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//
// 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 );
}
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