lib/gamnit depth: intro particle systems
authorAlexis Laferrière <alexis.laf@xymus.net>
Sat, 23 Jan 2016 22:20:50 +0000 (17:20 -0500)
committerAlexis Laferrière <alexis.laf@xymus.net>
Mon, 25 Jan 2016 19:10:43 +0000 (14:10 -0500)
Signed-off-by: Alexis Laferrière <alexis.laf@xymus.net>

lib/gamnit/depth/depth.nit
lib/gamnit/depth/particles.nit [new file with mode: 0644]

index c2328c6..b3cab23 100644 (file)
@@ -17,6 +17,7 @@ module depth
 
 intrude import more_materials
 import more_models
+import particles
 
 redef class App
 
@@ -29,15 +30,12 @@ redef class App
                world_camera.near = 0.1
 
                # Prepare programs
-               var program = versatile_program
-               program.compile_and_link
-               var gamnit_error = program.error
-               assert gamnit_error == null else print_error gamnit_error
-
-               program = normals_program
-               normals_program.compile_and_link
-               gamnit_error = program.error
-               assert gamnit_error == null else print_error gamnit_error
+               var programs = [versatile_program, normals_program, explosion_program, smoke_program: GamnitProgram]
+               for program in programs do
+                       program.compile_and_link
+                       var gamnit_error = program.error
+                       assert gamnit_error == null else print_error gamnit_error
+               end
        end
 
        redef fun frame_core_draw(display) do frame_core_depth display
@@ -58,6 +56,11 @@ redef class App
                        end
                end
 
