vrshoot

diff src/psyspp.cc @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/psyspp.cc	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,460 @@
     1.4 +#include <limits.h>
     1.5 +#include "psyspp.h"
     1.6 +#include "sdrman.h"
     1.7 +#include "logger.h"
     1.8 +#include "mesh.h"	// just for the attrib enums
     1.9 +#include "unistate.h"
    1.10 +#include "datapath.h"
    1.11 +#include "texman.h"
    1.12 +#include "texgen.h"
    1.13 +#include "image.h"
    1.14 +
    1.15 +static void pdraw_start(const psys_emitter *em, void *cls);
    1.16 +static void pdraw(const psys_emitter *em, const psys_particle *part, void *cls);
    1.17 +static void pdraw_end(const psys_emitter *em, void *cls);
    1.18 +
    1.19 +static unsigned int psys_load_texture(const char *fname, void *cls);
    1.20 +
    1.21 +ParticleSystemAttributes::ParticleSystemAttributes()
    1.22 +{
    1.23 +	tex = 0;
    1.24 +	own_psattr = true;
    1.25 +	psattr = new psys_attributes;
    1.26 +	psys_init_attr(psattr);
    1.27 +}
    1.28 +
    1.29 +ParticleSystemAttributes::ParticleSystemAttributes(psys_attributes *psattr)
    1.30 +{
    1.31 +	tex = 0;
    1.32 +	own_psattr = false;
    1.33 +	this->psattr = psattr;
    1.34 +}
    1.35 +
    1.36 +ParticleSystemAttributes::~ParticleSystemAttributes()
    1.37 +{
    1.38 +	if(own_psattr) {
    1.39 +		psys_destroy_attr(psattr);
    1.40 +		delete psattr;
    1.41 +	}
    1.42 +}
    1.43 +
    1.44 +ParticleSystemAttributes::ParticleSystemAttributes(const ParticleSystemAttributes &rhs)
    1.45 +{
    1.46 +	own_psattr = true;
    1.47 +	tex = rhs.tex;
    1.48 +	psattr = new psys_attributes;
    1.49 +	psys_init_attr(psattr);
    1.50 +
    1.51 +	psys_copy_attr(psattr, rhs.psattr);
    1.52 +}
    1.53 +
    1.54 +ParticleSystemAttributes &ParticleSystemAttributes::operator =(const ParticleSystemAttributes &rhs)
    1.55 +{
    1.56 +	if(&rhs != this) {
    1.57 +		tex = rhs.tex;
    1.58 +		psys_copy_attr(psattr, rhs.psattr);
    1.59 +	}
    1.60 +	return *this;
    1.61 +}
    1.62 +
    1.63 +bool ParticleSystemAttributes::load(const char *fname)
    1.64 +{
    1.65 +	psys_texture_loader(psys_load_texture, 0, this);
    1.66 +	return psys_load_attr(psattr, datafile_path(fname).c_str()) != -1;
    1.67 +}
    1.68 +
    1.69 +bool ParticleSystemAttributes::load(FILE *fp)
    1.70 +{
    1.71 +	psys_texture_loader(psys_load_texture, 0, this);
    1.72 +	return psys_load_attr_stream(psattr, fp) != -1;
    1.73 +}
    1.74 +
    1.75 +bool ParticleSystemAttributes::save(const char *fname) const
    1.76 +{
    1.77 +	return psys_save_attr(psattr, fname) != -1;
    1.78 +}
    1.79 +
    1.80 +bool ParticleSystemAttributes::save(FILE *fp) const
    1.81 +{
    1.82 +	return psys_save_attr_stream(psattr, fp) != -1;
    1.83 +}
    1.84 +
    1.85 +void ParticleSystemAttributes::set_part_color(const Vector3 &color, float t)
    1.86 +{
    1.87 +	psys_set_value3(&psattr->part_attr.color, (anm_time_t)(t * 1000.0), v3_cons(color.x, color.y, color.z));
    1.88 +}
    1.89 +
    1.90 +void ParticleSystemAttributes::set_part_alpha(float alpha, float t)
    1.91 +{
