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This commit is contained in:
Niklas Birk 2020-02-11 19:01:50 +01:00
parent e8ecec7cef
commit 05038da3df
7 changed files with 242 additions and 35 deletions

View File

@ -63,10 +63,16 @@ void framebufferSizeCallback(GLFWwindow *window, int width, int height)
glViewport(0, 0, width, height);
}
void initVertexBuffer(unsigned int *VBO, float *vertices)
void initVertexBufferObject(unsigned int *VBO, float *vertices)
{
glGenBuffers(1, VBO);
glBindBuffer(GL_ARRAY_BUFFER, *VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, *VBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
}
void initVertexArrayBuffer(unsigned int *VAO)
{
glGenVertexArrays(1, VAO);
glBindVertexArray(*VAO);
}

View File

@ -18,6 +18,7 @@ void terminateGLFW(GLFWwindow *window);
void errorCallback(int error, const char* description);
void framebufferSizeCallback(GLFWwindow *window, int width, int height);
void initVertexBuffer(unsigned int *VBO,float *vertices);
void initVertexBufferObject(unsigned int *VBO, float *vertices);
void initVertexArrayBuffer(unsigned int *VAO);
#endif //INFORMATIKPROJEKT_INITOPENGL_H

170
main.c
View File

@ -14,8 +14,12 @@ void error_callback(int error, const char* description);
void calcPos(particle *p, float dt);
void calcCol(particle *p);
float *serializeParticles(const particle_system *ps);
int main()
{
/************* INIT *************/
// Init OpenGL and GLFW
initGLFW();
setErrorCallbackGL();
@ -29,17 +33,121 @@ int main()
// glad
initGlad();
vector3f *epos = initVector3f(0, 0, 0);
emitter *e = initEmitter(epos, 1000);
/************* PARTICLE SYSTEM *************/
int particelAmount = 10000;
vector3f *epos1 = initVector3f(0, 0, 0);
emitter *e1 = initEmitter(epos1, particelAmount);
particle_system *ps = initParticleSystem(1);
(ps->emitters)[0] = e;
(ps->emitters)[0] = e1;
initRandomParticles(e);
initRandomParticles(e1);
/************* COMPILING SHADER *************/
const char *vertexShaderSource = "#version 460 core\n"
"\n"
"layout (location = 0) in vec3 pos; // the position variable has attribute position 0\n"
"layout (location = 1) in vec3 dir; // the direction variable has attribute position 1\n"
"layout (location = 2) in vec3 col; // the color variable has attribute position 2\n"
"layout (location = 3) in float age; // the age variable has attribute position 3\n"
"\n"
"//in vec3 emitterPos; // the emitter pos variable\n"
"//in float newAge; // the age variable\n"
"\n"
"out vec3 outCol; // output a color to the fragment shader\n"
"\n"
"void main()\n"
"{\n"
" if (age < 0)\n"
" {\n"
" //pos = vec3(0, 0, 0); //emitterPos;\n"
" //age = 200; //newAge;\n"
" }\n"
"\n"
" age -= 0.1f;\n"
" vec3 newPos = pos.xyz + dir.xyz;\n"
" gl_Position = vec4(newPos, 1.0);\n"
"\n"
" outCol = col; // set ourColor to the input color we got from the vertex data\n"
"}";
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int successCompileVertex;
char infoLogCompileVertex[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &successCompileVertex);
if (!successCompileVertex)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLogCompileVertex);
printf("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n%s", infoLogCompileVertex);
}
const char *fragmentShaderSource = "#version 460 core\n"
"\n"
"in vec3 col; // the input variable from the vertex shader (same name and same type)\n"
"\n"
"out vec4 outCol;\n"
"\n"
"void main()\n"
"{\n"
" outCol = vec4(col, 1.0);\n"
"}";
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
int successCompileFragment;
char infoLogCompileFragment[512];
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &successCompileFragment);
if (!successCompileFragment)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLogCompileFragment);
printf("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n%s", infoLogCompileFragment);
}
/************* LINKING SHADER *************/
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
int successLink;
char infoLogLink[512];
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &successLink);
if (!successLink)
{
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLogLink);
printf("ERROR::SHADER::LINKING_FAILED\n%s", infoLogLink);
}
/*************** VAO / VBO ***************/
// Init vertex data
unsigned int vao, vbo;
float *vertexData = serializeParticlesystem(ps);
initVertexArrayBuffer(&vao);
initVertexBufferObject(&vbo, vertexData);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 10 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// direction attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 10 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// color attribute
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 10 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
// age attribute
glVertexAttribPointer(3, 1, GL_FLOAT, GL_FALSE, 10 * sizeof(float), (void*)(9 * sizeof(float)));
glEnableVertexAttribArray(3);
/************* RENDER LOOP *************/
double time, tFrame, tLast = 0;
unsigned int vbo;
float vert[3] = {0.1f, 0.2f, 0.3f};
while (!glfwWindowShouldClose(window))
{
time = glfwGetTime();
@ -49,38 +157,40 @@ int main()
glClear(GL_COLOR_BUFFER_BIT);
glfwGetFramebufferSize(window, &width, &height);
initVertexBuffer(&vbo, vert);
glUseProgram(shaderProgram);
glBindVertexArray(vao);
glDrawArrays(GL_POINTS, 0, particelAmount);
updateParticles((float) tFrame, ps, calcPos, calcCol);
/*updateParticles((float) tFrame, ps, calcPos, calcCol);
emitter *e;
particle *p;
vector3f *pos;
for (int i = 0; i < e->pamount; i++)
for (int j = 0; j < ps->eamount; j++)
{
p = (e->particles)[i];
glColor3f(p->color->x, p->color->y, p->color->z);
pos = p->position;
e = (ps->emitters)[j];
for (int i = 0; i < e->pamount; i++)
{
p = (e->particles)[i];
pos = p->position;
glBegin(GL_POINTS);
glVertex3f(pos->x, pos->y, pos->z);
glEnd();
/*glBegin(GL_QUADS);
glVertex3f(pos->x, pos->y, pos->z);
glVertex3f(pos->x+.01, pos->y, pos->z);
glVertex3f(pos->x+.01, pos->y-.01, pos->z);
glVertex3f(pos->x, pos->y-.01, pos->z);
glEnd();*/
}
glColor3f(p->color->x, p->color->y, p->color->z);
glBegin(GL_POINTS);
glVertex3f(pos->x, pos->y, pos->z);
glEnd();
}
}*/
glfwSwapBuffers(window);
glfwPollEvents();
}
//END
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
terminateGLFW(window);
free(epos);
freeParticleSystem(ps);
return 0;
@ -95,9 +205,9 @@ void calcPos(particle *p, float dt)
void calcCol(particle *p)
{
p->color->x = 1;
p->color->y = 1;
p->color->z = 1;
// p->color->x -= 0.01f;
// p->color->y -= 0.01f;
// p->color->z -= 0.01f;
}
/*************************************************************************************************************/
@ -109,7 +219,9 @@ void initRandomParticles(emitter *e)
vector3f *dir = initVector3f(((float) (rand()%2 ? -1 : 1) * rand()) / RAND_MAX,
((float) (rand()%2 ? -1 : 1) * rand()) / RAND_MAX,
((float) (rand()%2 ? -1 : 1) * rand()) / RAND_MAX);
vector3f *color = initVector3f(1, 1, 1);
vector3f *color = initVector3f(((float) (rand() % 255)) / 255,
((float) (rand() % 255)) / 255,
((float) (rand() % 255)) / 255);
(e->particles)[i] = initParticle(pos, dir, color, rand() / 100.0f);
}
}

