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4 Commits
5637868200
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eea0c57e7c
Author | SHA1 | Date | |
---|---|---|---|
eea0c57e7c | |||
7c469c9c3c | |||
616be9e5fc | |||
a44e38afa3 |
@ -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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@ -3,7 +3,6 @@
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uniform mat4 projection;
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uniform mat4 view;
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uniform vec3 camera_pos;
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uniform vec3 quad1, quad2;
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@ -18,12 +17,15 @@ 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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vec3 old_pos = gl_in[0].gl_Position.xyz - camera_pos;
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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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@ -29,7 +29,7 @@ uniform vec3 spawn_color;
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uniform float spawn_size;
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uniform float spawn_lifetime_min, spawn_lifetime_range; // Life of new particle - from min to (min+range)
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uniform float time_passed; // Time passed since last frame
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uniform float delta; // Time passed since last frame
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uniform vec3 random_seed; // Seed number for our random number function
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vec3 local_seed;
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@ -55,11 +55,11 @@ void main() {
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position_out = position_pass[0];
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velocity_out = velocity_pass[0];
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if(type_pass[0] != 0.0) position_out += velocity_out * time_passed;
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if(type_pass[0] != 0.0) velocity_out += spawn_gravity * time_passed;
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if(type_pass[0] != 0.0) position_out += velocity_out * delta;
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if(type_pass[0] != 0.0) velocity_out += spawn_gravity * delta;
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color_out = color_pass[0];
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lifetime_out = lifetime_pass[0] - time_passed;
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lifetime_out = lifetime_pass[0] - delta;
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size_out = size_pass[0];
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type_out = type_pass[0];
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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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@ -52,7 +52,7 @@ ParticleSystem::ParticleSystem() {
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void ParticleSystem::update(float delta) {
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update_shader.use();
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update_shader.setFloat("time_passed", elapsed_time);
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update_shader.setFloat("delta", delta);
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update_shader.setVec3("spawn_position", spawn_position);
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update_shader.setVec3("spawn_velocity_min", spawn_velocity_min);
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update_shader.setVec3("spawn_velocity_range", spawn_velocity_range);
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@ -108,8 +108,6 @@ void ParticleSystem::set_camera(const Camera &camera) {
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quad2 = glm::cross(camera.forward(), quad1);
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quad2 = glm::normalize(quad2);
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camera_pos = camera.get_translation();
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}
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void ParticleSystem::render() {
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@ -123,9 +121,10 @@ void ParticleSystem::render() {
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render_shader.setMat4("view", view_matrix);
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render_shader.setVec3("quad1", quad1);
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render_shader.setVec3("quad2", quad2);
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render_shader.setVec3("camera_pos", camera_pos);
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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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@ -162,8 +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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@ -7,6 +7,7 @@
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#include <glm/gtx/dual_quaternion.hpp>
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#include "Gedeng/Logger.h"
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#include "Gedeng/Ray.h"
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#include "Input.h"
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#include "Spatial.h"
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@ -28,6 +29,10 @@ class Camera : public Spatial {
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return glm::inverse(get_matrix());
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}
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Ray get_view_ray() const {
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return Ray(get_translation(), forward());
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}
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private:
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glm::mat4 projection;
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};
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@ -18,6 +18,7 @@ class Input {
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static void initialize(GLFWwindow *window) {
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glfwSetKeyCallback(window, key_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetMouseButtonCallback(window, mouse_button_callback);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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is_mouse_active = true;
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@ -28,7 +29,7 @@ class Input {
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static void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods) {
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) glfwSetWindowShouldClose(window, GLFW_TRUE);
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Input::set_key_down(key, action == GLFW_RELEASE ? false : true);
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set_key_down(key, action == GLFW_RELEASE ? false : true);
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}
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static void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
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@ -36,6 +37,10 @@ class Input {
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mouse_position.y = ypos;
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}
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static void mouse_button_callback(GLFWwindow *window, int button, int action, int mods) {
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set_mouse_down(button, action == GLFW_RELEASE ? false : true);
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}
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static void poll_input() {
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glfwPollEvents();
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}
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@ -48,12 +53,22 @@ class Input {
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return keys_down[key];
