diff options
Diffstat (limited to 'themes/src/winter/snowflake.cpp')
| -rw-r--r-- | themes/src/winter/snowflake.cpp | 204 |
1 files changed, 100 insertions, 104 deletions
diff --git a/themes/src/winter/snowflake.cpp b/themes/src/winter/snowflake.cpp index 4ce8f3a..26b6549 100644 --- a/themes/src/winter/snowflake.cpp +++ b/themes/src/winter/snowflake.cpp @@ -2,6 +2,9 @@ #include "../renderer_2d.h" #include "../mathlib.h" #include "../list.h" +#include "../shader.h" +#include "../shaders/snowflake_vert.h" +#include "../shaders/snowflake_frag.h" #include <cstdio> /* @@ -11,12 +14,10 @@ - Windstream that blows a certain selection of snowflakes in a loop-dee-loop pattern - Snowflakes that land on the ground and melt - Snowflakes that spin along the Y-axis for a three dimensional effect - + */ -const Vector4 snowColor = Vector4(1.0, 0.98, 0.98, 1); -const Vector2 NUM_ARMS_RANGE = Vector2(6.f, 8.f); -const Vector2 RADIUS_RANGE = Vector2(8.f, 32.f); +const Vector2 SCALE_RANGE = Vector2(16.f, 48.f); const Vector2 VELOCITY_RANGE_X = Vector2(-10.f, 10.f); const Vector2 VELOCITY_RANGE_Y = Vector2(-100.f, -85.f); const Vector2 ROTATION_VELOCITY_RANGE = Vector2(-PI / 8.f, PI / 8.f); @@ -24,111 +25,88 @@ const Vector2 WIND_VELOCITY_RANGE_X = Vector2(-3.f, 3.f); const Vector2 WIND_VELOCITY_RANGE_Y = Vector2(3.f, 10.f); const f32 GRAVITY = 5.f; -inline void generateSnowflakeArm(f32 width, f32 height, f32 angle, matte::List<Vertex2D>* vertices, Mat4x4 transform = Mat4x4()) { - f32 halfWidth = width / 2.f; - Vector2 leftStart = transform * Vector2(-halfWidth, 0).rotate(angle); - Vector2 leftEnd = transform * Vector2(-halfWidth, height).rotate(angle); - Vector2 rightStart = transform * Vector2(halfWidth, 0).rotate(angle); - Vector2 rightEnd = transform * Vector2(halfWidth, height).rotate(angle); - - vertices->add({ leftStart, snowColor, Mat4x4() }); - vertices->add({ leftEnd, snowColor, Mat4x4() }); - vertices->add({ rightEnd, snowColor, Mat4x4() }); - vertices->add({ leftStart, snowColor, Mat4x4() }); - vertices->add({ rightEnd, snowColor, Mat4x4() }); - vertices->add({ rightStart, snowColor, Mat4x4() }); -} - -/** - Fills in the vertices array vertices that represent a snowflake shape. The snowflake shape consists - of numArms jutting out of the center radially. The center of the flake is connected. The radius is - used to determine the length of the arms. The first third of each arm is barren, after which branches - extends on either side of the arm at an angle of about 60 degrees. Each branch can itself have tiny - sub branches jutting out of it, but these should be not nearly as large as the regular branches. +inline void initFlake(SnowflakeParticleRenderer* renderer, SnowflakeUpdateData* ud) { + ud->scale = randomFloatBetween(SCALE_RANGE.x, SCALE_RANGE.y); + ud->seed = randomFloatBetween(0.f, 1000.f); - With all of this in mind, we should be able to build a convincing snowflake. + // Scale velocity based on star size - larger stars fall faster + f32 sizeRatio = (ud->scale - SCALE_RANGE.x) / (SCALE_RANGE.y - SCALE_RANGE.x); + f32 velocityY = VELOCITY_RANGE_Y.x + (VELOCITY_RANGE_Y.y - VELOCITY_RANGE_Y.x) * (0.5f + sizeRatio * 0.5f); - :param vertices List of vertices to be filled in - :param numArms Number of arms radially sticking out of the snowflake - :param radius Length of the snowflake arms - */ -inline void generateSnowflakeShape(matte::List<Vertex2D>* vertices, i32 numArms, f32 radius, f32 armWidthRatio = 0.08f) { - f32 innerRadius = 0; - f32 outerRadius = 2 * radius; - f32 dx = ((2 * PI) / numArms); - for (i32 armIndex = 0; armIndex < numArms; armIndex++) { - f32 armAngle = dx * armIndex; - generateSnowflakeArm(armWidthRatio * radius, radius, armAngle, vertices); - f32 armLeftAngle = DEG_TO_RAD(60.f); - f32 armRightAngle = DEG_TO_RAD(-60.f); - - const i32 NUM_SUB_ARMS = 4; - for (i32 subArmIndex = 0; subArmIndex < NUM_SUB_ARMS; subArmIndex++) { - f32 height = (radius / static_cast<f32>(subArmIndex)); - f32 width = (armWidthRatio / (subArmIndex + 1)) * height; - f32 