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authorAdrian Kummerlaender2018-05-23 19:06:47 +0200
committerAdrian Kummerlaender2018-05-23 19:06:47 +0200
commit84bcd409a3743e933d039a9b3e073030fd2630df (patch)
tree15724f48e5a516398ea097f8784873b1217e1d30 /src
parent617fec827652d216e2d1e5015f816c4400655d73 (diff)
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Implement particle trails using overlaying textures
Diffstat (limited to 'src')
-rw-r--r--src/main.cc54
-rw-r--r--src/shader/display_fragment.glsl25
-rw-r--r--src/shader/vertex.glsl3
-rw-r--r--src/texture_buffer.h1
-rw-r--r--src/texture_display_buffer.h15
5 files changed, 74 insertions, 24 deletions
diff --git a/src/main.cc b/src/main.cc
index 691f900..034d026 100644
--- a/src/main.cc
+++ b/src/main.cc
@@ -6,6 +6,7 @@
#include <random>
#include <memory>
+#include <algorithm>
#include "particle_vertex_buffer.h"
#include "texture_display_buffer.h"
@@ -21,15 +22,16 @@
#include "shader/display_vertex.glsl"
#include "shader/display_fragment.glsl"
-const std::size_t particle_count = 100000;
-const auto max_ups = 50;
+const unsigned int particle_count = 5000;
+const unsigned int max_ups = 100;
+const unsigned int texture_count = 10;
-int window_width = 800;
-int window_height = 600;
+unsigned int window_width = 800;
+unsigned int window_height = 600;
float world_width, world_height;
glm::mat4 MVP;
-std::unique_ptr<TextureBuffer> textureBuffer;
+std::vector<std::unique_ptr<TextureBuffer>> textureBuffers;
std::unique_ptr<ParticleVertexBuffer> particleBuffer;
void updateMVP() {
@@ -55,7 +57,9 @@ void window_size_callback(GLFWwindow*, int width, int height) {
window_width = width;
window_height = height;
- textureBuffer->resize(width, height);
+ for ( auto& textureBuffer : textureBuffers ) {
+ textureBuffer->resize(width, height);
+ }
updateMVP();
}
@@ -109,8 +113,11 @@ int main() {
updateMVP();
- textureBuffer = std::make_unique<TextureBuffer>(
- window_width, window_height);
+ for ( unsigned int i = 0; i < texture_count; ++i ) {
+ textureBuffers.emplace_back(
+ new TextureBuffer(window_width, window_height));
+ }
+
particleBuffer = std::make_unique<ParticleVertexBuffer>(
makeInitialParticles(particle_count));
@@ -121,11 +128,16 @@ int main() {
GraphicShader displayShader(DISPLAY_VERTEX_SHADER_CODE,
DISPLAY_FRAGMENT_SHADER_CODE);
- displayShader.setUniform("screen_texture", 0);
+ TextureDisplayBuffer displayBuffer;
- TextureDisplayBuffer displayBuffer(textureBuffer->getTexture());
+ auto lastFrame = std::chrono::high_resolution_clock::now();
+ auto lastRotate = std::chrono::high_resolution_clock::now();
+ bool justRotated = true;
- auto lastFrame = std::chrono::high_resolution_clock::now();
+ std::vector<GLuint> textures;
+ for ( auto& textureBuffer : textureBuffers ) {
+ textures.emplace_back(textureBuffer->getTexture());
+ }
do {
if ( util::millisecondsSince(lastFrame) >= 1000/max_ups ) {
@@ -137,13 +149,23 @@ int main() {
lastFrame = std::chrono::high_resolution_clock::now();
}
+ if ( util::millisecondsSince(lastRotate) >= 1000/10 ) {
+ std::rotate(textures.begin(), textures.end()-1, textures.end());
+ std::rotate(textureBuffers.begin(), textureBuffers.end()-1, textureBuffers.end());
+ justRotated = true;
+ lastRotate = std::chrono::high_resolution_clock::now();
+ }
+
{
- auto texGuard = textureBuffer->use();
+ auto texGuard = textureBuffers[0]->use();
auto sdrGuard = sceneShader.use();
sceneShader.setUniform("MVP", MVP);
- glClear(GL_COLOR_BUFFER_BIT);