    1.92 +	psys_set_value(&psattr->part_attr.alpha, (anm_time_t)(t * 1000.0), alpha);
    1.93 +}
    1.94 +
    1.95 +void ParticleSystemAttributes::set_part_scale(float size, float t)
    1.96 +{
    1.97 +	psys_set_value(&psattr->part_attr.size, (anm_time_t)(t * 1000.0), size);
    1.98 +}
    1.99 +
   1.100 +
   1.101 +// emmiter attributes
   1.102 +void ParticleSystemAttributes::set_texture(Texture *tex)
   1.103 +{
   1.104 +	this->tex = tex;
   1.105 +	psattr->tex = tex->get_id();
   1.106 +}
   1.107 +
   1.108 +Texture *ParticleSystemAttributes::get_texture() const
   1.109 +{
   1.110 +	return tex;
   1.111 +}
   1.112 +
   1.113 +void ParticleSystemAttributes::set_spawn_range(const Vector3 &range, long tm)
   1.114 +{
   1.115 +	psys_set_value3(&psattr->spawn_range, ANM_MSEC2TM(tm), v3_cons(range.x, range.y, range.z));
   1.116 +}
   1.117 +
   1.118 +void ParticleSystemAttributes::set_spawn_rate(float rate, long tm)
   1.119 +{
   1.120 +	psys_set_value(&psattr->rate, ANM_MSEC2TM(tm), rate);
   1.121 +}
   1.122 +
   1.123 +float ParticleSystemAttributes::get_spawn_rate(long tm) const
   1.124 +{
   1.125 +	return psys_get_value(&psattr->rate, ANM_MSEC2TM(tm));
   1.126 +}
   1.127 +
   1.128 +void ParticleSystemAttributes::set_life(float life, float range, long tm)
   1.129 +{
   1.130 +	psys_set_anm_rnd(&psattr->life, ANM_MSEC2TM(tm), life, range);
   1.131 +}
   1.132 +
   1.133 +void ParticleSystemAttributes::set_size(float sz, float range, long tm)
   1.134 +{
   1.135 +	psys_set_anm_rnd(&psattr->size, ANM_MSEC2TM(tm), sz, range);
   1.136 +}
   1.137 +
   1.138 +void ParticleSystemAttributes::set_spawn_dir(const Vector3 &dir, const Vector3 &range, long tm)
   1.139 +{
   1.140 +	psys_set_anm_rnd3(&psattr->dir, ANM_MSEC2TM(tm), v3_cons(dir.x, dir.y, dir.z), v3_cons(range.x, range.y, range.z));
   1.141 +}
   1.142 +
   1.143 +void ParticleSystemAttributes::set_gravity(const Vector3 &grav, long tm)
   1.144 +{
   1.145 +	psys_set_value3(&psattr->grav, ANM_MSEC2TM(tm), v3_cons(grav.x, grav.y, grav.z));
   1.146 +}
   1.147 +
   1.148 +void ParticleSystemAttributes::set_drag(float drag)
   1.149 +{
   1.150 +	psattr->drag = drag;
   1.151 +}
   1.152 +
   1.153 +void ParticleSystemAttributes::set_particle_limit(int lim)
   1.154 +{
   1.155 +	psattr->max_particles = lim;
   1.156 +}
   1.157 +
   1.158 +
   1.159 +// ---- ParticleSystem ----
   1.160 +
   1.161 +ParticleSystem::ParticleSystem()
   1.162 +	: attr(&psys.attr)
   1.163 +{
   1.164 +	psys_init(&psys);
   1.165 +	psys_draw_func(&psys, pdraw, pdraw_start, pdraw_end, (void*)this);
   1.166 +	start_time = LONG_MIN;
   1.167 +	last_upd_time = LONG_MIN;
   1.168 +}
   1.169 +
   1.170 +ParticleSystem::~ParticleSystem()
   1.171 +{
   1.172 +	psys_destroy(&psys);
   1.173 +}
   1.174 +
   1.175 +void ParticleSystem::set_start_time(long tm)
   1.176 +{
   1.177 +	start_time = tm;
   1.178 +}
   1.179 +
   1.180 +bool ParticleSystem::is_active() const
   1.181 +{
   1.182 +	float rate = attr.get_spawn_rate(last_upd_time);
   1.183 +	return psys.pcount > 0 || last_upd_time == 0;// || rate > 0.0;
   1.184 +}
   1.185 +
   1.186 +ParticleSystemAttributes *ParticleSystem::get_attr()
