Index: third_party/gles_book_examples/Chapter_13/ParticleSystem/ParticleSystem.c |
=================================================================== |
--- third_party/gles_book_examples/Chapter_13/ParticleSystem/ParticleSystem.c (revision 35873) |
+++ third_party/gles_book_examples/Chapter_13/ParticleSystem/ParticleSystem.c (working copy) |
@@ -1,294 +0,0 @@ |
-// |
-// Book: OpenGL(R) ES 2.0 Programming Guide |
-// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner |
-// ISBN-10: 0321502795 |
-// ISBN-13: 9780321502797 |
-// Publisher: Addison-Wesley Professional |
-// URLs: http://safari.informit.com/9780321563835 |
-// http://www.opengles-book.com |
-// |
- |
-// ParticleSystem.c |
-// |
-// This is an example that demonstrates rendering a particle system |
-// using a vertex shader and point sprites. |
-// |
-#include <stdlib.h> |
-#include <math.h> |
-#include "esUtil.h" |
- |
-#define NUM_PARTICLES 1000 |
-#define PARTICLE_SIZE 7 |
- |
-typedef struct |
-{ |
- // Handle to a program object |
- GLuint programObject; |
- |
- // Attribute locations |
- GLint lifetimeLoc; |
- GLint startPositionLoc; |
- GLint endPositionLoc; |
- |
- // Uniform location |
- GLint timeLoc; |
- GLint colorLoc; |
- GLint centerPositionLoc; |
- GLint samplerLoc; |
- |
- // Texture handle |
- GLuint textureId; |
- |
- // Particle vertex data |
- float particleData[ NUM_PARTICLES * PARTICLE_SIZE ]; |
- |
- // Current time |
- float time; |
- |
-} UserData; |
- |
-/// |
-// Load texture from disk |
-// |
-GLuint LoadTexture ( char *fileName ) |
-{ |
- int width, |
- height; |
- char *buffer = esLoadTGA ( fileName, &width, &height ); |
- GLuint texId; |
- |
- if ( buffer == NULL ) |
- { |
- esLogMessage ( "Error loading (%s) image.\n", fileName ); |
- return 0; |
- } |
- |
- glGenTextures ( 1, &texId ); |
- glBindTexture ( GL_TEXTURE_2D, texId ); |
- |
- glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer ); |
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); |
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); |
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); |
- |
- free ( buffer ); |
- |
- return texId; |
-} |
- |
- |
-/// |
-// Initialize the shader and program object |
-// |
-int Init ( ESContext *esContext ) |
-{ |
- UserData *userData = esContext->userData; |
- int i; |
- |
- GLbyte vShaderStr[] = |
- "uniform float u_time; \n" |
- "uniform vec3 u_centerPosition; \n" |
- "attribute float a_lifetime; \n" |
- "attribute vec3 a_startPosition; \n" |
- "attribute vec3 a_endPosition; \n" |
- "varying float v_lifetime; \n" |
- "void main() \n" |
- "{ \n" |
- " if ( u_time <= a_lifetime ) \n" |
- " { \n" |
- " gl_Position.xyz = a_startPosition + \n" |
- " (u_time * a_endPosition); \n" |
- " gl_Position.xyz += u_centerPosition; \n" |
- " gl_Position.w = 1.0; \n" |
- " } \n" |
- " else \n" |
- " gl_Position = vec4( -1000, -1000, 0, 0 ); \n" |
- " v_lifetime = 1.0 - ( u_time / a_lifetime ); \n" |
- " v_lifetime = clamp ( v_lifetime, 0.0, 1.0 ); \n" |
- " gl_PointSize = ( v_lifetime * v_lifetime ) * 40.0; \n" |
- "}"; |
- |
- GLbyte fShaderStr[] = |
- "precision mediump float; \n" |
- "uniform vec4 u_color; \n" |
- "varying float v_lifetime; \n" |
- "uniform sampler2D s_texture; \n" |
- "void main() \n" |
- "{ \n" |
- " vec4 texColor; \n" |
- " texColor = texture2D( s_texture, gl_PointCoord ); \n" |
- " gl_FragColor = vec4( u_color ) * texColor; \n" |
- " gl_FragColor.a *= v_lifetime; \n" |
- "} \n"; |
- |
- // Load the shaders and get a linked program object |
- userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); |
- |
- // Get the attribute locations |
- userData->lifetimeLoc = glGetAttribLocation ( userData->programObject, "a_lifetime" ); |
- userData->startPositionLoc = glGetAttribLocation ( userData->programObject, "a_startPosition" ); |
- userData->endPositionLoc = glGetAttribLocation ( userData->programObject, "a_endPosition" ); |
- |
- // Get the uniform locations |
- userData->timeLoc = glGetUniformLocation ( userData->programObject, "u_time" ); |
- userData->centerPositionLoc = glGetUniformLocation ( userData->programObject, "u_centerPosition" ); |
- userData->colorLoc = glGetUniformLocation ( userData->programObject, "u_color" ); |
- userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" ); |
- |
- glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); |
- |
