OLD | NEW |
| (Empty) |
1 // | |
2 // Book: OpenGL(R) ES 2.0 Programming Guide | |
3 // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner | |
4 // ISBN-10: 0321502795 | |
5 // ISBN-13: 9780321502797 | |
6 // Publisher: Addison-Wesley Professional | |
7 // URLs: http://safari.informit.com/9780321563835 | |
8 // http://www.opengles-book.com | |
9 // | |
10 | |
11 // ParticleSystem.c | |
12 // | |
13 // This is an example that demonstrates rendering a particle system | |
14 // using a vertex shader and point sprites. | |
15 // | |
16 #include <stdlib.h> | |
17 #include <math.h> | |
18 #include "esUtil.h" | |
19 | |
20 #define NUM_PARTICLES 1000 | |
21 #define PARTICLE_SIZE 7 | |
22 | |
23 typedef struct | |
24 { | |
25 // Handle to a program object | |
26 GLuint programObject; | |
27 | |
28 // Attribute locations | |
29 GLint lifetimeLoc; | |
30 GLint startPositionLoc; | |
31 GLint endPositionLoc; | |
32 | |
33 // Uniform location | |
34 GLint timeLoc; | |
35 GLint colorLoc; | |
36 GLint centerPositionLoc; | |
37 GLint samplerLoc; | |
38 | |
39 // Texture handle | |
40 GLuint textureId; | |
41 | |
42 // Particle vertex data | |
43 float particleData[ NUM_PARTICLES * PARTICLE_SIZE ]; | |
44 | |
45 // Current time | |
46 float time; | |
47 | |
48 } UserData; | |
49 | |
50 /// | |
51 // Load texture from disk | |
52 // | |
53 GLuint LoadTexture ( char *fileName ) | |
54 { | |
55 int width, | |
56 height; | |
57 char *buffer = esLoadTGA ( fileName, &width, &height ); | |
58 GLuint texId; | |
59 | |
60 if ( buffer == NULL ) | |
61 { | |
62 esLogMessage ( "Error loading (%s) image.\n", fileName ); | |
63 return 0; | |
64 } | |
65 | |
66 glGenTextures ( 1, &texId ); | |
67 glBindTexture ( GL_TEXTURE_2D, texId ); | |
68 | |
69 glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNE
D_BYTE, buffer ); | |
70 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); | |
71 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); | |
72 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); | |
73 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); | |
74 | |
75 free ( buffer ); | |
76 | |
77 return texId; | |
78 } | |
79 | |
80 | |
81 /// | |
82 // Initialize the shader and program object | |
83 // | |
84 int Init ( ESContext *esContext ) | |
85 { | |
86 UserData *userData = esContext->userData; | |
87 int i; | |
88 | |
89 GLbyte vShaderStr[] = | |
90 "uniform float u_time; \n" | |
91 "uniform vec3 u_centerPosition; \n" | |
92 "attribute float a_lifetime; \n" | |
93 "attribute vec3 a_startPosition; \n" | |
94 "attribute vec3 a_endPosition; \n" | |
95 "varying float v_lifetime; \n" | |
96 "void main() \n" | |
97 "{ \n" | |
98 " if ( u_time <= a_lifetime ) \n" | |
99 " { \n" | |
100 " gl_Position.xyz = a_startPosition + \n" | |
101 " (u_time * a_endPosition); \n" | |
102 " gl_Position.xyz += u_centerPosition; \n" | |
103 " gl_Position.w = 1.0; \n" | |
104 " } \n" | |
105 " else \n" | |
106 " gl_Position = vec4( -1000, -1000, 0, 0 ); \n" | |
107 " v_lifetime = 1.0 - ( u_time / a_lifetime ); \n" | |
108 " v_lifetime = clamp ( v_lifetime, 0.0, 1.0 ); \n" | |
109 " gl_PointSize = ( v_lifetime * v_lifetime ) * 40.0; \n" | |
110 "}"; | |
111 | |