   1.187 +{
   1.188 +	return &attr;
   1.189 +}
   1.190 +
   1.191 +const ParticleSystemAttributes *ParticleSystem::get_attr() const
   1.192 +{
   1.193 +	return &attr;
   1.194 +}
   1.195 +
   1.196 +void ParticleSystem::set_attr(const ParticleSystemAttributes &pattr)
   1.197 +{
   1.198 +	attr = pattr;
   1.199 +}
   1.200 +
   1.201 +bool ParticleSystem::load(const char *fname)
   1.202 +{
   1.203 +	psys_texture_loader(psys_load_texture, 0, &attr);
   1.204 +	return attr.load(fname);
   1.205 +}
   1.206 +
   1.207 +bool ParticleSystem::save(const char *fname) const
   1.208 +{
   1.209 +	return attr.save(fname);
   1.210 +}
   1.211 +
   1.212 +void ParticleSystem::update(long tm)
   1.213 +{
   1.214 +	if(start_time > LONG_MIN) {
   1.215 +		tm -= start_time;
   1.216 +	}
   1.217 +
   1.218 +	Matrix4x4 xform;
   1.219 +	get_xform(tm, &xform);
   1.220 +
   1.221 +	Vector3 pos = Vector3(0, 0, 0).transformed(xform);
   1.222 +
   1.223 +	psys_set_pos(&psys, v3_cons(pos.x, pos.y, pos.z), 0);
   1.224 +	psys_update(&psys, (double)tm / 1000.0);
   1.225 +
   1.226 +	last_upd_time = tm;
   1.227 +}
   1.228 +
   1.229 +void ParticleSystem::draw() const
   1.230 +{
   1.231 +	psys_draw(&psys);
   1.232 +}
   1.233 +
   1.234 +// ---- particle drawing ----
   1.235 +struct PVertex {
   1.236 +	Vector4 color;
   1.237 +	Vector3 pos;
   1.238 +	Vector2 texcoord;
   1.239 +};
   1.240 +
   1.241 +
   1.242 +#define USE_VBO
   1.243 +#define USE_IBO
   1.244 +
   1.245 +
   1.246 +#define MAX_DRAW_PART	256
   1.247 +#define MAX_PVERTS		(MAX_DRAW_PART * 4)
   1.248 +static PVertex *pvarr, *pvptr;
   1.249 +
   1.250 +// double-buffered vbo set, write on one, while drawing from the other
   1.251 +
   1.252 +#ifdef USE_VBO
   1.253 +static unsigned int vbo[2];
   1.254 +static int cur_buf;		// current write vbo
   1.255 +#endif
   1.256 +static int num_buffered;	// number of particles bufferd, will flush when >= MAX_DRAW_PART
   1.257 +
   1.258 +// ok so the index array is constant, regardless of the particle system
   1.259 +// so this is a static index buffer created in init_particle_draw which should
   1.260 +// be called once.
   1.261 +#define MAX_PVIDX		(MAX_DRAW_PART * 6)
   1.262 +#ifdef USE_IBO
   1.263 +static unsigned int ibo;
   1.264 +#endif
   1.265 +unsigned int *pvidx;
   1.266 +
   1.267 +static ShaderProg *psdr;	// particle shader
   1.268 +static Texture2D *blank_tex;
   1.269 +
   1.270 +static inline void init_particle_draw()
   1.271 +{
   1.272 +	static bool done_init;
   1.273 +	if(done_init) {
   1.274 +		return;		// once
   1.275 +	}
   1.276 +
   1.277 +	pvidx = new unsigned int[MAX_PVIDX];
   1.278 +	unsigned int *ptr = pvidx;
   1.279 +
   1.280 +	static const unsigned int idxoffs[] = { 0, 1, 2, 0, 2, 3 };
   1.281 +
   1.282 +	for(int i=0; i<MAX_DRAW_PART; i++) {
   1.283 +		for(int j=0; j<6; j++) {
   1.284 +			*ptr++ = i * 4 + idxoffs[j];
   1.285 +		}
   1.286 +	}
   1.287 +
   1.288 +#ifdef USE_IBO
   1.289 +	glGenBuffers(1, &ibo);
   1.290 +	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
   1.291 +	glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAX_PVIDX * sizeof *pvidx, pvidx, GL_STATIC_DRAW);