transY = (radius / (NUM_SUB_ARMS + 1)) * (subArmIndex + 1); - Vector2 translation = Vector2(0, transY).rotate(armAngle); - generateSnowflakeArm(width, height, armAngle, vertices, Mat4x4().translateByVec2(translation).rotate2D(armLeftAngle)); - generateSnowflakeArm(width, height, armAngle, vertices, Mat4x4().translateByVec2(translation).rotate2D(armRightAngle)); - } - } -} - -inline void initFlake(SnowflakeParticleRenderer* renderer, SnowflakeUpdateData* ud) { - ud->radius = randomFloatBetween(RADIUS_RANGE.x, RADIUS_RANGE.y); - ud->vtxIdx = renderer->vertices.numElements; - generateSnowflakeShape(&renderer->vertices, - randomFloatBetween(NUM_ARMS_RANGE.x, NUM_ARMS_RANGE.y), - ud->radius); - - ud->numVertices = renderer->vertices.numElements - ud->vtxIdx; - ud->velocity = Vector2(randomFloatBetween(VELOCITY_RANGE_X.x, VELOCITY_RANGE_X.y), randomFloatBetween(VELOCITY_RANGE_Y.x, VELOCITY_RANGE_Y.y)); + ud->velocity = Vector2(randomFloatBetween(VELOCITY_RANGE_X.x, VELOCITY_RANGE_X.y), velocityY); ud->position = Vector2(randomFloatBetween(0, renderer->xMax), randomFloatBetween(renderer->yMax, 4 * renderer->yMax)); ud->rotateVelocity = randomFloatBetween(ROTATION_VELOCITY_RANGE.x, ROTATION_VELOCITY_RANGE.y); + ud->rotation = 0.f; } void SnowflakeParticleRenderer::load(SnowflakeLoadParameters params, Renderer2d* renderer) { numSnowflakes = params.numSnowflakes; - updateData = new SnowflakeUpdateData[params.numSnowflakes]; xMax = static_cast<f32>(renderer->context->width); yMax = static_cast<f32>(renderer->context->height); - vertices.deallocate(); - vertices.growDynamically = true; - - // Initialize each snow flake with its shape + // Initialize each snowflake for (i32 s = 0; s < numSnowflakes; s++) { auto ud = &updateData[s]; initFlake(this, ud); } - useShader(renderer->shader); - + // Load custom snowflake shader + shader = loadShader(shader_snowflake_vert, shader_snowflake_frag); + useShader(shader); + + // Get attribute and uniform locations + attributes.position = getShaderAttribute(shader, "position"); + attributes.instancePos = getShaderAttribute(shader, "instancePos"); + attributes.instanceRot = getShaderAttribute(shader, "instanceRot"); + attributes.instanceScale = getShaderAttribute(shader, "instanceScale"); + attributes.instanceSeed = getShaderAttribute(shader, "instanceSeed"); + uniforms.projection = getShaderUniform(shader, "projection"); + uniforms.model = getShaderUniform(shader, "model"); + + // Create base quad geometry (just a square from -1 to 1) + Vector2 quadVertices[] = { + Vector2(-1.0f, -1.0f), + Vector2( 1.0f, -1.0f), + Vector2( 1.0f, 1.0f), + Vector2(-1.0f, -1.0f), + Vector2( 1.0f, 1.0f), + Vector2(-1.0f, 1.0f) + }; + + // Setup VAO glGenVertexArrays(1, &vao); glBindVertexArray(vao); - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, vertices.numElements * sizeof(Vertex2D), &vertices.data[0], GL_DYNAMIC_DRAW); - - glEnableVertexAttribArray(renderer->attributes.position); - glVertexAttribPointer(renderer->attributes.position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (GLvoid *)0); - - glEnableVertexAttribArray(renderer->attributes.color); - glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (GLvoid *)offsetof(Vertex2D, color)); - - for (i32 idx = 0; idx < 4; idx++) { - i32 offset = (4 * sizeof(f32)) * idx; - glEnableVertexAttribArray(renderer->attributes.vMatrix + idx); - glVertexAttribPointer(renderer->attributes.vMatrix + idx, - 4, - GL_FLOAT, - GL_FALSE, - sizeof(Vertex2D), - (GLvoid *)(offsetof(Vertex2D, vMatrix) + offset)); - } + // Create and setup quad VBO (static geometry) + glGenBuffers(1, &quadVbo); + glBindBuffer(GL_ARRAY_BUFFER, quadVbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(attributes.position); + glVertexAttribPointer(attributes.position, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), (GLvoid*)0); + + // Create instance VBO (dynamic data) + glGenBuffers(1, &instanceVbo); + glBindBuffer(GL_ARRAY_BUFFER, instanceVbo); + glBufferData(GL_ARRAY_BUFFER, numSnowflakes * sizeof(SnowflakeInstanceData), NULL, GL_DYNAMIC_DRAW); + + // Setup instance attributes + glEnableVertexAttribArray(attributes.instancePos); + glVertexAttribPointer(attributes.instancePos, 2, GL_FLOAT, GL_FALSE, sizeof(SnowflakeInstanceData), (GLvoid*)offsetof(SnowflakeInstanceData, position)); + glVertexAttribDivisor(attributes.instancePos, 1); + + glEnableVertexAttribArray(attributes.instanceRot); + glVertexAttribPointer(attributes.instanceRot, 1, GL_FLOAT, GL_FALSE, sizeof(SnowflakeInstanceData), (GLvoid*)offsetof(SnowflakeInstanceData, rotation)); + glVertexAttribDivisor(attributes.instanceRot, 1); + + glEnableVertexAttribArray(attributes.instanceScale); + glVertexAttribPointer(attributes.instanceScale, 1, GL_FLOAT, GL_FALSE, sizeof(SnowflakeInstanceData), (GLvoid*)offsetof(SnowflakeInstanceData, scale)); + glVertexAttribDivisor(attributes.instanceScale, 1); + + glEnableVertexAttribArray(attributes.instanceSeed); + glVertexAttribPointer(attributes.instanceSeed, 1, GL_FLOAT, GL_FALSE, sizeof(SnowflakeInstanceData), (GLvoid*)offsetof(SnowflakeInstanceData, seed)); + glVertexAttribDivisor(attributes.instanceSeed, 1); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); @@ -136,22 +114,22 @@ void SnowflakeParticleRenderer::load(SnowflakeLoadParameters params, Renderer2d* inline void resetFlake(SnowflakeParticleRenderer* renderer, SnowflakeUpdateData* ud) { ud->position.y = 2 * renderer->yMax; - ud->velocity = Vector2(randomFloatBetween(-10, 10), randomFloatBetween(-100, -85)); + + // Scale velocity based on star size - larger stars fall faster + f32 sizeRatio = (ud->scale - SCALE_RANGE.x) / (SCALE_RANGE.y - SCALE_RANGE.x); + f32 velocityY = VELOCITY_RANGE_Y.x + (VELOCITY_RANGE_Y.y - VELOCITY_RANGE_Y.x) * (0.5f + sizeRatio * 0.5f); + + ud->velocity = Vector2(randomFloatBetween(VELOCITY_RANGE_X.x, VELOCITY_RANGE_X.y), velocityY); ud->rotation = 0; } inline void updateFlake(SnowflakeParticleRenderer* renderer, SnowflakeUpdateData* ud, i32 s, f32 dtSeconds) { ud->velocity = ud->velocity + Vector2(0, -(GRAVITY * dtSeconds)); - //if (addWind) ud->velocity += renderer->windSpeed; + //if (addWind) ud->velocity += renderer->windSpeed; ud->position += ud->velocity * dtSeconds; ud->rotation += ud->rotateVelocity * dtSeconds; - Mat4x4 m = Mat4x4().translateByVec2(ud->position).rotate2D(ud->rotation); - for (i32 v = ud->vtxIdx; v < (ud->vtxIdx + ud->numVertices); v++) { - renderer->vertices.data[v].vMatrix = m; - } - - if (ud->position.y <= -ud->radius) { + if (ud->position.y <= -ud->scale) { resetFlake(renderer, ud); } } @@ -169,21 +147,39 @@ void SnowflakeParticleRenderer::update(f32 dtSeconds) { } void SnowflakeParticleRenderer::render(Renderer2d* renderer) { - setShaderMat4(renderer->uniforms.model, model); + useShader(shader); + setShaderMat4(uniforms.projection, renderer->projection); + setShaderMat4(uniforms.model, model); + + // Prepare instance data + SnowflakeInstanceData* instanceData = new SnowflakeInstanceData[numSnowflakes]; + for (i32 s = 0; s < numSnowflakes; s++) { + instanceData[s].position = updateData[s].position; + instanceData[s].rotation = updateData[s].rotation; + instanceData[s].scale = updateData[s].scale; + instanceData[s].seed = updateData[s].seed; + } - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.numElements * sizeof(Vertex2D), &vertices.data[0]); + // Upload instance data + glBindBuffer(GL_ARRAY_BUFFER, instanceVbo); + glBufferSubData(GL_ARRAY_BUFFER, 0, numSnowflakes * sizeof(SnowflakeInstanceData), instanceData); + // Draw instanced glBindVertexArray(vao); - glDrawArrays(GL_TRIANGLES, 0, vertices.numElements); + glDrawArraysInstanced(GL_TRIANGLES, 0, 6, numSnowflakes); glBindVertexArray(0); + + delete[] instanceData; } void SnowflakeParticleRenderer::unload() { glDeleteVertexArrays(1, &vao); - glDeleteBuffers(1, &vbo); + glDeleteBuffers(1, &quadVbo); + glDeleteBuffers(1, &instanceVbo); + glDeleteProgram(shader); vao = 0; - vbo = 0; - vertices.deallocate(); - delete [] updateData; + quadVbo = 0; + instanceVbo = 0; + shader = 0; + delete[] updateData; } |
