Add multiple particle textures and more variety to types

This commit is contained in:
karl 2021-05-09 23:32:41 +02:00
parent 7c469c9c3c
commit eea0c57e7c
7 changed files with 42 additions and 21 deletions

View File

@ -1,13 +1,19 @@
#version 430
layout (binding = 0) uniform sampler2D texture;
layout (binding = 0) uniform sampler2D texture1;
layout (binding = 1) uniform sampler2D texture2;
layout (binding = 2) uniform sampler2D texture3;
smooth in vec2 tex_coords;
flat in vec4 color_part;
in float type;
out vec4 FragColor;
void main()
{
FragColor = texture2D(texture, tex_coords) * color_part;
FragColor = texture2D(texture1, tex_coords) * color_part * float(abs(type - 1.0) < 0.1)
+ texture2D(texture2, tex_coords) * color_part * float(abs(type - 2.0) < 0.1)
+ texture2D(texture3, tex_coords) * color_part * float(abs(type - 3.0) < 0.1);
}

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@ -17,11 +17,14 @@ in float type_pass[];
smooth out vec2 tex_coords;
flat out vec4 color_part;
out float type;
void main() {
if(type_pass[0] != 0.0) {
// This is not a generator particle
type = type_pass[0];
vec3 old_pos = gl_in[0].gl_Position.xyz;
float size = size_pass[0];
mat4 view_projection_matrix = projection * view;

View File

@ -91,17 +91,17 @@ void main() {
EndPrimitive();
} else if (type_out == 1.0) {
// The lifetime is over -- transform this particle in a new one or discard
for(int i = 0; i < 5; i++) {
for(int i = 0; i < 15; i++) {
// Keep the position
velocity_out = spawn_velocity_min + vec3(
velocity_out = (spawn_velocity_min + vec3(
spawn_velocity_range.x * random_zero_to_one(),
spawn_velocity_range.y * random_zero_to_one(),
spawn_velocity_range.z * random_zero_to_one()
);
)) * 0.75;
color_out = vec3(1.0, 0, 0);
lifetime_out = spawn_lifetime_min + spawn_lifetime_range * random_zero_to_one();
size_out = spawn_size;
size_out = spawn_size * 2.0;
type_out = 2.0;
EmitVertex();
@ -109,17 +109,17 @@ void main() {
}
} else if (type_out == 2.0) {
// The lifetime is over -- transform this particle in a new one or discard
for(int i = 0; i < 5; i++) {
for(int i = 0; i < 10; i++) {
// Keep the position
velocity_out = spawn_velocity_min + vec3(
velocity_out = (spawn_velocity_min + vec3(
spawn_velocity_range.x * random_zero_to_one(),
spawn_velocity_range.y * random_zero_to_one(),
spawn_velocity_range.z * random_zero_to_one()
);
)) * 0.5;
color_out = vec3(0.0, 1.0, 0);
lifetime_out = spawn_lifetime_min + spawn_lifetime_range * random_zero_to_one();
size_out = spawn_size;
lifetime_out = (spawn_lifetime_min + spawn_lifetime_range * random_zero_to_one()) * 0.3;
size_out = spawn_size * 0.75;
type_out = 3.0;
EmitVertex();

View File

@ -122,7 +122,9 @@ void ParticleSystem::render() {
render_shader.setVec3("quad1", quad1);
render_shader.setVec3("quad2", quad2);
texture->bind_to(0);
texture1->bind_to(0);
texture2->bind_to(1);
texture3->bind_to(2);
glBindVertexArray(vao[current_read_buffer]);
glDisableVertexAttribArray(1); // Disable velocity, because we don't need it for rendering
@ -159,8 +161,10 @@ void ParticleSystem::set_interval(float interval) {
void ParticleSystem::set_number_of_particles(int number) {
this->target_particle_count = number;
}
void ParticleSystem::set_texture(Texture *texture) {
this->texture = texture;
void ParticleSystem::set_textures(Texture *texture1, Texture *texture2, Texture *texture3) {
this->texture1 = texture1;
this->texture2 = texture2;
this->texture3 = texture3;
}
} // namespace Gedeng

View File

@ -37,8 +37,7 @@ uint Texture::load_texture(const std::string &path, Settings settings) {
else if (nrChannels == 4)
glChannels = GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, glChannels, width, height, 0, glChannels, GL_UNSIGNED_BYTE,
data);
glTexImage2D(GL_TEXTURE_2D, 0, glChannels, width, height, 0, glChannels, GL_UNSIGNED_BYTE, data);
if (settings.mipmaps) {
glGenerateMipmap(GL_TEXTURE_2D);
@ -57,4 +56,4 @@ void Texture::bind_to(int unit) {
glBindTexture(GL_TEXTURE_2D, id);
}
}
} // namespace Gedeng

View File

@ -30,7 +30,7 @@ class ParticleSystem {
void set_size(float size);
void set_interval(float interval);
void set_number_of_particles(int number);
void set_texture(Texture *texture);
void set_textures(Texture *texture1, Texture *texture2, Texture *texture3);
void clear();
void release();
@ -49,7 +49,9 @@ class ParticleSystem {
GLuint query;
Texture *texture;
Texture *texture1;
Texture *texture2;
Texture *texture3;
int current_read_buffer;
int current_particle_count;

View File

@ -12,13 +12,16 @@ 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), particle_interval(0.1),
: Application(ms_per_update, window_size_x, window_size_y, window_name), particle_interval(0.2),
number_of_steps(10.0), number_of_refinement_steps(10.0), bump_depth(0.1),
render_shader(Gedeng::Shader("Shader/bump.vs", "Shader/bump.fs")),
camera(Gedeng::FPSCamera(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()),
particle_tex1("Resources/Textures/Particles/circle.png", Gedeng::Texture::Settings()),
particle_tex2("Resources/Textures/Particles/magic.png", Gedeng::Texture::Settings()),
particle_tex3("Resources/Textures/Particles/smoke.png", Gedeng::Texture::Settings()),
quad_mesh(Gedeng::QuadMesh(10.0)) {
particles.set_position(glm::vec3(0.0f, 0.0f, -10.0f));
particles.set_velocity(glm::vec3(-2, 4, -2), glm::vec3(2, 6, 2));
@ -28,7 +31,7 @@ class ParticleApp : public Gedeng::Application {
particles.set_size(0.1);
particles.set_interval(particle_interval);
particles.set_number_of_particles(1);
particles.set_texture(&albedo);
particles.set_textures(&particle_tex1, &particle_tex2, &particle_tex3);
camera.translate(glm::vec3(0.0, 2.0, 1.0));
// camera.rotate(30, glm::vec3(1.0, 0.0, 0.0));
@ -97,6 +100,10 @@ class ParticleApp : public Gedeng::Application {
Gedeng::Texture bump;
Gedeng::Texture normal;
Gedeng::Texture particle_tex1;
Gedeng::Texture particle_tex2;
Gedeng::Texture particle_tex3;
Gedeng::QuadMesh quad_mesh;
Gedeng::ParticleSystem particles;