diff --git a/include/Core/Renderer.h b/include/Core/Renderer.h index 9b03627..33fb83a 100755 --- a/include/Core/Renderer.h +++ b/include/Core/Renderer.h @@ -16,8 +16,8 @@ along with Daydream Engine. If not, see . */ -#ifndef Renderer_h__ -#define Renderer_h__ +#ifndef DD_RENDERER_H__ +#define DD_RENDERER_H__ #include "Util/Rectangle.h" #include "Camera.h" @@ -30,8 +30,6 @@ namespace dd class Renderer { public: - //Render(); - GLFWwindow* Window() const { return m_Window; } Rectangle Resolution() const { return m_Resolution; } void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; } @@ -39,8 +37,6 @@ public: void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; } bool VSYNC() const { return m_VSYNC; } void SetVSYNC(bool vsync) { m_VSYNC = vsync; } - //void SetViewport(const Rectangle& viewport) { m_Viewport = viewport; } - //void SetScissor(const Rectangle& scissor) { m_Scissor = scissor; } const dd::Camera* Camera() const { return m_Camera; } void SetCamera(const dd::Camera* camera) { @@ -50,7 +46,6 @@ public: m_Camera = camera; } } - void Initialize(); void Draw(RenderQueueCollection& rq); @@ -58,8 +53,6 @@ private: Rectangle m_Resolution = Rectangle(1280, 720); bool m_Fullscreen = false; bool m_VSYNC = false; - //Rectangle m_Viewport; - //Rectangle m_Scissor; std::unique_ptr m_DefaultCamera = nullptr; const dd::Camera* m_Camera = nullptr; @@ -67,13 +60,13 @@ private: std::string m_GLVendor; GLFWwindow* m_Window = nullptr; - ShaderProgram* m_spDeferred1; - ShaderProgram* m_spDeferred2; - ShaderProgram* m_spDeferred3; - ShaderProgram* m_spForward; - ShaderProgram* m_spScreen; - ShaderProgram*m_spWater; - ShaderProgram*m_spWater2; + ShaderProgram* m_SpDeferred1; + ShaderProgram* m_SpDeferred2; + ShaderProgram* m_SpDeferred3; + ShaderProgram* m_SpForward; + ShaderProgram* m_SpScreen; + ShaderProgram* m_SpWater; + ShaderProgram* m_SpWater2; GLuint m_ScreenQuad = 0; Model* m_UnitSphere = nullptr; @@ -82,22 +75,22 @@ private: Texture* m_StandardSpecular; Texture* m_WhiteSphereTexture; - GLuint m_rbDepthBuffer = 0; //DepthBuffer Texture - GLuint m_fbDeferred1 = 0; //Framebuffer for first pass + GLuint m_RbDepthBuffer = 0; //DepthBuffer Texture + GLuint m_FbDeferred1 = 0; //Framebuffer for first pass GLuint m_GDiffuse = 0; //Texture for diffuseColors GLuint m_GPosition = 0; //Texture for positions GLuint m_GNormal = 0; //Texture for normals GLuint m_GSpecular = 0; //Texture for specular - GLuint m_fbDeferred2 = 0; //Framebuffer that handles the lighting pass - GLuint m_tLighting = 0; //Texture for the lighting pass - GLuint m_fbDeferred3 = 0; //Frambuffer for handling the last pass. - GLuint m_tFinal = 0; //Final Texture to be printed to screen + GLuint m_FbDeferred2 = 0; //Framebuffer that handles the lighting pass + GLuint m_TLighting = 0; //Texture for the lighting pass + GLuint m_FbDeferred3 = 0; //Frambuffer for handling the last pass. + GLuint m_TFinal = 0; //Final Texture to be printed to screen GLuint m_Gwater = 0; //Water Color Texture GLuint m_BWater; //Water blur texture GLuint m_BWater2; //Water blur texture - GLuint m_fbWater; //Waterpass Framebuffer - GLuint m_fbWaterBlur; //Waterpass Framebuffer - GLuint m_fbWaterBlur2; //Waterpass Framebuffer + GLuint m_FbWater; //Waterpass Framebuffer + GLuint m_FbWaterBlur; //Waterpass Framebuffer + GLuint m_FbWaterBlur2; //Waterpass Framebuffer GLuint m_CurrentScreenBuffer = 0; void LoadShaders(); diff --git a/include/Physics/PhysicsSystem.h b/include/Physics/PhysicsSystem.h index 412069d..79e1205 100755 --- a/include/Physics/PhysicsSystem.h +++ b/include/Physics/PhysicsSystem.h @@ -66,8 +66,9 @@ private: std::unordered_map m_BodiesToEntities; void CreateBody(EntityID entity); + void CreateParticleSystem(float radius); - b2ParticleSystem* m_ParticleSystem; + std::vector m_ParticleSystem; std::vector t_ParticleGroup; std::unordered_map m_EntitiesToParticleHandle; diff --git a/src/game/Core/Renderer.cpp