add: nearly complete particle system
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383f7eaf90
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@ -14,7 +14,7 @@ uniform vec3 cameraSide;
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void main()
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{
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float scale = 1.0f;
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float scale = 0.1f;
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TexCoords = texCoords;
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ParticleColor = color;
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vec3 worldspacePos = cameraSide*vertex.x + cameraUp*vertex.y;
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@ -6,9 +6,10 @@ ParticleGenerator::ParticleGenerator() {
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void ParticleGenerator::Draw(glm::mat4 modelMatrix, GLuint programParticle, GLuint texture, glm::vec3 cameraDir) {
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glEnable(GL_BLEND);
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glDepthMask(GL_FALSE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glUseProgram(programParticle);
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std::sort(this->particles.begin(), this->particles.end());
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for (Particle particle : this->particles) {
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glUniform1i(glGetUniformLocation(programParticle, "sprite"), 0);
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@ -16,13 +17,14 @@ void ParticleGenerator::Draw(glm::mat4 modelMatrix, GLuint programParticle, GLui
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glBindTexture(GL_TEXTURE_2D, texture);
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glUniformMatrix4fv(glGetUniformLocation(programParticle, "transformation"), 1, GL_FALSE, (float*)&(modelMatrix));
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glUniform3f(glGetUniformLocation(programParticle, "position"), particle.position.x, particle.position.y, particle.position.z);
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glUniform3f(glGetUniformLocation(programParticle, "position"), particle.position.x, particle.position.y + (rand() % 10 - 5) / 500.f, particle.position.z + (rand() % 10 - 5) / 500.f);
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glUniform4f(glGetUniformLocation(programParticle, "color"), particle.color.x, particle.color.y, particle.color.z, particle.color.w);
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glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir));
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glUniform3f(glGetUniformLocation(programParticle, "cameraSide"), cameraSide.x, cameraSide.y, cameraSide.z);
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glUniform3f(glGetUniformLocation(programParticle, "cameraUp"), 0.f, 1.f, 0.f);
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glUniform3f(glGetUniformLocation(programParticle, "cameraUp"), cameraUp.x, cameraUp.y, cameraUp.z);
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glBindVertexArray(this->VAO);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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@ -32,6 +34,7 @@ void ParticleGenerator::Draw(glm::mat4 modelMatrix, GLuint programParticle, GLui
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glUseProgram(0);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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}
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void ParticleGenerator::init() {
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@ -56,7 +59,13 @@ void ParticleGenerator::init() {
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3*sizeof(float)));
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glBindVertexArray(0);
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for (unsigned int i = 0; i < 1; i++) {
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for (unsigned int i = 0; i < 5; i++) {
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this->particles.push_back(Particle());
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}
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for (Particle particle : this->particles) {
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particle.position.x = (rand() % 10 -5) / 500.f;
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particle.position.y = (rand() % 10 -5) / 500.f;
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particle.position.z = (rand() % 10 -5) / 500.f;
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}
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}
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@ -1,11 +1,16 @@
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#include <vector>
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#include "glm.hpp"
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#include "glew.h"
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#include <algorithm>
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struct Particle {
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glm::vec3 position, velocity;
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glm::vec4 color;
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float life;
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bool operator<(Particle& part) {
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return this->position.x > part.position.x;
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}
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};
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class ParticleGenerator {
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@ -115,6 +115,7 @@ glm::mat4 createCameraMatrix();
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void drawObjectSun(Core::RenderContext& context, glm::mat4 modelMatrix);
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint albedo, GLuint ao, GLuint normal, GLuint roughness, GLuint metallic);
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ParticleGenerator* mainEngine;
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void processInput(GLFWwindow* window)
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{
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@ -144,7 +145,7 @@ void processInput(GLFWwindow* window)
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}else if (glfwGetGamepadState(GLFW_JOYSTICK_1, ¤tState)) {
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//station glm::vec3(0.f, 0.4f, 4.f)
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if (engineIs == 1 && spaceshipPos.x > -0.7 && 0.3 > spaceshipPos.x && spaceshipPos.z > 3.7 && 4.3 > spaceshipPos.z && spaceshipPos.y > 0.1 && 0.7 > spaceshipPos.y)
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if (engineIs == 1 && spaceshipPos.x > -0.7 && 0.3 > spaceshipPos.x && spaceshipPos.z > 3.7 && 4.3 > spaceshipPos.z && spaceshipPos.y > -0.7 && 0.3 > spaceshipPos.y)
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{
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if (currentState.buttons[GLFW_GAMEPAD_BUTTON_A]==GLFW_PRESS)
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engineIs = 2;
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@ -249,7 +250,6 @@ unsigned int loadCubemap()
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"textures/skybox/space_dn.png",
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"textures/skybox/space_bk.png",
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"textures/skybox/space_ft.png"
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};
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int width, height, nrChannels;
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@ -407,7 +407,7 @@ void renderScene(GLFWwindow* window) {
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drawObjectPBR(planetContext, glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(0, 0, -3.f)) * glm::eulerAngleY(-1.5f * time) * glm::scale(glm::vec3(0.1f)), texture::earth_albedo, texture::earth_normal, texture::earth_ao, texture::earth_roughness, texture::earth_metallic);
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drawObjectPBR(planetContext, glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(0, 0, -3.f)) * glm::eulerAngleY( 2.f * time) * glm::translate(glm::vec3(0.4f, 0, 0.4f)) * glm::eulerAngleY(-0.5f * time) * glm::scale(glm::vec3(0.04f)), texture::moon_albedo, texture::moon_normal, texture::moon_ao, texture::moon_roughness, texture::moon_metallic);
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mainEngine->Draw(createPerspectiveMatrix() * createCameraMatrix() * glm::translate(glm::vec3(0.f, -0.22f, -0.05f)) * glm::translate(cameraPos + 0.2 * cameraDir + glm::vec3(0, 1, 0) * 0.05f), programParticle, texture::particle_fire, cameraDir);
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//desired objects end here
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glUseProgram(0);
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glfwSwapBuffers(window);
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@ -431,7 +431,7 @@ void init(GLFWwindow* window)
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programSun = shaderLoader.CreateProgram("shaders/sun.vert", "shaders/sun.frag");
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programInstall = shaderLoader.CreateProgram("shaders/install.vert", "shaders/install.frag");
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//programParticle = shaderLoader.CreateProgram("shaders/part.vert", "shaders/part.frag");
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programParticle = shaderLoader.CreateProgram("shaders/part.vert", "shaders/part.frag");
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//load models here
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@ -505,6 +505,10 @@ void init(GLFWwindow* window)
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texture::station_roughness = Core::LoadTexture("textures/station2/ALUM_8L4.JPG");
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texture::station_albedo = Core::LoadTexture("textures/station2/Alum_panel1.jpg");
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texture::station_metallic = Core::LoadTexture("textures/station2/Aluminium6.jpg");
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texture::particle_fire = Core::LoadTexture("textures/particles/fire.png");
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mainEngine = new ParticleGenerator();
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}
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void shutdown(GLFWwindow* window)
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