View File

@ -1,5 +1,6 @@
#include <malloc.h>
#include <stdlib.h>
#include <stdio.h>
#include "particlesystem.h"
@ -77,7 +78,7 @@ void resetParticle(emitter *e, particle *p)
p->direction->y = ((float) (rand()%2 ? -1 : 1) * rand()) / RAND_MAX;
p->direction->z = ((float) (rand()%2 ? -1 : 1) * rand()) / RAND_MAX;
p->age = rand() / 100.0f;
p->age = rand() / 10;
}
/*
@ -122,6 +123,7 @@ void freeEmitter(emitter *e)
freeParticle((e->particles)[j]);
}
free(e->position);
free(e);
}
@ -144,3 +146,48 @@ void freeParticleSystem(particle_system *ps)
freeEmitters(ps);
free(ps);
}
/*
* Creates float array out of a particle system
*/
float *serializeParticlesystem(particle_system *ps)
{
int particleAmount = 0;
for (int i = 0; i < ps->eamount; i++)
{
particleAmount += (ps->emitters[i])->pamount;
}
unsigned long particleBytesAmount = sizeof(vector3f) * 3 + sizeof(float);
float *vert = malloc(particleBytesAmount * particleAmount);
emitter *e;
particle *p;
for (int y = 0, j = 0; y < ps->eamount; y++)
{
e = (ps->emitters)[y];
for (int x = 0; x < e->pamount; x++)
{
p = e->particles[x];
// Position
vert[j++] = p->position->x;
vert[j++] = p->position->y;
vert[j++] = p->position->z;
// Direction
vert[j++] = p->direction->x;
vert[j++] = p->direction->y;
vert[j++] = p->direction->z;
// Color
vert[j++] = p->color->x;
vert[j++] = p->color->y;
vert[j++] = p->color->z;
// Age
vert[j++] = p->age;
}
}
return vert;
}

View File

@ -103,3 +103,8 @@ void freeEmitters(particle_system *ps);
* Frees all emitter and particles within a particle system
*/
void freeParticleSystem(particle_system *ps);
/*
* Creates float array out of a particle system
*/
float *serializeParticlesystem(particle_system *ps);

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@ -0,0 +1,10 @@
#version 460 core
in vec3 col; // the input variable from the vertex shader (same name and same type)
out vec4 outCol;
void main()
{
outCol = vec4(vertexColor, 1.0);
}

26
shaders/VertexShader.glsl Normal file
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@ -0,0 +1,26 @@
#version 460 core
layout (location = 0) in vec3 pos; // the position variable has attribute position 0
layout (location = 1) in vec3 dir; // the direction variable has attribute position 1
layout (location = 2) in vec3 col; // the color variable has attribute position 2
layout (location = 3) in float age; // the age variable has attribute position 3
//in vec3 emitterPos; // the emitter pos variable
//in float newAge; // the age variable
out vec3 outCol; // output a color to the fragment shader
void main()
{
if (age < 0)
{
pos = emitterPos;
age = newAge;
}
age -= 0.1f;
vec3 newPos = pos.xyz + dir.xyz;
gl_Position = vec4(newPos, 1.0);
outCol = col; // set ourColor to the input color we got from the vertex data
}