112 GLbyte fShaderStr[] = | |
113 "precision mediump float; \n" | |
114 "uniform vec4 u_color; \n" | |
115 "varying float v_lifetime; \n" | |
116 "uniform sampler2D s_texture; \n" | |
117 "void main() \n" | |
118 "{ \n" | |
119 " vec4 texColor; \n" | |
120 " texColor = texture2D( s_texture, gl_PointCoord ); \n" | |
121 " gl_FragColor = vec4( u_color ) * texColor; \n" | |
122 " gl_FragColor.a *= v_lifetime; \n" | |
123 "} \n"; | |
124 | |
125 // Load the shaders and get a linked program object | |
126 userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); | |
127 | |
128 // Get the attribute locations | |
129 userData->lifetimeLoc = glGetAttribLocation ( userData->programObject, "a_lif
etime" ); | |
130 userData->startPositionLoc = glGetAttribLocation ( userData->programObject, "
a_startPosition" ); | |
131 userData->endPositionLoc = glGetAttribLocation ( userData->programObject, "a_
endPosition" ); | |
132 | |
133 // Get the uniform locations | |
134 userData->timeLoc = glGetUniformLocation ( userData->programObject, "u_time"
); | |
135 userData->centerPositionLoc = glGetUniformLocation ( userData->programObject,
"u_centerPosition" ); | |
136 userData->colorLoc = glGetUniformLocation ( userData->programObject, "u_color
" ); | |
137 userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_tex
ture" ); | |
138 | |
139 glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); | |
140 | |
141 // Fill in particle data array | |
142 srand ( 0 ); | |
143 for ( i = 0; i < NUM_PARTICLES; i++ ) | |
144 { | |
145 float *particleData = &userData->particleData[i * PARTICLE_SIZE]; | |
146 | |
147 // Lifetime of particle | |
148 (*particleData++) = ( (float)(rand() % 10000) / 10000.0f ); | |
149 | |
150 // End position of particle | |
151 (*particleData++) = ( (float)(rand() % 10000) / 5000.0f ) - 1.0f; | |
152 (*particleData++) = ( (float)(rand() % 10000) / 5000.0f ) - 1.0f; | |
153 (*particleData++) = ( (float)(rand() % 10000) / 5000.0f ) - 1.0f; | |
154 | |
155 // Start position of particle | |
156 (*particleData++) = ( (float)(rand() % 10000) / 40000.0f ) - 0.125f; | |
157 (*particleData++) = ( (float)(rand() % 10000) / 40000.0f ) - 0.125f; | |
158 (*particleData++) = ( (float)(rand() % 10000) / 40000.0f ) - 0.125f; | |
159 | |
160 } | |
161 | |
162 // Initialize time to cause reset on first update | |
163 userData->time = 1.0f; | |
164 | |
165 userData->textureId = LoadTexture ( "smoke.tga" ); | |
166 if ( userData->textureId <= 0 ) | |
167 { | |
168 return FALSE; | |
169 } | |
170 | |
171 return TRUE; | |
172 } | |
173 | |
174 /// | |
175 // Update time-based variables | |
176 // | |
177 void Update ( ESContext *esContext, float deltaTime ) | |
178 { | |
179 UserData *userData = esContext->userData; | |
180 | |
181 userData->time += deltaTime; | |
182 | |
183 if ( userData->time >= 1.0f ) | |
184 { | |
185 float centerPos[3]; | |
186 float color[4]; | |
187 | |
188 userData->time = 0.0f; | |
189 | |
190 // Pick a new start location and color | |
191 centerPos[0] = ( (float)(rand() % 10000) / 10000.0f ) - 0.5f; | |
192 centerPos[1] = ( (float)(rand() % 10000) / 10000.0f ) - 0.5f; | |
193 centerPos[2] = ( (float)(rand() % 10000) / 10000.0f ) - 0.5f; | |
