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