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Cleanups and fixes to AfterEffect

- fully uses RenderGrid now, no more immediate mode
- remove RippleEffect because it was unused
- Don't render the grid if no effects are active. Sames some GPU time.
- Fix ShockEffect math, broken 2 commits ago
This commit is contained in:
fgenesis 2023-08-25 21:49:16 +02:00
parent 2f7dd87d8b
commit cc78b300cc
4 changed files with 57 additions and 89 deletions

View file

@ -35,7 +35,6 @@ AfterEffectManager::AfterEffectManager(int xDivs, int yDivs)
{
active = false;
numEffects = 0;
bRenderGridPoints = true;
shaderPipeline.resize(10, 0);
this->xDivs = xDivs;
@ -105,10 +104,15 @@ void AfterEffectManager::update(float dt)
{
if (core->particlesPaused) return;
const size_t N = effects.size();
if(!N && !active)
return;
resetGrid();
bool isactive = false;
for (size_t i = 0; i < effects.size(); i++)
for (size_t i = 0; i < N; i++)
{
Effect *e = effects[i];
if (e)
@ -132,20 +136,7 @@ void AfterEffectManager::update(float dt)
void AfterEffectManager::resetGrid()
{
Array2d<Vector>& a = grid.array2d();
const float mx = 1.0f / (float)(xDivs-1);
const float my = 1.0f / (float)(yDivs-1);
for (int y = 0; y < yDivs; y++)
{
Vector *row = a.row(y);
const float yy = y * my;
for (int x = 0; x < xDivs; x++)
{
row[x].x = x*mx;
row[x].y = yy;
}
}
grid.needVBOUpdate = true;
grid.reset01();
}
void AfterEffectManager::destroyEffect(int id)
@ -212,7 +203,13 @@ void AfterEffectManager::renderGrid(const RenderState& rs) const
glTranslatef(offx, offy, 0);
glScalef(vw, vh, 1);
grid.render(rs);
if(active)
{
grid.render(rs);
//renderGridPoints(rs);
}
else
blitQuad.render(rs);
if (activeShader)
activeShader->unbind();
@ -246,19 +243,7 @@ void AfterEffectManager::renderGrid(const RenderState& rs) const
activeShader->bind();
activeShader->setInt("tex", 0);
//blitQuad.render(rs);
// note that offx, offy are negative here!
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(offx, vh+offy, 0.0f);
glTexCoord2f(percentX, 0.0f);
glVertex3f( vw+offx, vh+offy, 0.0f);
glTexCoord2f(percentX, percentY);
glVertex3f( vw+offx, offy, 0.0f);
glTexCoord2f(0.0f, percentY);
glVertex3f(offx, offy, 0.0f);
glEnd();
blitQuad.render(rs);
activeShader->unbind();
}
@ -266,9 +251,6 @@ void AfterEffectManager::renderGrid(const RenderState& rs) const
RenderObject::lastTextureApplied = 0;
glBindTexture(GL_TEXTURE_2D, 0);
//if (bRenderGridPoints)
renderGridPoints(rs);
}
void AfterEffectManager::renderGridPoints(const RenderState& rs) const
@ -280,6 +262,7 @@ void AfterEffectManager::unloadDevice()
{
backupBuffer.unloadDevice();
grid.dropBuffers();
blitQuad.dropBuffers();
unloadShaders();
}
@ -372,7 +355,7 @@ void ShockEffect::update(float dt, Array2d<Vector>& grid, int xDivs, int yDivs)
const float adjWaveLength = waveLength/distFromCamp;
const float adjAmplitude = amplitude/distFromCamp;
const float m = -1.0f / (adjWaveLength+currentDistance);
const float invAdjVaveLen = -1.0f / adjWaveLength;
const float dist = currentDistance*adjWaveLength;
if (amplitude < 0)
@ -383,14 +366,14 @@ void ShockEffect::update(float dt, Array2d<Vector>& grid, int xDivs, int yDivs)
Vector *row = grid.row(y);
for (int x = 1; x < (xDivs-1); x++)
{
float xDist = (centerPoint.x - row[x].x)/.75f;
float xDist = (centerPoint.x - row[x].x)/.75f; // factor for 4:3 internal resolution
float yDist = centerPoint.y - row[x].y;
float tDist = sqrtf(xDist*xDist+yDist*yDist);
if (tDist < dist)
{
const float a = tDist * m;
const float a = tDist * invAdjVaveLen + currentDistance;
row[x].x += adjAmplitude*sinf(a)*.75f;
row[x].y += adjAmplitude*cosf(a);
}
@ -398,35 +381,6 @@ void ShockEffect::update(float dt, Array2d<Vector>& grid, int xDivs, int yDivs)
}
}
RippleEffect::RippleEffect() : Effect()
{
time = 0;
}
void RippleEffect::update(float dt, Array2d<Vector>& grid, int xDivs, int yDivs)
{
const float offx = (core->screenCenter.x/float(core->width)/2);
const float offy = (core->screenCenter.y/float(core->height)/2);
const float invx = 1.0f / float(xDivs);
time += dt*0.5f;
float amp = 0.002f;
for (int y = 0; y < (yDivs-1); y++)
{
float offbase = y*invx + offx + offy;
Vector *row = grid.row(y);
for (int x = 0; x < (xDivs-1); x++)
{
float offset = x*invx + offbase;
float a = (time+offset)*7.5f;
row[x].x += sinf(a)*(amp*0.5f);
row[x].y += cosf(a)*amp;
}
}
}
int AfterEffectManager::loadShaderFile(const char *vert, const char *frag)
{
Shader *sh = new Shader();
@ -495,6 +449,8 @@ void AfterEffectManager::_initGrid()
grid.dropBuffers();
blitQuad.init(2, 2);
blitQuad.reset01();
blitQuad.updateVBO(); // never changed afterwards
}
void AfterEffectManager::deleteShader(int handle)