+ if ( justRotated ) {
+ glClear(GL_COLOR_BUFFER_BIT);
+ justRotated = false;
+ }
particleBuffer->draw();
}
@@ -151,9 +173,13 @@ int main() {
{
auto guard = displayShader.use();
+ for ( unsigned int i = 0; i < textures.size(); ++i ) {
+ displayShader.setUniform("screen_texture_" + std::to_string(i), i);
+ }
+
glClear(GL_COLOR_BUFFER_BIT);
- displayBuffer.draw();
+ displayBuffer.draw(textures);
}
glfwSwapBuffers(window);
diff --git a/src/shader/display_fragment.glsl b/src/shader/display_fragment.glsl
index 8b98ce1..03986a0 100644
--- a/src/shader/display_fragment.glsl
+++ b/src/shader/display_fragment.glsl
@@ -1,11 +1,30 @@
static const std::string DISPLAY_FRAGMENT_SHADER_CODE = R"(
-#version 330 core
+#version 460
out vec4 FragColor;
in vec2 TexCoords;
-uniform sampler2D screen_texture;
+
+uniform sampler2D screen_texture_0;
+uniform sampler2D screen_texture_1;
+uniform sampler2D screen_texture_2;
+uniform sampler2D screen_texture_3;
+uniform sampler2D screen_texture_4;
+uniform sampler2D screen_texture_5;
+uniform sampler2D screen_texture_6;
+uniform sampler2D screen_texture_7;
+uniform sampler2D screen_texture_8;
+uniform sampler2D screen_texture_9;
void main() {
- FragColor = texture(screen_texture, TexCoords);
+ FragColor = texture(screen_texture_0, TexCoords)
+ + 0.9 * texture(screen_texture_1, TexCoords)
+ + 0.8 * texture(screen_texture_2, TexCoords)
+ + 0.7 * texture(screen_texture_3, TexCoords)
+ + 0.6 * texture(screen_texture_4, TexCoords)
+ + 0.5 * texture(screen_texture_5, TexCoords)
+ + 0.4 * texture(screen_texture_6, TexCoords)
+ + 0.3 * texture(screen_texture_7, TexCoords)
+ + 0.2 * texture(screen_texture_8, TexCoords)
+ + 0.1 * texture(screen_texture_9, TexCoords);
}
)";
diff --git a/src/shader/vertex.glsl b/src/shader/vertex.glsl
index 8ab6ccb..2d4009a 100644
--- a/src/shader/vertex.glsl
+++ b/src/shader/vertex.glsl
@@ -3,6 +3,7 @@ uniform mat4 MVP;
void main() {
gl_Position = MVP * vec4(gl_Vertex.xy, 0.0, 1.0);
- gl_FrontColor = vec4(max(1. - gl_Vertex.z/5., 0.1), 0., 0., 0.);
+ //gl_FrontColor = vec4(max(1. - gl_Vertex.z/5., 0.1), 0., 0., 0.);
+ gl_FrontColor = vec4(1., 0., 0., 0.);
}
)";
diff --git a/src/texture_buffer.h b/src/texture_buffer.h
index 8afe240..08c617b 100644
--- a/src/texture_buffer.h
+++ b/src/texture_buffer.h
@@ -46,6 +46,7 @@ public:
auto guard = use();
glViewport(0, 0, width, height);
+ glBindTexture(GL_TEXTURE_2D, _texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (void*)0);
}
diff --git a/src/texture_display_buffer.h b/src/texture_display_buffer.h
index 530b99d..25fd319 100644
--- a/src/texture_display_buffer.h
+++ b/src/texture_display_buffer.h
@@ -6,12 +6,11 @@ class TextureDisplayBuffer {
private:
const std::vector<GLfloat> _data;
- GLuint _texture;
GLuint _array;
GLuint _buffer;
public:
- TextureDisplayBuffer(GLuint texture):
+ TextureDisplayBuffer():
_data{
-1.f, 1.f, 0.f, 1.f,
-1.f, -1.f, 0.f, 0.f,
@@ -20,8 +19,7 @@ public:
-1.f, 1.f, 0.f, 1.f,
1.f, -1.f, 1.f, 0.f,
1.f, 1.f, 1.f, 1.f
- },
- _texture(texture) {
+ } {
glGenVertexArrays(1, &_array);
glGenBuffers(1, &_buffer);
@@ -47,9 +45,14 @@ public:
glDeleteVertexArrays(1, &_array);
}
- void draw() const {
+ void draw(const std::vector<GLuint>& textures) const {
glBindVertexArray(_array);
- glBindTexture(GL_TEXTURE_2D, _texture);
+
+ for ( unsigned int i = 0; i < textures.size(); ++i ) {
+ glActiveTexture(GL_TEXTURE0+i);
+ glBindTexture(GL_TEXTURE_2D, textures[i]);
+ }
+
glDrawArrays(GL_TRIANGLES, 0, 6);
}