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SmokeSystem.cpp
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139 lines (116 loc) · 4.37 KB
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#include <cstdlib>
#include <glm/ext.hpp>
#include "SmokeSystem.h"
static const int numCircleTriangles = 6;
SmokeSystem::SmokeSystem(uint numParticles, const glm::vec3 ¢er) :
m_center(center),
m_radius(0.5f),
m_accT(0.0f),
m_vy(1.0f),
m_particles(numParticles),
m_maxAge(10.0),
m_prog("shaders/smoke.vs", "shaders/smoke.fs"),
m_PV(1.0f),
m_vboData(numParticles * 4)
{
m_acc1 = getRandAccel();
m_acc2 = getRandAccel();
for (int i = 0; i < m_particles.size(); ++i) {
initParticle(m_particles[i], float(i) * m_maxAge / m_particles.size());
}
// get into a reasonable starting config
for (int i = 0; i < 100; ++i) {
tick(float(m_maxAge) / 100);
}
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_dynamicVbo);
glBindBuffer(GL_ARRAY_BUFFER, m_dynamicVbo);
glBufferStorage(GL_ARRAY_BUFFER, m_vboData.size() * sizeof(float), nullptr, GL_DYNAMIC_STORAGE_BIT);
copyParticlesToVbo();
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(3 * sizeof(float)));
glVertexAttribDivisor(0, 1);
glVertexAttribDivisor(1, 1);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glGenBuffers(1, &m_staticVbo);
glBindBuffer(GL_ARRAY_BUFFER, m_staticVbo);
float staticVboData[3 * (numCircleTriangles + 2)];
staticVboData[0] = 0.0f;
staticVboData[1] = 0.0f;
staticVboData[2] = 1.0f;
for (int i = 0; i <= numCircleTriangles; ++i) {
// x, y, alpha
staticVboData[3 * i + 3] = glm::cos(i * 2.0f * glm::pi<float>() / numCircleTriangles);
staticVboData[3 * i + 4] = glm::sin(i * 2.0f * glm::pi<float>() / numCircleTriangles);
staticVboData[3 * i + 5] = 0.0f;
}
glBufferData(GL_ARRAY_BUFFER, sizeof(staticVboData), (void*)staticVboData, GL_STATIC_DRAW);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glVertexAttribPointer(3, 1, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)(2 * sizeof(float)));
glVertexAttribDivisor(2, 0);
glVertexAttribDivisor(3, 0);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void SmokeSystem::copyParticlesToVbo() {
for (int i = 0; i < m_particles.size(); ++i) {
m_vboData[4 * i] = m_particles[i].pos.x;
m_vboData[4 * i + 1] = m_particles[i].pos.y;
m_vboData[4 * i + 2] = m_particles[i].pos.z;
m_vboData[4 * i + 3] = 0.05f * (1.0f - float(m_particles[i].age) / float(m_maxAge));
}
glNamedBufferSubData(m_dynamicVbo, 0, m_vboData.size() * sizeof(float), (void*)m_vboData.data());
}
void SmokeSystem::draw() {
copyParticlesToVbo();
m_prog.use();
glUniformMatrix4fv(m_prog["PV"], 1, GL_FALSE, glm::value_ptr(m_PV));
glUniformMatrix4fv(m_prog["Vinv"], 1, GL_FALSE, glm::value_ptr(m_Vinv));
glUniform1f(m_prog["radius"], 0.1f);
glBindVertexArray(m_vao);
//glPointSize(10);
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, numCircleTriangles + 2, m_particles.size());
glBindVertexArray(0);
}
SmokeSystem::~SmokeSystem() {
glDeleteVertexArrays(1, &m_vao);
glDeleteBuffers(1, &m_dynamicVbo);
}
glm::vec3 SmokeSystem::getRandAccel() {
float mult = 0.24f;
float r1 = (float(rand()) / float(RAND_MAX) * 2.0f - 1.0f) * mult;
float r2 = (float(rand()) / float(RAND_MAX) * 2.0f - 1.0f) * mult;
return glm::vec3(r1, 0.0f, r2);
}
void SmokeSystem::tick(float t) {
// pick a new wind direction every second
if (m_accT >= 1.0f) {
m_acc1 = m_acc2;
m_acc2 = getRandAccel();
m_accT -= 1.0f;
}
m_accT += t;
// linear interpolate the 2 wind dircetions
glm::vec3 acc = m_acc2 * m_accT + m_acc1 * (1.0f - m_accT);
for (int i = 0; i < m_particles.size(); ++i) {
if (m_particles[i].age > m_maxAge) {
initParticle(m_particles[i], m_particles[i].age - m_maxAge);
}
m_particles[i].vel += acc * t;
m_particles[i].pos += m_particles[i].vel * t;
m_particles[i].age += t;
}
}
void SmokeSystem::initParticle(SmokeParticle& p, float age) {
p.age = age;
float theta = float(rand()) / float(RAND_MAX) * 2.0f * glm::pi<float>();
float mag = glm::sqrt(float(rand()) / float(RAND_MAX));
p.pos = m_center + glm::vec3(glm::cos(theta) * m_radius * mag, m_vy * age, glm::sin(theta) * m_radius * mag);
theta = float(rand()) / float(RAND_MAX) * 2.0f * glm::pi<float>();
mag = glm::sqrt(float(rand()) / float(RAND_MAX) * 0.1f);
p.vel = glm::vec3(glm::cos(theta) * mag, m_vy, glm::sin(theta) * mag);
}