#include "Gedeng/Logger.h" #include "Gedeng/ParticleSystem.h" #include "Gedeng/QuadMesh.h" #include "Gedeng/TextLabel.h" #include "Gedeng/Vector3.h" #include #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), 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()), 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)); particles.set_gravity(glm::vec3(0, -4, 0)); particles.set_color(glm::vec3(0.0f, 0.5f, 1.0f)); particles.set_lifetime(1.0f, 1.5f); particles.set_size(0.1); particles.set_interval(0.05f); particles.set_number_of_particles(1); particles.set_texture(&albedo); camera.translate(glm::vec3(0.0, 2.0, 1.0)); // camera.rotate(30, glm::vec3(1.0, 0.0, 0.0)); } ~ParticleApp() = default; void fixed_update(double delta) override { // camera.rotate(delta * 180, glm::vec3(0.0, 1.0, 0.0)); camera.update(delta); if (Gedeng::Input::is_mouse_down(GLFW_MOUSE_BUTTON_LEFT)) particles.set_position(camera.get_view_ray().get_plane_collision().collision_position); } void dynamic_update(double delta) override { glClearColor(0.1, 0.1f, 0.1, 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.render(render_shader); // Particles particles.set_camera(camera); particles.update(delta); particles.render(); } private: float number_of_steps; float number_of_refinement_steps; float bump_depth; Gedeng::Shader render_shader; Gedeng::VertexBuffer vertex_rectangle; Gedeng::FPSCamera camera; Gedeng::Texture albedo; Gedeng::Texture bump; Gedeng::Texture normal; Gedeng::QuadMesh quad_mesh; Gedeng::ParticleSystem particles; }; Gedeng::Application *Gedeng::create_application() { GG_CLIENT_INFO("Creating Application"); return new ParticleApp(20, 1920, 1080, String("Parallax Demo")); }