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Hair uses VBOs now but it's fucked. will fix when sober.

This commit is contained in:
fgenesis 2023-10-26 03:22:27 +02:00
parent d33e8f9116
commit d68e4002ad
4 changed files with 54 additions and 55 deletions

View file

@ -18,14 +18,15 @@ You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "../BBGE/MathFunctions.h"
#include "MathFunctions.h"
#include "Hair.h"
#include "DSQ.h"
#include "RenderBase.h"
Hair::Hair(int nodes, float segmentLength, float hairWidth) : RenderObject()
Hair::Hair(int nodes, float segmentLength, float hairWidth)
: RenderObject(), vbo(GPUBUF_DYNAMIC | GPUBUF_VERTEXBUF), ibo(GPUBUF_STATIC | GPUBUF_INDEXBUF)
{
this->segmentLength = segmentLength;
this->hairWidth = hairWidth;
@ -35,17 +36,16 @@ Hair::Hair(int nodes, float segmentLength, float hairWidth) : RenderObject()
hairNodes.resize(nodes);
const float m = 1.0f / float(hairNodes.size());
for (size_t i = 0; i < hairNodes.size(); i++)
{
float perc = (float(i)/(float(hairNodes.size())));
if (perc < 0)
perc = 0;
const float perc = float(i) * m;
hairNodes[i].percent = 1.0f-perc;
Vector p(0, i*segmentLength, 0);
hairNodes[i].position = p;
hairNodes[i].defaultPosition = p;
}
trisToDraw = ibo.initGridIndices_Triangles(2, nodes, false, GPUACCESS_DEFAULT);
}
void Hair::setHeadPosition(const Vector &vec)
@ -53,26 +53,24 @@ void Hair::setHeadPosition(const Vector &vec)
hairNodes[0].position = vec;
}
HairNode *Hair::getHairNode(int idx)
const HairNode *Hair::getHairNode(size_t idx) const
{
HairNode *h = 0;
int sz = hairNodes.size();
if (!(idx < 0 || idx >= sz))
{
h = &hairNodes[idx];
}
return h;
return idx < hairNodes.size() ? &hairNodes[idx] : NULL;
}
void Hair::onRender(const RenderState& rs) const
void Hair::updateVBO()
{
glBegin(GL_QUAD_STRIP);
const float texBits = 1.0f / (hairNodes.size()-1);
const Vector mul = !_hairfh ? Vector(1, 1) : Vector(-1, -1);
Vector pl, pr;
do
{
float *p = (float*)vbo.beginWrite(GPUBUFTYPE_VEC2_TC, hairNodes.size() * 2 * (2*2) * sizeof(float), GPUACCESS_DEFAULT);
for (size_t i = 0; i < hairNodes.size(); i++)
{
const Vector pc = hairNodes[i].position;
if (i != hairNodes.size()-1)
{
Vector diffVec = hairNodes[i+1].position - hairNodes[i].position;
@ -80,15 +78,30 @@ void Hair::onRender(const RenderState& rs) const
pl = diffVec.getPerpendicularLeft() * mul;
pr = diffVec.getPerpendicularRight() * mul;
}
*p++ = pc.x + pl.x;
*p++ = pc.y + pl.y;
*p++ = 0;
*p++ = texBits*i;
Vector p = hairNodes[i].position;
glTexCoord2f(0, texBits*i);
glVertex3f(p.x + pl.x, p.y + pl.y, 0);
glTexCoord2f(1, texBits*i);
glVertex3f(p.x + pr.x, p.y + pr.y, 0);
*p++ = pc.x + pr.x;
*p++ = pc.y + pr.y;
*p++ = 1;
*p++ = texBits*i;
}
glEnd();
}
while(!vbo.commitWrite());
}
void Hair::onUpdate(float dt)
{
updateVBO();
RenderObject::onUpdate(dt);
}
void Hair::onRender(const RenderState& rs) const
{
vbo.apply();
ibo.drawElements(GL_TRIANGLES, trisToDraw);
}
void Hair::updatePositions()
@ -98,7 +111,6 @@ void Hair::updatePositions()
Vector diff = hairNodes[i].position - hairNodes[i-1].position;
if (diff.getLength2D() < segmentLength)
{
diff.setLength2D(segmentLength);
@ -110,25 +122,9 @@ void Hair::updatePositions()
diff.setLength2D(segmentLength);
hairNodes[i].position = hairNodes[i-1].position + diff;
}
}
}
void Hair::returnToDefaultPositions(float dt)
{
for (size_t i = 0; i < hairNodes.size(); i++)
{
Vector mov = hairNodes[i].defaultPosition - hairNodes[i].position;
if (!mov.isLength2DIn(2))
{
if (mov.x != 0 || mov.y != 0)
{
mov *= dt;
hairNodes[i].position += mov;
}
}
}
}
void Hair::exertForce(const Vector &force, float dt, int usePerc)
{

View file

@ -21,7 +21,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef __hair__
#define __hair__
#include "../BBGE/Quad.h"
#include "RenderObject.h"
#include "RenderGrid.h"
struct HairNode
{
@ -29,7 +30,6 @@ struct HairNode
{}
float percent; // percent of how much force is affected on this node
Vector position; // position of the hair node
Vector defaultPosition; // default position of the hair node
};
class Hair : public RenderObject
@ -40,7 +40,6 @@ public:
void exertForce(const Vector &force, float dt, int usePerc=0);
void exertNodeForce(size_t idx, const Vector &force, float dt, int usePerc=0);
void updatePositions();
void returnToDefaultPositions(float dt);
void setTextureFlip(bool flip) { _hairfh = flip; }
float hairWidth;
@ -49,13 +48,16 @@ public:
void setHeadPosition(const Vector &pos);
void exertWave(float dt);
void exertGravityWave(float dt);
HairNode *getHairNode(int idx);
const HairNode *getHairNode(size_t idx) const;
protected:
float segmentLength;
void onUpdate(float dt) OVERRIDE;
void onRender(const RenderState& rs) const OVERRIDE;
bool _hairfh;
size_t trisToDraw;
void updateVBO();
DynamicGPUBuffer vbo, ibo;
};
#endif

View file

@ -8334,7 +8334,7 @@ luaFunc(entity_getHairPosition)
int idx = lua_tointeger(L, 2);
if (se && se->hair)
{
HairNode *h = se->hair->getHairNode(idx);
const HairNode *h = se->hair->getHairNode(idx);
if (h)
{
x = h->position.x;

View file

@ -321,6 +321,7 @@ size_t DynamicGPUBuffer::initGridIndices_Triangles(size_t w, size_t h, bool inve
const size_t quadsx = w - 1;
const size_t quadsy = h - 1;
const size_t quads = quadsx * quadsy;
assert(quads);
const size_t border = 4; // for GL_LINE_LOOP
do
{