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) {