#ifndef Magnum_Examples_FluidSimulation3D_DrawableObjects_ParticleGroup_h
#define Magnum_Examples_FluidSimulation3D_DrawableObjects_ParticleGroup_h
/*
This file is part of Magnum.
Original authors — credit is appreciated but not required:
2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
2020, 2021, 2022, 2023, 2024 — Vladimír Vondruš <mosra@centrum.cz>
2019 — Nghia Truong <nghiatruong.vn@gmail.com>
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute
this software, either in source code form or as a compiled binary, for any
purpose, commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of
this software dedicate any and all copyright interest in the software to
the public domain. We make this dedication for the benefit of the public
at large and to the detriment of our heirs and successors. We intend this
dedication to be an overt act of relinquishment in perpetuity of all
present and future rights to this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include <vector>
#include <Corrade/Containers/Pointer.h>
#include <Magnum/GL/Buffer.h>
#include <Magnum/GL/Mesh.h>
#include <Magnum/Math/Color.h>
#include <Magnum/SceneGraph/Camera.h>
#include "Shaders/ParticleSphereShader.h"
namespace Magnum { namespace Examples {
class ParticleGroup {
public:
explicit ParticleGroup(const std::vector<Vector3>& points, float particleRadius);
ParticleGroup& draw(Containers::Pointer<SceneGraph::Camera3D>& camera, const Vector2i& viewportSize);
bool isDirty() const { return _dirty; }
ParticleGroup& setDirty() {
_dirty = true;
return *this;
}
Float particleRadius() const { return _particleRadius; }
ParticleGroup& setParticleRadius(Float radius) {
_particleRadius = radius;
return *this;
}
ParticleSphereShader::ColorMode colorMode() const { return _colorMode; }
ParticleGroup& setColorMode(ParticleSphereShader::ColorMode colorMode) {
_colorMode = colorMode;
return *this;
}
Color3 ambientColor() const { return _ambientColor; }
ParticleGroup& setAmbientColor(const Color3& color) {
_ambientColor = color;
return *this;
}
Color3 diffuseColor() const { return _diffuseColor; }
ParticleGroup& setDiffuseColor(const Color3& color) {
_diffuseColor = color;
return *this;
}
Color3 specularColor() const { return _specularColor; }
ParticleGroup& setSpecularColor(const Color3& color) {
_specularColor = color;
return *this;
}
Float shininess() const { return _shininess; }
ParticleGroup& setShininess(Float shininess) {
_shininess = shininess;
return *this;
}
Vector3 lightDirection() const { return _lightDir; }
ParticleGroup& setLightDirection(const Vector3& lightDir) {
_lightDir = lightDir;
return *this;
}
private:
const std::vector<Vector3>& _points;
bool _dirty = false;
Float _particleRadius = 1.0f;
ParticleSphereShader::ColorMode _colorMode = ParticleSphereShader::ColorMode::RampColorById;
Color3 _ambientColor{0.1f};
Color3 _diffuseColor{0.0f, 0.5f, 0.9f};
Color3 _specularColor{ 1.0f};
Float _shininess = 150.0f;
Vector3 _lightDir{1.0f, 1.0f, 2.0f};
GL::Buffer _bufferParticles;
GL::Mesh _meshParticles;
Containers::Pointer<ParticleSphereShader> _particleShader;
};
}}
#endif