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Aquaria/Aquaria/Hair.cpp
2023-10-26 22:18:19 +02:00

190 lines
4.3 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
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 "MathFunctions.h"
#include "Hair.h"
#include "DSQ.h"
#include "RenderBase.h"
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;
this->_hairfh = false;
cull = false;
hairNodes.resize(nodes);
const float m = 1.0f / float(hairNodes.size());
for (size_t i = 0; i < hairNodes.size(); i++)
{
const float perc = float(i) * m;
hairNodes[i].percent = 1.0f-perc;
Vector p(0, i*segmentLength, 0);
hairNodes[i].position = p;
}
trisToDraw = ibo.initGridIndices_Triangles(2, nodes, false, GPUACCESS_DEFAULT);
updateVBO();
}
void Hair::setHeadPosition(const Vector &vec)
{
hairNodes[0].position = vec;
}
const HairNode *Hair::getHairNode(size_t idx) const
{
return idx < hairNodes.size() ? &hairNodes[idx] : NULL;
}
void Hair::updateVBO()
{
const size_t N = hairNodes.size();
const float texBits = 1.0f / (N-1);
const Vector mul = !_hairfh ? Vector(1, 1) : Vector(-1, -1);
const float u0 = !_hairfh ? 0.0f : 1.0f;
const float u1 = 1.0f - u0;
Vector pl(NoInit), pr(NoInit);
do
{
// 2 verts per hair node, each vertex is float xy+uv
const size_t space = N * 2 * (2*2) * sizeof(float);
float * const begin = (float*)vbo.beginWrite(GPUBUFTYPE_VEC2_TC, space, GPUACCESS_DEFAULT);
float *p = begin;
for(size_t i = 0; i < N-1; ++i)
{
Vector cur = hairNodes[i].position;
Vector diffVec = hairNodes[i+1].position - cur;
diffVec.setLength2D(hairWidth);
pl = diffVec.getPerpendicularLeft();
pr = diffVec.getPerpendicularRight();
const float v = texBits * float(i);
*p++ = cur.x + pl.x;
*p++ = cur.y + pl.y;
*p++ = u0;
*p++ = v;
*p++ = cur.x + pr.x;
*p++ = cur.y + pr.y;
*p++ = u1;
*p++ = v;
}
// last segment doesn't have a diff vec, just re-use last perpendiculars
Vector cur = hairNodes[N-1].position;
*p++ = cur.x + pl.x;
*p++ = cur.y + pl.y;
*p++ = u0;
*p++ = 1;
*p++ = cur.x + pr.x;
*p++ = cur.y + pr.y;
*p++ = u1;
*p++ = 1;
assert(((char*)p - (char*)begin) == space);
}
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);
if(RenderObject::renderCollisionShape)
{
glBindTexture(GL_TEXTURE_2D, 0);
RenderObject::lastTextureApplied = 0;
glPointSize(2);
glColor3f(1,0,1);
glDrawArrays(GL_POINTS, 0, vbo.size() / (sizeof(float) * 4));
}
}
void Hair::updatePositions()
{
for (size_t i = 1; i < hairNodes.size(); i++)
{
Vector diff = hairNodes[i].position - hairNodes[i-1].position;
diff.setLength2D(segmentLength);
hairNodes[i].position = hairNodes[i-1].position + diff;
}
}
void Hair::exertForce(const Vector &force, float dt, int usePerc)
{
const Vector f = force * dt;
for (int i = hairNodes.size()-1; i >= 1; i--)
{
switch (usePerc)
{
case 0:
hairNodes[i].position += f * hairNodes[i].percent;
break;
case 1:
hairNodes[i].position += f * (1.0f-hairNodes[i].percent);
break;
case 2:
default:
hairNodes[i].position += f;
break;
}
}
}
void Hair::exertNodeForce(size_t i, const Vector& force, float dt, int usePerc)
{
const Vector f = force * dt;
if(i >= hairNodes.size())
return;
switch (usePerc)
{
case 0:
hairNodes[i].position += f * hairNodes[i].percent;
break;
case 1:
hairNodes[i].position += f * (1.0f-hairNodes[i].percent);
break;
case 2:
default:
hairNodes[i].position += f;
break;
}
}