- // Fill in particle data array |
- srand ( 0 ); |
- for ( i = 0; i < NUM_PARTICLES; i++ ) |
- { |
- float *particleData = &userData->particleData[i * PARTICLE_SIZE]; |
- |
- // Lifetime of particle |
- (*particleData++) = ( (float)(rand() % 10000) / 10000.0f ); |
- |
- // End position of particle |
- (*particleData++) = ( (float)(rand() % 10000) / 5000.0f ) - 1.0f; |
- (*particleData++) = ( (float)(rand() % 10000) / 5000.0f ) - 1.0f; |
- (*particleData++) = ( (float)(rand() % 10000) / 5000.0f ) - 1.0f; |
- |
- // Start position of particle |
- (*particleData++) = ( (float)(rand() % 10000) / 40000.0f ) - 0.125f; |
- (*particleData++) = ( (float)(rand() % 10000) / 40000.0f ) - 0.125f; |
- (*particleData++) = ( (float)(rand() % 10000) / 40000.0f ) - 0.125f; |
- |
- } |
- |
- // Initialize time to cause reset on first update |
- userData->time = 1.0f; |
- |
- userData->textureId = LoadTexture ( "smoke.tga" ); |
- if ( userData->textureId <= 0 ) |
- { |
- return FALSE; |
- } |
- |
- return TRUE; |
-} |
- |
-/// |
-// Update time-based variables |
-// |
-void Update ( ESContext *esContext, float deltaTime ) |
-{ |
- UserData *userData = esContext->userData; |
- |
- userData->time += deltaTime; |
- |
- if ( userData->time >= 1.0f ) |
- { |
- float centerPos[3]; |
- float color[4]; |
- |
- userData->time = 0.0f; |
- |
- // Pick a new start location and color |
- centerPos[0] = ( (float)(rand() % 10000) / 10000.0f ) - 0.5f; |
- centerPos[1] = ( (float)(rand() % 10000) / 10000.0f ) - 0.5f; |
- centerPos[2] = ( (float)(rand() % 10000) / 10000.0f ) - 0.5f; |
- |
- glUniform3fv ( userData->centerPositionLoc, 1, ¢erPos[0] ); |
- |
- // Random color |
- color[0] = ( (float)(rand() % 10000) / 20000.0f ) + 0.5f; |
- color[1] = ( (float)(rand() % 10000) / 20000.0f ) + 0.5f; |
- color[2] = ( (float)(rand() % 10000) / 20000.0f ) + 0.5f; |
- color[3] = 0.5; |
- |
- glUniform4fv ( userData->colorLoc, 1, &color[0] ); |
- } |
- |
- // Load uniform time variable |
- glUniform1f ( userData->timeLoc, userData->time ); |
-} |
- |
-/// |
-// Draw a triangle using the shader pair created in Init() |
-// |
-void Draw ( ESContext *esContext ) |
-{ |
- UserData *userData = esContext->userData; |
- |
- // Set the viewport |
- glViewport ( 0, 0, esContext->width, esContext->height ); |
- |
- // Clear the color buffer |
- glClear ( GL_COLOR_BUFFER_BIT ); |
- |
- // Use the program object |
- glUseProgram ( userData->programObject ); |
- |
- // Load the vertex attributes |
- glVertexAttribPointer ( userData->lifetimeLoc, 1, GL_FLOAT, |
- GL_FALSE, PARTICLE_SIZE * sizeof(GLfloat), |
- userData->particleData ); |
- |
- glVertexAttribPointer ( userData->endPositionLoc, 3, GL_FLOAT, |
- GL_FALSE, PARTICLE_SIZE * sizeof(GLfloat), |
- &userData->particleData[1] ); |
- |
- glVertexAttribPointer ( userData->startPositionLoc, 3, GL_FLOAT, |
- GL_FALSE, PARTICLE_SIZE * sizeof(GLfloat), |
- &userData->particleData[4] ); |
- |
- |
- glEnableVertexAttribArray ( userData->lifetimeLoc ); |
- glEnableVertexAttribArray ( userData->endPositionLoc ); |
- glEnableVertexAttribArray ( userData->startPositionLoc ); |
- // Blend particles |
- glEnable ( GL_BLEND ); |
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE ); |
- |
- // Bind the texture |
- glActiveTexture ( GL_TEXTURE0 ); |
- glBindTexture ( GL_TEXTURE_2D, userData->textureId ); |
- glEnable ( GL_TEXTURE_2D ); |
- |
- // Set the sampler texture unit to 0 |
- glUniform1i ( userData->samplerLoc, 0 ); |
- |
- glDrawArrays( GL_POINTS, 0, NUM_PARTICLES ); |
- |
- eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); |
-} |
- |
-/// |
-// Cleanup |
-// |
-void ShutDown ( ESContext *esContext ) |
-{ |
- UserData *userData = esContext->userData; |
- |
- // Delete texture object |
- glDeleteTextures ( 1, &userData->textureId ); |
- |
- // Delete program object |
- glDeleteProgram ( userData->programObject ); |
-} |
- |
- |
-int main ( int argc, char *argv[] ) |
-{ |
- ESContext esContext; |
- UserData userData; |
- |
- esInitContext ( &esContext ); |
- esContext.userData = &userData; |
- |
- esCreateWindow ( &esContext, "ParticleSystem", 640, 480, ES_WINDOW_RGB ); |
- |
- if ( !Init ( &esContext ) ) |
- return 0; |
- |
- esRegisterDrawFunc ( &esContext, Draw ); |
- esRegisterUpdateFunc ( &esContext, Update ); |
- |
- esMainLoop ( &esContext ); |
- |
- ShutDown ( &esContext ); |
-} |