+               # Toggle writing to the depth buffer for particles effects
+               glDepthMask false
+               for system in particle_systems do system.draw
+               glDepthMask true
+
                frame_core_flat display
        end
 end
diff --git a/lib/gamnit/depth/particles.nit b/lib/gamnit/depth/particles.nit
new file mode 100644 (file)
index 0000000..e3be795
--- /dev/null
@@ -0,0 +1,322 @@
+# This file is part of NIT ( http://www.nitlanguage.org ).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+#     http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+# Particle effects
+#
+# Particles are managed by instances of `ParticleSystem` that
+# are configured for a specific kind of particle.
+# For instance, a particle system can be created for a max of 100 particles,
+# with a smoke effect and a precise texture, as in:
+#
+# ~~~
+# var smoke = new ParticleSystem(100, app.smoke_program, new Texture("smoke.png"))
+# ~~~
+#
+# The system must be registered in `app.particle_systems` to be drawn on screen.
+#
+# Particles are added to a system with their configuration, as in:
+#
+# ~~~
+# var position = new Point3d[Float](0.0, 0.0, 0.0)
+# var scale = 2.0
+# var time_to_live = 1.0 # in seconds
+# smoke.add(position, scale, time_to_live)
+# ~~~
+module particles
+
+import depth_core
+
+redef class App
+
+       # Graphics program to display blowing up particles
+       var explosion_program = new ExplosionProgram
+
+       # Graphics program to display particles slowly drifting upwards
+       var smoke_program = new SmokeProgram
+
+       # Enabled particle emitters
+       #
+       # To be populated by the client program.
+       var particle_systems = new Array[ParticleSystem]
+end
+
+# Particle system using `program` and `texture` to draw each particles
+#
+# Each instance draws a maximum of `n_particles`.
+# If full, new particles replace the oldest particles.
+# Expired particle are still sent to the CPU but should be discarded by the vertex shader.
+class ParticleSystem
+
+       # Maximum number of particles
+       var n_particles: Int
+
+       private var total_particles = 0
+
+       # Program to draw the particles
+       var program: ParticleProgram
+
+       # Texture to apply on particles, if any
+       var texture: nullable Texture
+
+       # Clock used to set `ots` and `program::t`
+       #
+       # TODO control this value from the game logic to allow pausing and slowing time.
+       private var clock = new Clock
+
+       # Coordinates of each particle effects
+       private var centers = new Array[Float]
+
+       # Creation time of each particles
+       private var ots = new Array[Float]
+
+       # Scale of each particles
+       private var scales = new Array[Float]
+
+       # Time-to-live of each particle
+       private var ttls = new Array[Float]
+
+       # Add a particle at `center` with `scale`, living for `ttl` from `time_offset`
+       #
+       # `time_offset` is added to the creation time, it can be used to delay the
+       # apparition of a particle using a positive value.
+       #
+       # See the doc of the precise class of `program`, or the general `ParticleProgram`
+       # for information on the effect of these parameters.
+       fun add(center: Point3d[Float], scale: Float, ttl: Float, time_offset: nullable Float)
+       do
+               var i = total_particles % n_particles
+               total_particles += 1
+
+               centers[i*3  ] = center.x
+               centers[i*3+1] = center.y
+               centers[i*3+2] = center.z
+
+               ttls[i] = ttl
+               scales[i] = scale
+
+               time_offset = time_offset or else 0.0
+               ots[i] = clock.total.to_f + time_offset
+       end
+
+       # Draw all particles of this emitter
+       fun draw
+       do
+               if ots.is_empty then return
+
+               var program = program
+               program.use
+
+               var texture = texture
+               if texture != null then
+                       glActiveTexture gl_TEXTURE0
+                       glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
+                       program.use_texture.uniform true
+                       program.texture.uniform 0
+               else
+                       program.use_texture.uniform false
+               end
+
+               program.scale.array_enabled = true
+               program.scale.array(scales, 1)
+
+               program.center.array_enabled = true
+               program.center.array(centers, 3)
+
+               program.color.array_enabled = false
+               program.color.uniform(1.0, 1.0, 1.0, 1.0)
+
+               program.ot.array_enabled = true
+               program.ot.array(ots, 1)
+
+               program.ttl.array_enabled = true
+               program.ttl.array(ttls, 1)
+
+               program.t.uniform clock.total.to_f
+               program.mvp.uniform app.world_camera.mvp_matrix
+
+               glDrawArrays(gl_POINTS, 0, ots.length)
+       end
+end
+
+# Particle drawing program using `gl_POINTS`
+#
+# This program should be subclassed to create custom particle effects.
+# Either `vertex_shader_source` and `vertex_shader_core` can be refined.
+abstract class ParticleProgram
+       super GamnitProgramFromSource
+
+       redef var vertex_shader_source = """
+               // Coordinates of particle effects
+               attribute vec4 center;
+
+               // Particles color tint
+               attribute vec4 color;
+               varying vec4 v_color;
+
+               // Per particle scaling
+               attribute float scale;
+
+               // Model view projection matrix
+               uniform mat4 mvp;
+
+               // Time-to-live of each particle
+               attribute float ttl;
+
+               // Creation time of each particle
+               attribute float ot;
+
+               // Current time
+               uniform float t;
+
+               void main()
+               {
+                       // Pass varyings to the fragment shader
+                       v_color = color;
+
+                       float dt = t - ot;
+                       float pt = dt/ttl;
+
+                       // Discard expired or not yet created particles
+                       if (dt > ttl || dt < 0.0) {
+                               gl_PointSize = 0.0;
+                               return;
+                       }
+
+                       {{{vertex_shader_core}}}
+               }
+               """
+
+       # Core GLSL code for `vertex_shader_source`
+       #
+       # Refine this function to easily tweak the position, size and color of particles.
+       #
+       # Reminder: Each execution of the vertex shader applies to a single particle.
+       #
+       # ## Input variables:
+       # * `center`: reference coordinates of the particle effect.
+       #   This if often the center of the particle itself,
+       #   but it can also be reference coordinates for a moving particle.
+       # * `mvp`: model-view-projection matrix.
+       # * `color`: color tint of the particle.
+       #
+       # * `t`: global seconds counter since the creation of this particle emitter.
+       # * `ot`: creation time of the particle, in seconds, in reference to `t`.
+       # * `dt`: seconds since creation of the particle.
+       # * `ttl`: time-to-live of the particle, in seconds.
+       # * `pt`: advancement of this particle in its lifetime, in `[0.0 .. 1.0]`.
+       #
+       # ## Output variables:
+       # * `gl_Position`: position of the particle in camera coordinates.
+       # * `gl_PointSize`: size of the particle in camera coordinates.
+       #   Set to `0.0` to discard the particle.
+       # * `v_color`: tint applied to the particle.
+       #   Assigned by default to the value of `color`.
+       #
+       # ## Reference implementation
+       #
+       # The default implementation apply the model-view-projection matrix on the position
+       # and scales according to the distance from the camera.
+       # Most particle effects should apply the same base logic as the default implementation.
+       # Here it is for reference:
+       #
+       # ~~~glsl
+       # gl_Position = center * mvp;
+       # gl_PointSize = scale / gl_Position.z;
+       # ~~~
+       fun vertex_shader_core: String do return """
+                       gl_Position = center * mvp;
+                       gl_PointSize = scale / gl_Position.z;
+       """
+
+       redef var fragment_shader_source = """
+               precision mediump float;
+
+               // Input from the vertex shader
+               varying vec4 v_color;
+
+               // Does this particle use a texture?
+               uniform bool use_texture;
+
+               // Texture to apply on this particle
+               uniform sampler2D texture;
+
+               void main()
+               {
+                       if (use_texture) {
+                               gl_FragColor = texture2D(texture, gl_PointCoord) * v_color;
+                               if (gl_FragColor.a <= 0.01) discard;
+                       } else {
+                               gl_FragColor = v_color;
+                       }
+               }
+               """ @ glsl_fragment_shader
+
+       # Coordinates of particle effects
+       var center = attributes["center"].as(AttributeVec4) is lazy
+
+       # Should this program use the texture `texture`?
+       var use_texture = uniforms["use_texture"].as(UniformBool) is lazy
+
+       # Visible texture unit
+       var texture = uniforms["texture"].as(UniformSampler2D) is lazy
+
+       # Color tint per vertex
+       var color = attributes["color"].as(AttributeVec4) is lazy
+
+       # Scaling per vertex
+       var scale = attributes["scale"].as(AttributeFloat) is lazy
+
+       # Model view projection matrix
+       var mvp = uniforms["mvp"].as(UniformMat4) is lazy
+
+       # Creation time of each particle
+       var ot = attributes["ot"].as(AttributeFloat) is lazy
+
+       # Current time
+       var t = uniforms["t"].as(UniformFloat) is lazy
+
+       # Time-to-live of each particle
+       var ttl = attributes["ttl"].as(AttributeFloat) is lazy
+end
+
+# Graphics program to display blowing up particles
+class ExplosionProgram
+       super ParticleProgram
+
+       redef fun vertex_shader_core do return """
+               gl_Position = center * mvp;
+               gl_PointSize = scale / gl_Position.z * pt;
+
+               if (pt > 0.8) v_color.a = (1.0-pt)/0.2;
+       """
+end
+
+# Graphics program to display particles slowly drifting upwards
+class SmokeProgram
+       super ParticleProgram
+
+       redef fun vertex_shader_core do return """
+               vec4 c = center;
+               c.y += dt * 1.0;
+               c.x += dt * 0.1;
+
+               gl_Position = c * mvp;
+               gl_PointSize = scale / gl_Position.z * (pt+0.1);
+
+               if (pt < 0.1)
+                       v_color.a = pt / 0.1;
+               else
+                       v_color.a = 1.0 - pt*0.9;
+       """
+end