Fixed a bug where you could not have more than one particle group
This commit is contained in:
Regular → Executable
+11
@@ -203,6 +203,16 @@ public:
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m_World->CommitEntity(background);
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}
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//Water test
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{
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auto t_waterBody = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
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transform->Position = glm::vec3(0.f, -0.5f, -10.f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
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auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
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m_World->CommitEntity(t_waterBody);
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}
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//Water test
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{
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auto t_waterBody = m_World->CreateEntity();
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@@ -213,6 +223,7 @@ public:
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auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
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m_World->CommitEntity(t_waterBody);
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}
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//TODO: Why does the ball not collide with these bricks?
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//BottomBox
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{
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+19
-24
@@ -72,37 +72,32 @@ private:
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ShaderProgram* m_spDeferred3;
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ShaderProgram* m_spForward;
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ShaderProgram* m_spScreen;
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ShaderProgram* t_m_spWater;
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ShaderProgram* t_m_spWater2;
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ShaderProgram*m_spWater;
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ShaderProgram*m_spWater2;
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GLuint m_ScreenQuad = 0;
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Model* m_UnitSphere = nullptr;
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Model* m_UnitQuad = nullptr;
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Texture* m_StandardNormal;
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Texture* m_StandardSpecular;
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Texture* t_m_WhiteSphereTexture;
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GLuint m_rbDepthBuffer = 0;
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GLuint m_fbDeferred1 = 0;
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GLuint m_GDiffuse = 0;
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GLuint m_GPosition = 0;
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GLuint m_GNormal = 0;
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GLuint m_GSpecular = 0;
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GLuint m_fbDeferred2 = 0;
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GLuint m_tLighting = 0;
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GLuint m_fbDeferred3 = 0;
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GLuint m_tFinal = 0;
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//Water GTexture
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GLuint t_m_Gwater = 0;
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//Water blur texture
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GLuint t_m_BWater;
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GLuint t_m_BWater2;
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//WAterpass Framebuffer
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GLuint t_m_fbWater;
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//Waterpass Framebuffer
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GLuint t_m_fbWaterBlur;
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GLuint t_m_fbWaterBlur2;
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Texture* m_WhiteSphereTexture;
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GLuint m_rbDepthBuffer = 0; //DepthBuffer Texture
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GLuint m_fbDeferred1 = 0; //Framebuffer for first pass
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GLuint m_GDiffuse = 0; //Texture for diffuseColors
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GLuint m_GPosition = 0; //Texture for positions
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GLuint m_GNormal = 0; //Texture for normals
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GLuint m_GSpecular = 0; //Texture for specular
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GLuint m_fbDeferred2 = 0; //Framebuffer that handles the lighting pass
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GLuint m_tLighting = 0; //Texture for the lighting pass
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GLuint m_fbDeferred3 = 0; //Frambuffer for handling the last pass.
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GLuint m_tFinal = 0; //Final Texture to be printed to screen
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GLuint m_Gwater = 0; //Water Color Texture
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GLuint m_BWater; //Water blur texture
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GLuint m_BWater2; //Water blur texture
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GLuint m_fbWater; //Waterpass Framebuffer
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GLuint m_fbWaterBlur; //Waterpass Framebuffer
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GLuint m_fbWaterBlur2; //Waterpass Framebuffer
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GLuint m_CurrentScreenBuffer = 0;
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void LoadShaders();
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Regular → Executable
+2
-2
@@ -67,8 +67,8 @@ private:
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void CreateBody(EntityID entity);
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b2ParticleSystem *m_ParticleSystem;
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b2ParticleGroup* t_watergroup;
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b2ParticleSystem* m_ParticleSystem;
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std::vector<b2ParticleGroup*> t_ParticleGroup;
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std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
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std::unordered_map<const b2ParticleHandle*, EntityID> m_ParticleHandleToEntities;
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+36
-68
@@ -92,10 +92,10 @@ void dd::Renderer::LoadShaders()
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m_spDeferred2->Link();
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//Water Pass
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t_m_spWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
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t_m_spWater->Link();
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t_m_spWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
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t_m_spWater2->Link();
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m_spWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
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m_spWater->Link();
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m_spWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
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m_spWater2->Link();
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// Pass #3: Combining into final image
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m_spDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
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@@ -122,7 +122,7 @@ void dd::Renderer::CreateBuffers()
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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m_StandardNormal = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
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m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
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t_m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
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m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
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glGenRenderbuffers(1, &m_rbDepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer);
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@@ -157,8 +157,8 @@ void dd::Renderer::CreateBuffers()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glGenTextures(1, &t_m_Gwater);
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glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
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glGenTextures(1, &m_Gwater);
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glBindTexture(GL_TEXTURE_2D, m_Gwater);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@@ -201,8 +201,8 @@ void dd::Renderer::CreateBuffers()
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}
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//Fill Water Texture
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glGenTextures(1, &t_m_Gwater);
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glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
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glGenTextures(1, &m_Gwater);
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glBindTexture(GL_TEXTURE_2D, m_Gwater);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@@ -210,9 +210,9 @@ void dd::Renderer::CreateBuffers()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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//Fill water pass
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glGenFramebuffers(1, &t_m_fbWater);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_Gwater, 0);
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glGenFramebuffers(1, &m_fbWater);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbWater);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Gwater, 0);
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GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, waterPassDrawBuffers);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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@@ -221,8 +221,8 @@ void dd::Renderer::CreateBuffers()
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}
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//water Blur texture
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glGenTextures(1, &t_m_BWater);
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glBindTexture(GL_TEXTURE_2D, t_m_BWater);
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glGenTextures(1, &m_BWater);
