+++ /dev/null
-#include "particle.h"
-#include "shaders/trail.h"
-
-static void particle_spawn( particle_system *sys,
- v3f co, v3f v, f32 lifetime, u32 colour ){
- if( sys->alive == sys->max ) return;
-
- particle *p = &sys->array[ sys->alive ++ ];
- v3_copy( co, p->co );
- v3_copy( v, p->v );
- p->life = lifetime;
- p->colour = colour;
-}
-
-static void particle_spawn_cone( particle_system *sys,
- v3f co, v3f dir, f32 angle, f32 speed,
- f32 lifetime, u32 colour ){
- if( sys->alive == sys->max ) return;
-
- particle *p = &sys->array[ sys->alive ++ ];
-
- v3f tx, ty;
- v3_tangent_basis( dir, tx, ty );
-
- v3f rand;
- vg_rand_cone( &vg.rand, rand, angle );
- v3_muls( tx, rand[0]*speed, p->v );
- v3_muladds( p->v, ty, rand[1]*speed, p->v );
- v3_muladds( p->v, dir, rand[2]*speed, p->v );
-
- p->life = lifetime;
- p->colour = colour;
- v3_copy( co, p->co );
-}
-
-static void particle_system_update( particle_system *sys, f32 dt ){
- u32 i = 0;
-iter: if( i == sys->alive ) return;
-
- particle *p = &sys->array[i];
- p->life -= dt;
-
- if( p->life < 0.0f ){
- *p = sys->array[ -- sys->alive ];
- goto iter;
- }
-
- v3_muladds( p->co, p->v, dt, p->co );
- p->v[1] += -9.8f * dt;
-
- i ++;
- goto iter;
-}
-
-static void particle_system_debug( particle_system *sys ){
- for( u32 i=0; i<sys->alive; i ++ ){
- particle *p = &sys->array[i];
- v3f p1;
- v3_muladds( p->co, p->v, 0.2f, p1 );
- vg_line( p->co, p1, p->colour );
- }
-}
-
-struct particle_init_args {
- particle_system *sys;
- u16 indices[];
-};
-
-static void async_particle_init( void *payload, u32 size ){
- struct particle_init_args *args = payload;
- particle_system *sys = args->sys;
-
- glGenVertexArrays( 1, &sys->vao );
- glGenBuffers( 1, &sys->vbo );
- glGenBuffers( 1, &sys->ebo );
- glBindVertexArray( sys->vao );
-
- size_t stride = sizeof(particle_vert);
-
- glBindBuffer( GL_ARRAY_BUFFER, sys->vbo );
- glBufferData( GL_ARRAY_BUFFER, sys->max*stride*4, NULL, GL_DYNAMIC_DRAW );
- glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, sys->ebo );
- glBufferData( GL_ELEMENT_ARRAY_BUFFER,
- sys->max*sizeof(u16)*6, args->indices, GL_STATIC_DRAW );
-
- /* 0: coordinates */
- glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 );
- glEnableVertexAttribArray( 0 );
-
- /* 3: colour */
- glVertexAttribPointer( 1, 4, GL_UNSIGNED_BYTE, GL_TRUE,
- stride, (void *)offsetof(particle_vert, colour) );
- glEnableVertexAttribArray( 1 );
-
- VG_CHECK_GL_ERR();
-}
-
-static void particle_init(void){
- shader_particle_register();
-}
-
-static void particle_alloc( particle_system *sys, u32 max ){
- size_t stride = sizeof(particle_vert);
-
- sys->max = max;
- sys->array = vg_linear_alloc( vg_mem.rtmemory, max*sizeof(particle) );
- sys->vertices = vg_linear_alloc( vg_mem.rtmemory, max*stride*4 );
-
- vg_async_item *call =
- vg_async_alloc( sizeof(particle_system *) + max*sizeof(u16)*6 );
- struct particle_init_args *init = call->payload;
- init->sys = sys;
-
- for( u32 i=0; i<max; i ++ ){
- init->indices[i*6+0] = i*4;
- init->indices[i*6+1] = i*4+1;
- init->indices[i*6+2] = i*4+2;
- init->indices[i*6+3] = i*4;
- init->indices[i*6+4] = i*4+2;
- init->indices[i*6+5] = i*4+3;
- }
-
- vg_async_dispatch( call, async_particle_init );
-}
-
-static void particle_system_prerender( particle_system *sys ){
- for( u32 i=0; i<sys->alive; i ++ ){
- particle *p = &sys->array[i];
- particle_vert *vs = &sys->vertices[i*4];
-
- v3f v, right;
- v3_copy( p->v, v );
-
- f32 vm = v3_length( p->v );
- v3_muls( v, 1.0f/vm, v );
- v3_cross( v, (v3f){0,1,0}, right );
-
- f32 l = (sys->scale+sys->velocity_scale*vm),
- w = sys->width;
-
- v3f p0, p1;
- v3_muladds( p->co, p->v, l, p0 );
- v3_muladds( p->co, p->v, -l, p1 );
-
- v3_muladds( p0, right, w, vs[0].co );
- v3_muladds( p1, right, w, vs[1].co );
- v3_muladds( p1, right, -w, vs[2].co );
- v3_muladds( p0, right, -w, vs[3].co );
-
- vs[0].colour = p->colour;
- vs[1].colour = p->colour;
- vs[2].colour = p->colour;
- vs[3].colour = p->colour;
- }
-
- glBindVertexArray( sys->vao );
-
- size_t stride = sizeof(particle_vert);
- glBindBuffer( GL_ARRAY_BUFFER, sys->vbo );
- glBufferSubData( GL_ARRAY_BUFFER, 0, sys->alive*stride*4, sys->vertices );
-}
-
-static void particle_system_render( particle_system *sys, camera *cam ){
- glDisable( GL_CULL_FACE );
- glEnable( GL_DEPTH_TEST );
-
- shader_particle_use();
- shader_particle_uPv( cam->mtx.pv );
- shader_particle_uPvPrev( cam->mtx_prev.pv );
-
- glBindVertexArray( sys->vao );
- glDrawElements( GL_TRIANGLES, sys->alive*6, GL_UNSIGNED_SHORT, NULL );
-}