194 | |
195 glUniform3fv ( userData->centerPositionLoc, 1, ¢erPos[0] ); | |
196 | |
197 // Random color | |
198 color[0] = ( (float)(rand() % 10000) / 20000.0f ) + 0.5f; | |
199 color[1] = ( (float)(rand() % 10000) / 20000.0f ) + 0.5f; | |
200 color[2] = ( (float)(rand() % 10000) / 20000.0f ) + 0.5f; | |
201 color[3] = 0.5; | |
202 | |
203 glUniform4fv ( userData->colorLoc, 1, &color[0] ); | |
204 } | |
205 | |
206 // Load uniform time variable | |
207 glUniform1f ( userData->timeLoc, userData->time ); | |
208 } | |
209 | |
210 /// | |
211 // Draw a triangle using the shader pair created in Init() | |
212 // | |
213 void Draw ( ESContext *esContext ) | |
214 { | |
215 UserData *userData = esContext->userData; | |
216 | |
217 // Set the viewport | |
218 glViewport ( 0, 0, esContext->width, esContext->height ); | |
219 | |
220 // Clear the color buffer | |
221 glClear ( GL_COLOR_BUFFER_BIT ); | |
222 | |
223 // Use the program object | |
224 glUseProgram ( userData->programObject ); | |
225 | |
226 // Load the vertex attributes | |
227 glVertexAttribPointer ( userData->lifetimeLoc, 1, GL_FLOAT, | |
228 GL_FALSE, PARTICLE_SIZE * sizeof(GLfloat), | |
229 userData->particleData ); | |
230 | |
231 glVertexAttribPointer ( userData->endPositionLoc, 3, GL_FLOAT, | |
232 GL_FALSE, PARTICLE_SIZE * sizeof(GLfloat), | |
233 &userData->particleData[1] ); | |
234 | |
235 glVertexAttribPointer ( userData->startPositionLoc, 3, GL_FLOAT, | |
236 GL_FALSE, PARTICLE_SIZE * sizeof(GLfloat), | |
237 &userData->particleData[4] ); | |
238 | |
239 | |
240 glEnableVertexAttribArray ( userData->lifetimeLoc ); | |
241 glEnableVertexAttribArray ( userData->endPositionLoc ); | |
242 glEnableVertexAttribArray ( userData->startPositionLoc ); | |
243 // Blend particles | |
244 glEnable ( GL_BLEND ); | |
245 glBlendFunc ( GL_SRC_ALPHA, GL_ONE ); | |
246 | |
247 // Bind the texture | |
248 glActiveTexture ( GL_TEXTURE0 ); | |
249 glBindTexture ( GL_TEXTURE_2D, userData->textureId ); | |
250 glEnable ( GL_TEXTURE_2D ); | |
251 | |
252 // Set the sampler texture unit to 0 | |
253 glUniform1i ( userData->samplerLoc, 0 ); | |
254 | |
255 glDrawArrays( GL_POINTS, 0, NUM_PARTICLES ); | |
256 | |
257 eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); | |
258 } | |
259 | |
260 /// | |
261 // Cleanup | |
262 // | |
263 void ShutDown ( ESContext *esContext ) | |
264 { | |
265 UserData *userData = esContext->userData; | |
266 | |
267 // Delete texture object | |
268 glDeleteTextures ( 1, &userData->textureId ); | |
269 | |
270 // Delete program object | |
271 glDeleteProgram ( userData->programObject ); | |
272 } | |
273 | |
274 | |
275 int main ( int argc, char *argv[] ) | |
276 { | |
277 ESContext esContext; | |
278 UserData userData; | |
279 | |
280 esInitContext ( &esContext ); | |
281 esContext.userData = &userData; | |
282 | |
283 esCreateWindow ( &esContext, "ParticleSystem", 640, 480, ES_WINDOW_RGB ); | |
284 | |
285 if ( !Init ( &esContext ) ) | |
286 return 0; | |
287 | |
288 esRegisterDrawFunc ( &esContext, Draw ); | |
289 esRegisterUpdateFunc ( &esContext, Update ); | |
290 | |
291 esMainLoop ( &esContext ); | |
292 | |
293 ShutDown ( &esContext ); | |
294 } | |
OLD | NEW |