b/src/game/Core/Renderer.cpp index cb997ce..caf1160 100755 --- a/src/game/Core/Renderer.cpp +++ b/src/game/Core/Renderer.cpp @@ -70,7 +70,7 @@ void dd::Renderer::Initialize() LoadShaders(); CreateBuffers(); - m_CurrentScreenBuffer = m_tFinal; + m_CurrentScreenBuffer = m_TFinal; } void dd::Renderer::LoadShaders() { @@ -79,39 +79,39 @@ void dd::Renderer::LoadShaders() */ // Pass #1: Fill G-buffers - m_spDeferred1 = ResourceManager::Load("Shaders/Deferred/1/"); - m_spDeferred1->BindFragDataLocation(0, "GDiffuse"); - m_spDeferred1->BindFragDataLocation(1, "GPosition"); - m_spDeferred1->BindFragDataLocation(2, "GNormal"); - m_spDeferred1->BindFragDataLocation(3, "GSpecular"); - m_spDeferred1->Link(); + m_SpDeferred1 = ResourceManager::Load("Shaders/Deferred/1/"); + m_SpDeferred1->BindFragDataLocation(0, "GDiffuse"); + m_SpDeferred1->BindFragDataLocation(1, "GPosition"); + m_SpDeferred1->BindFragDataLocation(2, "GNormal"); + m_SpDeferred1->BindFragDataLocation(3, "GSpecular"); + m_SpDeferred1->Link(); // Pass #2: Lighting - m_spDeferred2 = ResourceManager::Load("Shaders/Deferred/2/"); + m_SpDeferred2 = ResourceManager::Load("Shaders/Deferred/2/"); //glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting"); - m_spDeferred2->Link(); + m_SpDeferred2->Link(); //Water Pass - m_spWater = ResourceManager::Load("Shaders/Deferred/water/"); - m_spWater->Link(); - m_spWater2 = ResourceManager::Load("Shaders/Deferred/water2/"); - m_spWater2->Link(); + m_SpWater = ResourceManager::Load("Shaders/Deferred/water/"); + m_SpWater->Link(); + m_SpWater2 = ResourceManager::Load("Shaders/Deferred/water2/"); + m_SpWater2->Link(); // Pass #3: Combining into final image - m_spDeferred3 = ResourceManager::Load("Shaders/Deferred/3/"); - m_spDeferred3->Link(); + m_SpDeferred3 = ResourceManager::Load("Shaders/Deferred/3/"); + m_SpDeferred3->Link(); /* Forward rendering */ - m_spForward = ResourceManager::Load("Shaders/Forward/"); - m_spForward->Link(); + m_SpForward = ResourceManager::Load("Shaders/Forward/"); + m_SpForward->Link(); /* Screen draw */ - m_spScreen = ResourceManager::Load("Shaders/Screen/"); - m_spScreen->Link(); + m_SpScreen = ResourceManager::Load("Shaders/Screen/"); + m_SpScreen->Link(); } void dd::Renderer::CreateBuffers() @@ -124,8 +124,8 @@ void dd::Renderer::CreateBuffers() m_StandardSpecular = ResourceManager::Load("Textures/Core/NeutralSpecularMap.png"); m_WhiteSphereTexture = ResourceManager::Load("Textures/Test/Water.png"); - glGenRenderbuffers(1, &m_rbDepthBuffer); - glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer); + glGenRenderbuffers(1, &m_RbDepthBuffer); + glBindRenderbuffer(GL_RENDERBUFFER, m_RbDepthBuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height); // Generate G-buffer textures @@ -166,9 +166,9 @@ void dd::Renderer::CreateBuffers() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Create first pass framebuffer - glGenFramebuffers(1, &m_fbDeferred1); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer); + glGenFramebuffers(1, &m_FbDeferred1); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_GDiffuse, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_GPosition, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_GNormal, 0); @@ -176,13 +176,13 @@ void dd::Renderer::CreateBuffers() GLenum firstPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 }; glDrawBuffers(4, firstPassDrawBuffers); if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { - LOG_ERROR("m_fbDeferred1 incomplete: 0x%x\n", fbStatus); + LOG_ERROR("m_FbDeferred1 incomplete: 0x%x\n", fbStatus); exit(EXIT_FAILURE); } // Generate lighting texture - glGenTextures(1, &m_tLighting); - glBindTexture(GL_TEXTURE_2D, m_tLighting); + glGenTextures(1, &m_TLighting); + glBindTexture(GL_TEXTURE_2D, m_TLighting); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -190,13 +190,13 @@ void dd::Renderer::CreateBuffers() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Create