View file

@ -66,14 +66,6 @@ public:
float currentDistance;
};
class RippleEffect : public Effect
{
public:
RippleEffect();
void update(float dt, Array2d<Vector>& grid, int xDivs, int yDivs) OVERRIDE;
float time;
};
class AfterEffectManager
{
public:
@ -100,20 +92,6 @@ public:
void reloadDevice();
void updateDevice();
std::vector<Effect*> effects;
std::vector<int> openSpots;
bool active;
bool bRenderGridPoints;
int numEffects;
int xDivs, yDivs;
int screenWidth, screenHeight;
int textureWidth, textureHeight;
RenderGrid grid, blitQuad;
// returns handle > 0 on success
int loadShaderFile(const char *vert, const char *frag);
int loadShaderSrc(const char *vert, const char *frag);
@ -127,6 +105,14 @@ protected:
int _insertShader(Shader *sh);
void _initGrid();
RenderGrid grid, blitQuad;
bool active;
int numEffects;
int xDivs, yDivs;
int screenWidth, screenHeight;
int textureWidth, textureHeight;
std::vector<Effect*> effects;
std::vector<int> openSpots;
std::vector<Shader*> shaderPipeline; // Shaders are applied in this order. Can contain the same pointer more than once.
std::vector<Shader*> loadedShaders;
FrameBuffer backupBuffer;

View file

@ -3,7 +3,7 @@
#include "RenderState.h"
static void ResetGrid(Vector* dst, size_t w, size_t h)
static void ResetGridZeroCenter(Vector* dst, size_t w, size_t h)
{
assert(w > 1 && h > 1);
const float xMulF = 1.0f / (float)(w-1);
@ -21,6 +21,25 @@ static void ResetGrid(Vector* dst, size_t w, size_t h)
}
}
static void ResetGrid01(Vector* dst, size_t w, size_t h)
{
assert(w > 1 && h > 1);
const float xMulF = 1.0f / (float)(w-1);
const float yMulF = 1.0f / (float)(h-1);
for (size_t y = 0; y < h; y++)
{
const float yval = float(y)*yMulF;
for (size_t x = 0; x < w; x++)
{
dst->x = float(x)*xMulF;
dst->y = yval;
++dst;
}
}
}
void RenderGrid::ResetWithAlpha(Vector* dst, size_t w, size_t h, float alpha)
{
assert(w > 1 && h > 1);
@ -77,10 +96,16 @@ void RenderGrid::init(size_t w, size_t h, const TexCoordBox& tc)
this->init(w, h);
}
void RenderGrid::reset01()
{
ResetGrid01(grid.data(), grid.width(), grid.height());
needVBOUpdate = true;
}
void RenderGrid::reset()
{
ResetGrid(grid.data(), grid.width(), grid.height());
ResetGridZeroCenter(grid.data(), grid.width(), grid.height());
needVBOUpdate = true;
}

View file

@ -35,6 +35,7 @@ public:
void init(size_t w, size_t h);
void init(size_t w, size_t h, const TexCoordBox& tc);
void reset01();
void reset();
void resetWithAlpha(float a);
void render(const RenderState& rs) const;