Add multiple particle textures and more variety to types
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@ -1,13 +1,19 @@
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#version 430
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layout (binding = 0) uniform sampler2D texture;
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layout (binding = 0) uniform sampler2D texture1;
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layout (binding = 1) uniform sampler2D texture2;
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layout (binding = 2) uniform sampler2D texture3;
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smooth in vec2 tex_coords;
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flat in vec4 color_part;
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in float type;
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out vec4 FragColor;
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void main()
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{
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FragColor = texture2D(texture, tex_coords) * color_part;
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FragColor = texture2D(texture1, tex_coords) * color_part * float(abs(type - 1.0) < 0.1)
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+ texture2D(texture2, tex_coords) * color_part * float(abs(type - 2.0) < 0.1)
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+ texture2D(texture3, tex_coords) * color_part * float(abs(type - 3.0) < 0.1);
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}
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@ -17,11 +17,14 @@ in float type_pass[];
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smooth out vec2 tex_coords;
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flat out vec4 color_part;
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out float type;
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void main() {
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if(type_pass[0] != 0.0) {
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// This is not a generator particle
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type = type_pass[0];
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vec3 old_pos = gl_in[0].gl_Position.xyz;
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float size = size_pass[0];
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mat4 view_projection_matrix = projection * view;
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@ -91,17 +91,17 @@ void main() {
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EndPrimitive();
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} else if (type_out == 1.0) {
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// The lifetime is over -- transform this particle in a new one or discard
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for(int i = 0; i < 5; i++) {
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for(int i = 0; i < 15; i++) {
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// Keep the position
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velocity_out = spawn_velocity_min + vec3(
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velocity_out = (spawn_velocity_min + vec3(
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spawn_velocity_range.x * random_zero_to_one(),
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spawn_velocity_range.y * random_zero_to_one(),
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spawn_velocity_range.z * random_zero_to_one()
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);
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)) * 0.75;
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color_out = vec3(1.0, 0, 0);
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lifetime_out = spawn_lifetime_min + spawn_lifetime_range * random_zero_to_one();
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size_out = spawn_size;
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size_out = spawn_size * 2.0;
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type_out = 2.0;
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EmitVertex();
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@ -109,17 +109,17 @@ void main() {
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}
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} else if (type_out == 2.0) {
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// The lifetime is over -- transform this particle in a new one or discard
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for(int i = 0; i < 5; i++) {
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for(int i = 0; i < 10; i++) {
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// Keep the position
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velocity_out = spawn_velocity_min + vec3(
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velocity_out = (spawn_velocity_min + vec3(
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spawn_velocity_range.x * random_zero_to_one(),
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spawn_velocity_range.y * random_zero_to_one(),
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spawn_velocity_range.z * random_zero_to_one()
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);
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)) * 0.5;
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color_out = vec3(0.0, 1.0, 0);
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lifetime_out = spawn_lifetime_min + spawn_lifetime_range * random_zero_to_one();
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size_out = spawn_size;
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lifetime_out = (spawn_lifetime_min + spawn_lifetime_range * random_zero_to_one()) * 0.3;
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size_out = spawn_size * 0.75;
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type_out = 3.0;
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EmitVertex();
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@ -122,7 +122,9 @@ void ParticleSystem::render() {
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render_shader.setVec3("quad1", quad1);
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render_shader.setVec3("quad2", quad2);
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texture->bind_to(0);
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texture1->bind_to(0);
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texture2->bind_to(1);
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texture3->bind_to(2);
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glBindVertexArray(vao[current_read_buffer]);
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glDisableVertexAttribArray(1); // Disable velocity, because we don't need it for rendering
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@ -159,8 +161,10 @@ void ParticleSystem::set_interval(float interval) {
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void ParticleSystem::set_number_of_particles(int number) {