second pass framebuffer - glGenFramebuffers(1, &m_fbDeferred2); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tLighting, 0); + glGenFramebuffers(1, &m_FbDeferred2); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TLighting, 0); GLenum secondPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; glDrawBuffers(1, secondPassDrawBuffers); if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { - LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus); + LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus); exit(EXIT_FAILURE); } @@ -210,13 +210,13 @@ void dd::Renderer::CreateBuffers() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); //Fill water pass - glGenFramebuffers(1, &m_fbWater); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbWater); + glGenFramebuffers(1, &m_FbWater); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Gwater, 0); GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; glDrawBuffers(1, waterPassDrawBuffers); if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { - LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus); + LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus); exit(EXIT_FAILURE); } @@ -230,20 +230,20 @@ void dd::Renderer::CreateBuffers() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //Fill waterBlur pass - glGenFramebuffers(1, &m_fbWaterBlur); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur); + glGenFramebuffers(1, &m_FbWaterBlur); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater, 0); GLenum waterBlurDrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; glDrawBuffers(1, waterBlurDrawBuffers); if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { - LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus); + LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus); exit(EXIT_FAILURE); } //water Blur texture2 glGenTextures(1, &m_BWater2); glBindTexture(GL_TEXTURE_2D, m_BWater2); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -251,19 +251,19 @@ void dd::Renderer::CreateBuffers() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //Fill waterBlur pass2 - glGenFramebuffers(1, &m_fbWaterBlur2); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur2); + glGenFramebuffers(1, &m_FbWaterBlur2); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur2); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater2, 0); GLenum waterBlur2DrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; glDrawBuffers(1, waterBlur2DrawBuffers); if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { - LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus); + LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus); exit(EXIT_FAILURE); } // Generate final deferred texture - glGenTextures(1, &m_tFinal); - glBindTexture(GL_TEXTURE_2D, m_tFinal); + glGenTextures(1, &m_TFinal); + glBindTexture(GL_TEXTURE_2D, m_TFinal); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -271,14 +271,14 @@ void dd::Renderer::CreateBuffers() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Create third pass framebuffer - glGenFramebuffers(1, &m_fbDeferred3); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tFinal, 0); + glGenFramebuffers(1, &m_FbDeferred3); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TFinal, 0); GLenum thirdPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; glDrawBuffers(1, thirdPassDrawBuffers); if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { - LOG_ERROR("m_fbDeferred3 incomplete: 0x%x\n", fbStatus); + LOG_ERROR("m_FbDeferred3 incomplete: 0x%x\n", fbStatus); exit(EXIT_FAILURE); } } @@ -298,7 +298,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq) glBindFramebuffer(GL_FRAMEBUFFER, 0); glClearColor(1, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); - m_spScreen->Bind(); + m_SpScreen->Bind(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer); glBindVertexArray(m_ScreenQuad); @@ -317,12 +317,12 