build Coastguard Worker             mParticleTime = 0.0f;
139*8975f5c5SAndroid Build Coastguard Worker 
140*8975f5c5SAndroid Build Coastguard Worker             // Pick a new start location and color
141*8975f5c5SAndroid Build Coastguard Worker             Vector3 centerPos(mRNG.randomFloatBetween(-0.5f, 0.5f),
142*8975f5c5SAndroid Build Coastguard Worker                               mRNG.randomFloatBetween(-0.5f, 0.5f),
143*8975f5c5SAndroid Build Coastguard Worker                               mRNG.randomFloatBetween(-0.5f, 0.5f));
144*8975f5c5SAndroid Build Coastguard Worker             glUniform3fv(mCenterPositionLoc, 1, centerPos.data());
145*8975f5c5SAndroid Build Coastguard Worker 
146*8975f5c5SAndroid Build Coastguard Worker             // Random color
147*8975f5c5SAndroid Build Coastguard Worker             Vector4 color(mRNG.randomFloatBetween(0.0f, 1.0f), mRNG.randomFloatBetween(0.0f, 1.0f),
148*8975f5c5SAndroid Build Coastguard Worker                           mRNG.randomFloatBetween(0.0f, 1.0f), 0.5f);
149*8975f5c5SAndroid Build Coastguard Worker             glUniform4fv(mColorLoc, 1, color.data());
150*8975f5c5SAndroid Build Coastguard Worker         }
151*8975f5c5SAndroid Build Coastguard Worker 
152*8975f5c5SAndroid Build Coastguard Worker         // Load uniform time variable
153*8975f5c5SAndroid Build Coastguard Worker         glUniform1f(mTimeLoc, mParticleTime);
154*8975f5c5SAndroid Build Coastguard Worker     }
155*8975f5c5SAndroid Build Coastguard Worker 
draw()156*8975f5c5SAndroid Build Coastguard Worker     void draw() override
157*8975f5c5SAndroid Build Coastguard Worker     {
158*8975f5c5SAndroid Build Coastguard Worker         // Set the viewport
159*8975f5c5SAndroid Build Coastguard Worker         glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
160*8975f5c5SAndroid Build Coastguard Worker 
161*8975f5c5SAndroid Build Coastguard Worker         // Clear the color buffer
162*8975f5c5SAndroid Build Coastguard Worker         glClear(GL_COLOR_BUFFER_BIT);
163*8975f5c5SAndroid Build Coastguard Worker 
164*8975f5c5SAndroid Build Coastguard Worker         // Use the program object
165*8975f5c5SAndroid Build Coastguard Worker         glUseProgram(mProgram);
166*8975f5c5SAndroid Build Coastguard Worker 
167*8975f5c5SAndroid Build Coastguard Worker         // Load the vertex attributes
168*8975f5c5SAndroid Build Coastguard Worker         glVertexAttribPointer(mLifetimeLoc, 1, GL_FLOAT, GL_FALSE, sizeof(Particle),
169*8975f5c5SAndroid Build Coastguard Worker                               &mParticles[0].lifetime);
170*8975f5c5SAndroid Build Coastguard Worker         glVertexAttribPointer(mEndPositionLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Particle),
171*8975f5c5SAndroid Build Coastguard Worker                               &mParticles[0].endPosition);
172*8975f5c5SAndroid Build Coastguard Worker         glVertexAttribPointer(mStartPositionLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Particle),
173*8975f5c5SAndroid Build Coastguard Worker                               &mParticles[0].startPosition);
174*8975f5c5SAndroid Build Coastguard Worker 
175*8975f5c5SAndroid Build Coastguard Worker         glEnableVertexAttribArray(mLifetimeLoc);
176*8975f5c5SAndroid Build Coastguard Worker         glEnableVertexAttribArray(mEndPositionLoc);
177*8975f5c5SAndroid Build Coastguard Worker         glEnableVertexAttribArray(mStartPositionLoc);