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glBindTexture(GL_TEXTURE_2D, m_BWater);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@@ -230,9 +230,9 @@ void dd::Renderer::CreateBuffers()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//Fill waterBlur pass
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glGenFramebuffers(1, &t_m_fbWaterBlur);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_BWater, 0);
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glGenFramebuffers(1, &m_fbWaterBlur);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater, 0);
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GLenum waterBlurDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, waterBlurDrawBuffers);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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@@ -241,8 +241,8 @@ void dd::Renderer::CreateBuffers()
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}
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//water Blur texture2
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glGenTextures(1, &t_m_BWater2);
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glBindTexture(GL_TEXTURE_2D, t_m_BWater2);
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glGenTextures(1, &m_BWater2);
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glBindTexture(GL_TEXTURE_2D, m_BWater2);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@@ -251,9 +251,9 @@ void dd::Renderer::CreateBuffers()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//Fill waterBlur pass2
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glGenFramebuffers(1, &t_m_fbWaterBlur2);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur2);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_BWater2, 0);
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glGenFramebuffers(1, &m_fbWaterBlur2);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur2);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater2, 0);
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GLenum waterBlur2DrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, waterBlur2DrawBuffers);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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@@ -379,10 +379,10 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbWater);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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t_m_spWater->Bind();
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m_spWater->Bind();
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DrawWater(objects);
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}
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@@ -499,7 +499,7 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
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void dd::Renderer::DrawWater(RenderQueue &rq)
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{
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GLuint shaderProgramHandle = *t_m_spWater;
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GLuint shaderProgramHandle = *m_spWater;
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glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix();
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glm::mat4 viewMatrix = m_Camera->ViewMatrix();
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@@ -517,7 +517,7 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
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glm::value_ptr(viewMatrix));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, *t_m_WhiteSphereTexture);
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glBindTexture(GL_TEXTURE_2D, *m_WhiteSphereTexture);
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glBindVertexArray(m_UnitQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
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@@ -528,16 +528,17 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
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//blur1
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shaderProgramHandle = *t_m_spWater2;
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shaderProgramHandle = *m_spWater2;
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glDisable(GL_CULL_FACE);
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glDepthMask(GL_FALSE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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t_m_spWater2->Bind();
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m_spWater2->Bind();
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//TODO: Add this in water particle component. Blurradius
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float radius = 3.f;
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glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(1.0f, 0.0f)));
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@@ -545,64 +546,31 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
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glBindTexture(GL_TEXTURE_2D, m_Gwater);
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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//blur2
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shaderProgramHandle = *t_m_spWater2;
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shaderProgramHandle = *m_spWater2;
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
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t_m_spWater2->Bind();
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m_spWater2->Bind();
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glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f)));
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, t_m_BWater);
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glBindTexture(GL_TEXTURE_2D, m_BWater);
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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GLuint dd::Renderer::CreateWaterParticleVAO(RenderQueue &particles)
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{
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float waterVerts[particles.Size()];
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int i = 0;
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for ( auto &job : particles ) {
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auto waterJob = std::dynamic_pointer_cast<WaterParticleJob>(job);
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if (!waterJob)
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continue;
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waterVerts[i ] = waterJob->Position.x;
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waterVerts[i+1] = waterJob->Position.y;
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waterVerts[i+2] = waterJob->Position.z;
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i+3;
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}
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GLuint vbo[1], vao;
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glGenBuffers(1, vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glBufferData(GL_ARRAY_BUFFER, 3 * particles.Size() * sizeof(float), waterVerts, GL_STATIC_DRAW);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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return vao;
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}
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GLuint dd::Renderer::CreateQuad()
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{
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float quadVertices[] =
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@@ -667,10 +635,10 @@ void dd::Renderer::DebugKeys()
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m_CurrentScreenBuffer = m_tLighting;
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}
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if (glfwGetKey(m_Window, GLFW_KEY_F7)) {
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m_CurrentScreenBuffer = t_m_Gwater;
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m_CurrentScreenBuffer = m_Gwater;
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}
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if (glfwGetKey(m_Window, GLFW_KEY_F8)) {
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m_CurrentScreenBuffer = t_m_BWater;
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m_CurrentScreenBuffer = m_BWater;
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}
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}
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Regular → Executable
+1
-6
@@ -289,7 +289,6 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
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{
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//TODO: Lägg alla pd i en lista
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auto transform = m_World->GetComponent<Components::Transform>(e);
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if (!transform) {
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LOG_ERROR("No Transform component in CreateParticleGroup");
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@@ -303,18 +302,15 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
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pd.shape = &shape;
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pd.flags = b2_tensileParticle;
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pd.position.Set(transform->Position.x, transform->Position.y);
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//TODO: PUT IN LIST
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t_watergroup = m_ParticleSystem->CreateParticleGroup(pd);
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t_ParticleGroup.push_back(m_ParticleSystem->CreateParticleGroup(pd));
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b2Vec2* t_ParticlePositions = m_ParticleSystem->GetPositionBuffer();
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for(int i = 0; i < m_ParticleSystem->GetParticleCount(); i++){
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{
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auto t_waterparticle = m_World->CreateEntity(e);
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auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
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//auto sprite = m_World->AddComponent<Components::Sprite>(t_waterparticle);
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transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
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transformChild->Scale = glm::vec3(m_ParticleSystem->GetRadius())/transform->Scale;
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//sprite->SpriteFile = "Textures/Ball.png";
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m_World->CommitEntity(t_waterparticle);
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m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i)));
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@@ -322,7 +318,6 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
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}
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}
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LOG_INFO("ParticleCount: %i", m_ParticleSystem->GetParticleCount());
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||||
}
|
||||
|
||||
dd::Systems::PhysicsSystem::~PhysicsSystem()
|
||||
|
||||
Reference in New Issue
Block a user