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights) glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDisable(GL_BLEND); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1); glClearColor(1, 1, 1, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - m_spDeferred1->Bind(); - DrawScene(objects, *m_spDeferred1); + m_SpDeferred1->Bind(); + DrawScene(objects, *m_SpDeferred1); // Pass #2: Lighting glEnable(GL_CULL_FACE); @@ -332,24 +332,24 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights) glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_ONE, GL_ONE); glDepthMask(GL_FALSE); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); - m_spDeferred2->Bind(); + m_SpDeferred2->Bind(); DrawLightSpheres(lights); // Pass #3: Combine into final deferred image glCullFace(GL_BACK); glDisable(GL_BLEND); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); - m_spDeferred3->Bind(); - glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f))); + m_SpDeferred3->Bind(); + glUniform3fv(glGetUniformLocation(*m_SpDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f))); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_GDiffuse); glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, m_tLighting); + glBindTexture(GL_TEXTURE_2D, m_TLighting); glBindVertexArray(m_ScreenQuad); glDrawArrays(GL_TRIANGLES, 0, 6); } @@ -365,12 +365,12 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights) //glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3); // glClearColor(1, 0.9, 0.8f, 1); // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - m_spForward->Bind(); - DrawScene(objects, *m_spForward); + m_SpForward->Bind(); + DrawScene(objects, *m_SpForward); //WaterPass glDisable(GL_CULL_FACE); @@ -379,10 +379,10 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights) glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbWater); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); - m_spWater->Bind(); + m_SpWater->Bind(); DrawWater(objects); } @@ -462,7 +462,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program) void dd::Renderer::DrawLightSpheres(RenderQueue &lights) { - GLuint shaderProgramHandle = *m_spDeferred2; + GLuint shaderProgramHandle = *m_SpDeferred2; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_GPosition); @@ -499,7 +499,7 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights) void dd::Renderer::DrawWater(RenderQueue &rq) { - GLuint shaderProgramHandle = *m_spWater; + GLuint shaderProgramHandle = *m_SpWater; glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix(); glm::mat4 viewMatrix = m_Camera->ViewMatrix(); @@ -528,16 +528,16 @@ void dd::Renderer::DrawWater(RenderQueue &rq) //blur1 - shaderProgramHandle = *m_spWater2; + shaderProgramHandle = *m_SpWater2; glDisable(GL_CULL_FACE); glDepthMask(GL_FALSE); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); - m_spWater2->Bind(); + m_SpWater2->Bind(); //TODO: Add this in water particle component. Blurradius float radius = 3.f; @@ -552,14 +552,14 @@ void dd::Renderer::DrawWater(RenderQueue &rq) //blur2 - shaderProgramHandle = *m_spWater2; + shaderProgramHandle = *m_SpWater2; glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); - m_spWater2->Bind(); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3); + m_SpWater2->Bind(); glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f))); glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height); @@ -617,7 +617,7 @@ GLuint dd::Renderer::CreateQuad() void dd::Renderer::DebugKeys() { if (glfwGetKey(m_Window, GLFW_KEY_F1)) { - m_CurrentScreenBuffer = m_tFinal; + m_CurrentScreenBuffer = m_TFinal; } if (glfwGetKey(m_Window, GLFW_KEY_F2)) { m_CurrentScreenBuffer = m_GDiffuse; @@ -632,7 +632,7 @@ void dd::Renderer::DebugKeys() m_CurrentScreenBuffer = m_GSpecular; } if (glfwGetKey(m_Window, GLFW_KEY_F6)) { - m_CurrentScreenBuffer = m_tLighting; + m_CurrentScreenBuffer = m_TLighting; } if (glfwGetKey(m_Window, GLFW_KEY_F7)) { m_CurrentScreenBuffer = m_Gwater; @@ -644,7 +644,7 @@ void dd::Renderer::DebugKeys() void dd::Renderer::DrawGUI(dd::RenderQueue& rq) { - glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3); glDisable(GL_CULL_FACE); glCullFace(GL_BACK); glDisable(GL_DEPTH_TEST); @@ -652,7 +652,7 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq) //glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE); - m_spScreen->Bind(); + m_SpScreen->Bind(); glm::mat4 MVP; @@ -664,9 +664,9 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq) glm::mat4 PV = glm::mat4(1); //frameJob->ProjectionMatrix * viewMatrix; glm::mat4 modelMatrix = glm::mat4(1); //frameJob->ModelMatrix; MVP = PV * modelMatrix; - glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); - glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix)); - glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix)); + glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); + glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix)); + glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix)); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture); diff --git a/src/game/Physics/PhysicsSystem.cpp b/src/game/Physics/PhysicsSystem.cpp index 2206079..c8623b4 100755 --- a/src/game/Physics/PhysicsSystem.cpp +++ b/src/game/Physics/PhysicsSystem.cpp @@ -29,10 +29,10 @@ void dd::Systems::PhysicsSystem::Initialize() void dd::Systems::PhysicsSystem::InitializeWater() { - b2ParticleSystemDef m_ParticleSystemDef; - m_ParticleSystemDef.radius = 0.13f; + float radius = 0.13f; - m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef); + + CreateParticleSystem(radius); } bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event) @@ -148,7 +148,7 @@ void dd::Systems::PhysicsSystem::Update(double dt) } - b2Vec2* positionBuffer = m_ParticleSystem->GetPositionBuffer(); + b2Vec2* positionBuffer = m_ParticleSystem[0]->GetPositionBuffer(); for (auto i : m_EntitiesToParticleHandle) { EntityID entity = i.first; b2ParticleHandle* particleH = i.second; @@ -297,29 +297,38 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e) b2ParticleGroupDef pd; b2PolygonShape shape; + //TODO: FIX SO IT CAN NOTICE WHAT PARTICLE SYSTEM IS WATER! [0] IS A FUCKING BULLSHIT FIX. shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f); pd.shape = &shape; pd.flags = b2_tensileParticle; pd.position.Set(transform->Position.x, transform->Position.y); - t_ParticleGroup.push_back(m_ParticleSystem->CreateParticleGroup(pd)); - b2Vec2* t_ParticlePositions = m_ParticleSystem->GetPositionBuffer(); - for(int i = 0; i < m_ParticleSystem->GetParticleCount(); i++){ + t_ParticleGroup.push_back(m_ParticleSystem[0]->CreateParticleGroup(pd)); + b2Vec2* t_ParticlePositions = m_ParticleSystem[0]->GetPositionBuffer(); + for(int i = 0; i < m_ParticleSystem[0]->GetParticleCount(); i++){ { auto t_waterparticle = m_World->CreateEntity(e); auto transformChild = m_World->AddComponent(t_waterparticle); transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f); - transformChild->Scale = glm::vec3(m_ParticleSystem->GetRadius())/transform->Scale; + transformChild->Scale = glm::vec3(m_ParticleSystem[0]->GetRadius())/transform->Scale; m_World->CommitEntity(t_waterparticle); - m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i))); - m_ParticleHandleToEntities.insert(std::make_pair( m_ParticleSystem->GetParticleHandleFromIndex(i), t_waterparticle)); + m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem[0]->GetParticleHandleFromIndex(i))); + m_ParticleHandleToEntities.insert(std::make_pair( m_ParticleSystem[0]->GetParticleHandleFromIndex(i), t_waterparticle)); } } } +void dd::Systems::PhysicsSystem::CreateParticleSystem(float radius) +{ + b2ParticleSystemDef m_ParticleSystemDef; + m_ParticleSystemDef.radius = radius; + + m_ParticleSystem.push_back(m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef)); +} + dd::Systems::PhysicsSystem::~PhysicsSystem() { if (m_ContactListener != nullptr) {