178*8975f5c5SAndroid Build Coastguard Worker 
179*8975f5c5SAndroid Build Coastguard Worker         // Blend particles
180*8975f5c5SAndroid Build Coastguard Worker         glEnable(GL_BLEND);
181*8975f5c5SAndroid Build Coastguard Worker         glBlendFunc(GL_SRC_ALPHA, GL_ONE);
182*8975f5c5SAndroid Build Coastguard Worker 
183*8975f5c5SAndroid Build Coastguard Worker         // Bind the texture
184*8975f5c5SAndroid Build Coastguard Worker         glActiveTexture(GL_TEXTURE0);
185*8975f5c5SAndroid Build Coastguard Worker         glBindTexture(GL_TEXTURE_2D, mTextureID);
186*8975f5c5SAndroid Build Coastguard Worker 
187*8975f5c5SAndroid Build Coastguard Worker         // Set the sampler texture unit to 0
188*8975f5c5SAndroid Build Coastguard Worker         glUniform1i(mSamplerLoc, 0);
189*8975f5c5SAndroid Build Coastguard Worker 
190*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_POINTS, 0, mParticleCount);
191*8975f5c5SAndroid Build Coastguard Worker     }
192*8975f5c5SAndroid Build Coastguard Worker 
193*8975f5c5SAndroid Build Coastguard Worker   private:
194*8975f5c5SAndroid Build Coastguard Worker     // Handle to a program object
195*8975f5c5SAndroid Build Coastguard Worker     GLuint mProgram;
196*8975f5c5SAndroid Build Coastguard Worker 
197*8975f5c5SAndroid Build Coastguard Worker     // Attribute locations
198*8975f5c5SAndroid Build Coastguard Worker     GLint mLifetimeLoc;
199*8975f5c5SAndroid Build Coastguard Worker     GLint mStartPositionLoc;
200*8975f5c5SAndroid Build Coastguard Worker     GLint mEndPositionLoc;
201*8975f5c5SAndroid Build Coastguard Worker 
202*8975f5c5SAndroid Build Coastguard Worker     // Uniform location
203*8975f5c5SAndroid Build Coastguard Worker     GLint mTimeLoc;
204*8975f5c5SAndroid Build Coastguard Worker     GLint mColorLoc;
205*8975f5c5SAndroid Build Coastguard Worker     GLint mCenterPositionLoc;
206*8975f5c5SAndroid Build Coastguard Worker     GLint mSamplerLoc;
207*8975f5c5SAndroid Build Coastguard Worker 
208*8975f5c5SAndroid Build Coastguard Worker     // Texture handle
209*8975f5c5SAndroid Build Coastguard Worker     GLuint mTextureID;
210*8975f5c5SAndroid Build Coastguard Worker 
211*8975f5c5SAndroid Build Coastguard Worker     // Particle vertex data
212*8975f5c5SAndroid Build Coastguard Worker     struct Particle
213*8975f5c5SAndroid Build Coastguard Worker     {
214*8975f5c5SAndroid Build Coastguard Worker         float lifetime;
215*8975f5c5SAndroid Build Coastguard Worker         Vector3 startPosition;
216*8975f5c5SAndroid Build Coastguard Worker         Vector3 endPosition;
217*8975f5c5SAndroid Build Coastguard Worker     };
218*8975f5c5SAndroid Build Coastguard Worker     static const size_t mParticleCount = 1024;
219*8975f5c5SAndroid Build Coastguard Worker     std::array<Particle, mParticleCount> mParticles;
220*8975f5c5SAndroid Build Coastguard Worker     float mParticleTime;
221*8975f5c5SAndroid Build Coastguard Worker     RNG mRNG;
222*8975f5c5SAndroid Build Coastguard Worker };
223*8975f5c5SAndroid Build Coastguard Worker 
main(int argc,char ** argv)224*8975f5c5SAndroid Build Coastguard Worker int main(int argc, char **argv)
225*8975f5c5SAndroid Build Coastguard Worker {
226*8975f5c5SAndroid Build Coastguard Worker     ParticleSystemSample app(argc, argv);
227*8975f5c5SAndroid Build Coastguard Worker     return app.run();
228*8975f5c5SAndroid Build Coastguard Worker }
229