Add Particle Demo

This commit is contained in:
karl 2021-05-08 13:20:11 +02:00
parent 2d0e856124
commit 5ffbe94816

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#include "Gedeng/Logger.h"
#include "Gedeng/ParticleSystem.h"
#include "Gedeng/TextLabel.h"
#include "Gedeng/Vector3.h"
#define GEDENG_MAIN
#include <Gedeng.h>
class ParticleApp : public Gedeng::Application {
public:
ParticleApp(unsigned long ms_per_update, unsigned int window_size_x, unsigned int window_size_y,
Gedeng::String window_name)
: Application(ms_per_update, window_size_x, window_size_y, window_name),
camera(Gedeng::Camera(90, 1920, 1080, 0.1, 1000.0)),
albedo("Resources/Textures/PavingStones/PavingStones070_2K_Color.jpg", Gedeng::Texture::Settings()),
bump("Resources/Textures/PavingStones/PavingStones070_2K_Displacement.jpg", Gedeng::Texture::Settings()),
normal("Resources/Textures/PavingStones/PavingStones070_2K_Normal.jpg", Gedeng::Texture::Settings()) {
// Move and rotate the camera so we see the quad well
// camera.translate(glm::vec3(0.0, 0.0, -1.0));
// camera.rotate(180, glm::vec3(0.0, 1.0, 0.0));
particles.set_position(glm::vec3(0.0f, 0.0f, -5.0f));
particles.set_velocity(glm::vec3(-5, 0, -5), glm::vec3(5, 20, 5));
particles.set_gravity(glm::vec3(0, -5, 0));
particles.set_color(glm::vec3(0.0f, 0.5f, 1.0f));
particles.set_lifetime(1.5f, 3.0f);
particles.set_size(0.75f);
particles.set_interval(0.2f);
particles.set_number_of_particles(30);
particles.set_texture(&albedo);
}
~ParticleApp() = default;
void fixed_update(double delta) override {
// camera.rotate(delta * 180, glm::vec3(0.0, 1.0, 0.0));
}
void dynamic_update(double delta) override {
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* render_shader.use();
// Camera
render_shader.setMat4("projection", camera.get_projection());
render_shader.setMat4("view", camera.get_view());
render_shader.setVec3("viewPos", camera.get_translation());
// Lighting
render_shader.setVec3("lightPos", glm::vec3(0.0, 1.0, 5.0));
render_shader.setFloat("number_of_steps", glm::max(0.0f, number_of_steps));
render_shader.setFloat("number_of_refinement_steps", glm::max(0.0f, number_of_refinement_steps));
render_shader.setFloat("bump_depth", glm::max(0.0f, bump_depth));
// Textures
albedo.bind_to(0);
normal.bind_to(1);
bump.bind_to(2);
// Quad which is rendered onto
quad_mesh.rotate(delta * 25.0f, glm::normalize(glm::vec3(0.0, 0.0, 1.0)));
quad_mesh.render(render_shader);
debug_text.render_text(25.0f, 25.0f, 1.0f, Gedeng::Vector3(1.0, 1.0, 0.0)); */
particles.set_camera(camera);
particles.update(delta);
particles.render();
}
private:
Gedeng::ParticleSystem particles;
Gedeng::VertexBuffer vertex_rectangle;
Gedeng::Camera camera;
Gedeng::Texture albedo;
Gedeng::Texture bump;
Gedeng::Texture normal;
Gedeng::QuadMesh quad_mesh;
Gedeng::TextLabel debug_text;
};
Gedeng::Application *Gedeng::create_application() {
GG_CLIENT_INFO("Creating Application");
return new ParticleApp(20, 1920, 1080, String("Parallax Demo"));
}