   1.292 +	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
   1.293 +
   1.294 +	delete [] pvidx;
   1.295 +#endif
   1.296 +
   1.297 +#ifdef USE_VBO
   1.298 +	// create the stream vertex buffers (double buffering)
   1.299 +	glGenBuffers(2, vbo);
   1.300 +	for(int i=0; i<2; i++) {
   1.301 +		glBindBuffer(GL_ARRAY_BUFFER, vbo[i]);
   1.302 +		glBufferData(GL_ARRAY_BUFFER, MAX_PVERTS * sizeof(PVertex), 0, GL_STREAM_DRAW);
   1.303 +	}
   1.304 +	glBindBuffer(GL_ARRAY_BUFFER, 0);
   1.305 +#else
   1.306 +	pvarr = new PVertex[MAX_PVERTS];
   1.307 +	pvptr = pvarr;
   1.308 +#endif
   1.309 +
   1.310 +	// load shader program
   1.311 +	if(!(psdr = get_sdrprog("psdr.v.glsl", "psdr.p.glsl"))) {
   1.312 +		error_log("failed to load particle shader!\n");
   1.313 +	}
   1.314 +
   1.315 +	// create empty texture
   1.316 +	Image *img = texgen_solid(8, 8, Vector4(1, 1, 1, 1));
   1.317 +	blank_tex = new Texture2D;
   1.318 +	blank_tex->set_image(*img);
   1.319 +	delete img;
   1.320 +
   1.321 +	done_init = true;
   1.322 +}
   1.323 +
   1.324 +static void pdraw_flush()
   1.325 +{
   1.326 +#ifdef USE_VBO
   1.327 +	// assuming vbo[cur_buf] is bound
   1.328 +	glUnmapBuffer(GL_ARRAY_BUFFER);
   1.329 +#endif
   1.330 +
   1.331 +	// draw from the bound buffer 6 indices per particle
   1.332 +#ifdef USE_IBO
   1.333 +	glDrawElements(GL_TRIANGLES, num_buffered * 6, GL_UNSIGNED_INT, 0);
   1.334 +#else
   1.335 +	glDrawElements(GL_TRIANGLES, num_buffered * 6, GL_UNSIGNED_INT, pvidx);
   1.336 +#endif
   1.337 +	num_buffered = 0;
   1.338 +
   1.339 +#ifdef USE_VBO
   1.340 +	// map the next buffer (write buffer) while the previous is drawing
   1.341 +	cur_buf = (cur_buf + 1) & 1;
   1.342 +	glBindBuffer(GL_ARRAY_BUFFER, vbo[cur_buf]);
   1.343 +	pvarr = (PVertex*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
   1.344 +#endif
   1.345 +	pvptr = pvarr;
   1.346 +}
   1.347 +
   1.348 +static void pdraw_start(const psys_emitter *em, void *cls)
   1.349 +{
   1.350 +	ParticleSystem *ps = (ParticleSystem*)cls;
   1.351 +
   1.352 +	init_particle_draw();
   1.353 +
   1.354 +	num_buffered = 0;
   1.355 +
   1.356 +#ifdef USE_IBO
   1.357 +	// bind the particle index buffer which is static
   1.358 +	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
   1.359 +#endif
   1.360 +
   1.361 +#ifdef USE_VBO
   1.362 +	// map the current write buffer
   1.363 +	glBindBuffer(GL_ARRAY_BUFFER, vbo[cur_buf]);
   1.364 +	pvarr = (PVertex*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
   1.365 +#endif
   1.366 +	pvptr = pvarr;
   1.367 +
   1.368 +	Texture *tex = ps->get_attr()->get_texture();
   1.369 +	if(tex) {
   1.370 +		tex->bind();
   1.371 +	} else {
   1.372 +		blank_tex->bind();
   1.373 +	}
   1.374 +	psdr->bind();
   1.375 +
   1.376 +	glDisable(GL_DEPTH_TEST);
   1.377 +	glDisable(GL_CULL_FACE);
   1.378 +	glEnable(GL_BLEND);
   1.379 +	glBlendFunc(GL_SRC_ALPHA, GL_ONE);
   1.380 +	glDepthMask(0);
   1.381 +
   1.382 +	glEnableVertexAttribArray(MESH_ATTR_VERTEX);
   1.383 +	glEnableVertexAttribArray(MESH_ATTR_COLOR);
   1.384 +	glEnableVertexAttribArray(MESH_ATTR_TEXCOORD);
   1.385 +
   1.386 +#ifdef USE_VBO
