#include "Gedeng/Logger.h" #include "Gedeng/ParticleSystem.h" #include "Gedeng/TextLabel.h" #include "Gedeng/Vector3.h" #define GEDENG_MAIN #include 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")); }