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this->target_particle_count = number;
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}
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void ParticleSystem::set_texture(Texture *texture) {
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this->texture = texture;
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void ParticleSystem::set_textures(Texture *texture1, Texture *texture2, Texture *texture3) {
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this->texture1 = texture1;
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this->texture2 = texture2;
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this->texture3 = texture3;
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}
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} // namespace Gedeng
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@ -37,8 +37,7 @@ uint Texture::load_texture(const std::string &path, Settings settings) {
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else if (nrChannels == 4)
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glChannels = GL_RGBA;
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glTexImage2D(GL_TEXTURE_2D, 0, glChannels, width, height, 0, glChannels, GL_UNSIGNED_BYTE,
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data);
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glTexImage2D(GL_TEXTURE_2D, 0, glChannels, width, height, 0, glChannels, GL_UNSIGNED_BYTE, data);
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if (settings.mipmaps) {
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glGenerateMipmap(GL_TEXTURE_2D);
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@ -57,4 +56,4 @@ void Texture::bind_to(int unit) {
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glBindTexture(GL_TEXTURE_2D, id);
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}
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}
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} // namespace Gedeng
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@ -30,7 +30,7 @@ class ParticleSystem {
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void set_size(float size);
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void set_interval(float interval);
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void set_number_of_particles(int number);
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void set_texture(Texture *texture);
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void set_textures(Texture *texture1, Texture *texture2, Texture *texture3);
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void clear();
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void release();
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@ -49,7 +49,9 @@ class ParticleSystem {
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GLuint query;
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Texture *texture;
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Texture *texture1;
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Texture *texture2;
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Texture *texture3;
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int current_read_buffer;
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int current_particle_count;
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@ -12,13 +12,16 @@ class ParticleApp : public Gedeng::Application {
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public:
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ParticleApp(unsigned long ms_per_update, unsigned int window_size_x, unsigned int window_size_y,
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Gedeng::String window_name)
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: Application(ms_per_update, window_size_x, window_size_y, window_name), particle_interval(0.1),
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: Application(ms_per_update, window_size_x, window_size_y, window_name), particle_interval(0.2),
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number_of_steps(10.0), number_of_refinement_steps(10.0), bump_depth(0.1),
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render_shader(Gedeng::Shader("Shader/bump.vs", "Shader/bump.fs")),
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camera(Gedeng::FPSCamera(90, 1920, 1080, 0.1, 1000.0)),
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albedo("Resources/Textures/PavingStones/PavingStones070_2K_Color.jpg", Gedeng::Texture::Settings()),
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bump("Resources/Textures/PavingStones/PavingStones070_2K_Displacement.jpg", Gedeng::Texture::Settings()),
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normal("Resources/Textures/PavingStones/PavingStones070_2K_Normal.jpg", Gedeng::Texture::Settings()),
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particle_tex1("Resources/Textures/Particles/circle.png", Gedeng::Texture::Settings()),
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particle_tex2("Resources/Textures/Particles/magic.png", Gedeng::Texture::Settings()),
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particle_tex3("Resources/Textures/Particles/smoke.png", Gedeng::Texture::Settings()),
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quad_mesh(Gedeng::QuadMesh(10.0)) {
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particles.set_position(glm::vec3(0.0f, 0.0f, -10.0f));
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particles.set_velocity(glm::vec3(-2, 4, -2), glm::vec3(2, 6, 2));
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@ -28,7 +31,7 @@ class ParticleApp : public Gedeng::Application {
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particles.set_size(0.1);
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particles.set_interval(particle_interval);
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particles.set_number_of_particles(1);
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particles.set_texture(&albedo);
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particles.set_textures(&particle_tex1, &particle_tex2, &particle_tex3);
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camera.translate(glm::vec3(0.0, 2.0, 1.0));
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// camera.rotate(30, glm::vec3(1.0, 0.0, 0.0));
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@ -97,6 +100,10 @@ class ParticleApp : public Gedeng::Application {
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Gedeng::Texture bump;
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Gedeng::Texture normal;
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Gedeng::Texture particle_tex1;
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Gedeng::Texture particle_tex2;
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Gedeng::Texture particle_tex3;
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Gedeng::QuadMesh quad_mesh;
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Gedeng::ParticleSystem particles;
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