   1.387 +	glVertexAttribPointer(MESH_ATTR_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof *pvarr, (void*)((char*)&pvarr->pos - (char*)pvarr));
   1.388 +	glVertexAttribPointer(MESH_ATTR_COLOR, 4, GL_FLOAT, GL_TRUE, sizeof *pvarr, (void*)((char*)&pvarr->color - (char*)pvarr));
   1.389 +	glVertexAttribPointer(MESH_ATTR_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof *pvarr, (void*)((char*)&pvarr->texcoord - (char*)pvarr));
   1.390 +#else
   1.391 +	glVertexAttribPointer(MESH_ATTR_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof *pvarr, (void*)&pvarr->pos);
   1.392 +	glVertexAttribPointer(MESH_ATTR_COLOR, 4, GL_FLOAT, GL_TRUE, sizeof *pvarr, (void*)&pvarr->color);
   1.393 +	glVertexAttribPointer(MESH_ATTR_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof *pvarr, (void*)&pvarr->texcoord);
   1.394 +#endif
   1.395 +}
   1.396 +
   1.397 +static void pdraw(const psys_emitter *em, const psys_particle *part, void *cls)
   1.398 +{
   1.399 +	ParticleSystem *ps = (ParticleSystem*)cls;
   1.400 +
   1.401 +	static const Vector3 pv[] = {
   1.402 +		Vector3(-0.5, -0.5, 0),
   1.403 +		Vector3(0.5, -0.5, 0),
   1.404 +		Vector3(0.5, 0.5, 0),
   1.405 +		Vector3(-0.5, 0.5, 0)
   1.406 +	};
   1.407 +	static const Vector2 tex[] = {
   1.408 +		Vector2(0, 0), Vector2(0, 1), Vector2(1, 1), Vector2(1, 0)
   1.409 +	};
   1.410 +	Vector4 color = Vector4(part->color.x, part->color.y, part->color.z, part->alpha);
   1.411 +
   1.412 +	for(int i=0; i<4; i++) {
   1.413 +		pvptr->color = color;
   1.414 +		pvptr->pos = pv[i] * part->size + part->pos;
   1.415 +		pvptr->texcoord = tex[i];
   1.416 +		pvptr++;
   1.417 +	}
   1.418 +	// XXX we don't need billboarding for this game, so don't bother
   1.419 +
   1.420 +	// if we reached the maximum number of buffered particles, draw them
   1.421 +	if(++num_buffered >= MAX_DRAW_PART) {
   1.422 +		pdraw_flush();	// this will reset the counter
   1.423 +	}
   1.424 +}
   1.425 +
   1.426 +static void pdraw_end(const psys_emitter *em, void *cls)
   1.427 +{
   1.428 +	// if we have leftover particles buffered, draw them before returning
   1.429 +	if(num_buffered) {
   1.430 +		pdraw_flush();
   1.431 +	}
   1.432 +
   1.433 +	// cleanup
   1.434 +	glDisableVertexAttribArray(MESH_ATTR_VERTEX);
   1.435 +	glDisableVertexAttribArray(MESH_ATTR_COLOR);
   1.436 +	glDisableVertexAttribArray(MESH_ATTR_TEXCOORD);
   1.437 +
   1.438 +#ifdef USE_VBO
   1.439 +	glUnmapBuffer(GL_ARRAY_BUFFER);
   1.440 +	glBindBuffer(GL_ARRAY_BUFFER, 0);
   1.441 +#endif
   1.442 +#ifdef USE_IBO
   1.443 +	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
   1.444 +#endif
   1.445 +
   1.446 +	glDepthMask(1);
   1.447 +	glDisable(GL_BLEND);
   1.448 +
   1.449 +	glEnable(GL_DEPTH_TEST);
   1.450 +	glEnable(GL_CULL_FACE);
   1.451 +}
   1.452 +
   1.453 +static unsigned int psys_load_texture(const char *fname, void *cls)
   1.454 +{
   1.455 +	ParticleSystemAttributes *attr = (ParticleSystemAttributes*)cls;
   1.456 +
   1.457 +	Texture *tex = texset.get(fname);
   1.458 +	if(tex) {
   1.459 +		attr->set_texture(tex);
   1.460 +		return tex->get_id();
   1.461 +	}
   1.462 +	return 0;
   1.463 +}