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}
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static void set_mouse_down(int button, bool down) {
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mouse_down[button] = down;
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}
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static bool is_mouse_down(int button) {
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return mouse_down[button];
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}
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static glm::vec2 get_mouse_position() {
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return is_mouse_active ? mouse_position : glm::vec2(0.0, 0.0);
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}
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private:
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inline static std::map<int, bool> keys_down;
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inline static std::map<int, bool> mouse_down;
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inline static glm::vec2 mouse_position;
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inline static bool is_mouse_active;
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};
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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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@ -57,7 +59,6 @@ class ParticleSystem {
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glm::mat4 projection_matrix, view_matrix;
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glm::vec3 quad1, quad2;
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glm::vec3 camera_pos;
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float elapsed_time;
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float next_generation_time;
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36
include/Gedeng/Ray.h
Normal file
36
include/Gedeng/Ray.h
Normal file
@ -0,0 +1,36 @@
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#include <glm/geometric.hpp>
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#include <glm/glm.hpp>
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namespace Gedeng {
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class CollisionResult {
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public:
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explicit CollisionResult(bool is_colliding, glm::vec3 collision_position = glm::vec3(0, 0, 0))
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: is_colliding(is_colliding), collision_position(collision_position) {
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}
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bool is_colliding;
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glm::vec3 collision_position;
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};
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class Ray {
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public:
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glm::vec3 origin;
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glm::vec3 direction;
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Ray(glm::vec3 origin, glm::vec3 direction) : origin(origin), direction(direction) {
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}
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CollisionResult get_plane_collision(glm::vec3 normal = glm::vec3(0, 1, 0)) {
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float denom = glm::dot(normal, direction);
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if (glm::abs(denom) > 0.0001f) {
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float t = glm::dot(-origin, normal) / denom;
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if (t >= 0) return CollisionResult(true, origin + t * direction);
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}
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return CollisionResult(false);
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}
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};
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} // namespace Gedeng
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@ -1,8 +1,10 @@
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#include "Gedeng/Input.h"
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#include "Gedeng/Logger.h"
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#include "Gedeng/ParticleSystem.h"
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#include "Gedeng/QuadMesh.h"
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#include "Gedeng/TextLabel.h"
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#include "Gedeng/Vector3.h"
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#include <GLFW/glfw3.h>
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#define GEDENG_MAIN
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#include <Gedeng.h>
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@ -10,23 +12,26 @@ 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), number_of_steps(10.0),
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number_of_refinement_steps(10.0), bump_depth(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, -5.0f));
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particles.set_velocity(glm::vec3(-1, 0, -1), glm::vec3(1, 5, 1));
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particles.set_gravity(glm::vec3(0, -2, 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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particles.set_gravity(glm::vec3(0, -4, 0));
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particles.set_color(glm::vec3(0.0f, 0.5f, 1.0f));
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particles.set_lifetime(1.0f, 1.5f);
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particles.set_size(0.1);
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particles.set_interval(0.05f);
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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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@ -35,8 +40,15 @@ class ParticleApp : public Gedeng::Application {
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~ParticleApp() = default;
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void fixed_update(double delta) override {
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// camera.rotate(delta * 180, glm::vec3(0.0, 1.0, 0.0));
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camera.update(delta);
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if (Gedeng::Input::is_mouse_down(GLFW_MOUSE_BUTTON_LEFT))
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particles.set_position(camera.get_view_ray().get_plane_collision().collision_position);
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if (Gedeng::Input::is_key_down(GLFW_KEY_2)) particle_interval = fmax(particle_interval + 0.1 * delta, 0.02);
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if (Gedeng::Input::is_key_down(GLFW_KEY_1)) particle_interval = fmax(particle_interval - 0.1 * delta, 0.02);
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particles.set_interval(particle_interval);
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}
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void dynamic_update(double delta) override {
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@ -72,6 +84,8 @@ class ParticleApp : public Gedeng::Application {
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}
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private:
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float particle_interval;
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float number_of_steps;
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float number_of_refinement_steps;
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float bump_depth;
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@ -86,6 +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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|
Loading…
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Reference in New Issue
Block a user