Fixed a bug where you could not have more than one particle group

This commit is contained in:
tleety
2015-09-29 10:27:57 +02:00
parent 7d9e3e00a4
commit 38d3a8c990
5 changed files with 69 additions and 100 deletions
Regular → Executable
+11
View File
@@ -203,6 +203,16 @@ public:
m_World->CommitEntity(background);
}
//Water test
{
auto t_waterBody = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
transform->Position = glm::vec3(0.f, -0.5f, -10.f);
transform->Scale = glm::vec3(1.f, 1.f, 1.f);
auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
m_World->CommitEntity(t_waterBody);
}
//Water test
{
auto t_waterBody = m_World->CreateEntity();
@@ -213,6 +223,7 @@ public:
auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
m_World->CommitEntity(t_waterBody);
}
//TODO: Why does the ball not collide with these bricks?
//BottomBox
{
+19 -24
View File
@@ -72,37 +72,32 @@ private:
ShaderProgram* m_spDeferred3;
ShaderProgram* m_spForward;
ShaderProgram* m_spScreen;
ShaderProgram* t_m_spWater;
ShaderProgram* t_m_spWater2;
ShaderProgram*m_spWater;
ShaderProgram*m_spWater2;
GLuint m_ScreenQuad = 0;
Model* m_UnitSphere = nullptr;
Model* m_UnitQuad = nullptr;
Texture* m_StandardNormal;
Texture* m_StandardSpecular;
Texture* t_m_WhiteSphereTexture;
GLuint m_rbDepthBuffer = 0;
GLuint m_fbDeferred1 = 0;
GLuint m_GDiffuse = 0;
GLuint m_GPosition = 0;
GLuint m_GNormal = 0;
GLuint m_GSpecular = 0;
GLuint m_fbDeferred2 = 0;
GLuint m_tLighting = 0;
GLuint m_fbDeferred3 = 0;
GLuint m_tFinal = 0;
//Water GTexture
GLuint t_m_Gwater = 0;
//Water blur texture
GLuint t_m_BWater;
GLuint t_m_BWater2;
//WAterpass Framebuffer
GLuint t_m_fbWater;
//Waterpass Framebuffer
GLuint t_m_fbWaterBlur;
GLuint t_m_fbWaterBlur2;
Texture* m_WhiteSphereTexture;
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_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_CurrentScreenBuffer = 0;
void LoadShaders();
Regular → Executable
+2 -2
View File
@@ -67,8 +67,8 @@ private:
void CreateBody(EntityID entity);
b2ParticleSystem *m_ParticleSystem;
b2ParticleGroup* t_watergroup;
b2ParticleSystem* m_ParticleSystem;
std::vector<b2ParticleGroup*> t_ParticleGroup;
std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
std::unordered_map<const b2ParticleHandle*, EntityID> m_ParticleHandleToEntities;
+36 -68
View File
@@ -92,10 +92,10 @@ void dd::Renderer::LoadShaders()
m_spDeferred2->Link();
//Water Pass
t_m_spWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
t_m_spWater->Link();
t_m_spWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
t_m_spWater2->Link();
m_spWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
m_spWater->Link();
m_spWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
m_spWater2->Link();
// Pass #3: Combining into final image
m_spDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
@@ -122,7 +122,7 @@ void dd::Renderer::CreateBuffers()
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
m_StandardNormal = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
t_m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
glGenRenderbuffers(1, &m_rbDepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer);
@@ -157,8 +157,8 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glGenTextures(1, &t_m_Gwater);
glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
glGenTextures(1, &m_Gwater);
glBindTexture(GL_TEXTURE_2D, m_Gwater);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -201,8 +201,8 @@ void dd::Renderer::CreateBuffers()
}
//Fill Water Texture
glGenTextures(1, &t_m_Gwater);
glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
glGenTextures(1, &m_Gwater);
glBindTexture(GL_TEXTURE_2D, m_Gwater);
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);
@@ -210,9 +210,9 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//Fill water pass
glGenFramebuffers(1, &t_m_fbWater);
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_Gwater, 0);
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) {
@@ -221,8 +221,8 @@ void dd::Renderer::CreateBuffers()
}
//water Blur texture
glGenTextures(1, &t_m_BWater);
glBindTexture(GL_TEXTURE_2D, t_m_BWater);
glGenTextures(1, &m_BWater);
glBindTexture(GL_TEXTURE_2D, m_BWater);
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);
@@ -230,9 +230,9 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//Fill waterBlur pass
glGenFramebuffers(1, &t_m_fbWaterBlur);
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_BWater, 0);
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) {
@@ -241,8 +241,8 @@ void dd::Renderer::CreateBuffers()
}
//water Blur texture2
glGenTextures(1, &t_m_BWater2);
glBindTexture(GL_TEXTURE_2D, t_m_BWater2);
glGenTextures(1, &m_BWater2);
glBindTexture(GL_TEXTURE_2D, m_BWater2);
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);
@@ -251,9 +251,9 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//Fill waterBlur pass2
glGenFramebuffers(1, &t_m_fbWaterBlur2);
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_BWater2, 0);
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) {
@@ -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, t_m_fbWater);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWater);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
t_m_spWater->Bind();
m_spWater->Bind();
DrawWater(objects);
}
@@ -499,7 +499,7 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
void dd::Renderer::DrawWater(RenderQueue &rq)
{
GLuint shaderProgramHandle = *t_m_spWater;
GLuint shaderProgramHandle = *m_spWater;
glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix();
glm::mat4 viewMatrix = m_Camera->ViewMatrix();
@@ -517,7 +517,7 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
glm::value_ptr(viewMatrix));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *t_m_WhiteSphereTexture);
glBindTexture(GL_TEXTURE_2D, *m_WhiteSphereTexture);
glBindVertexArray(m_UnitQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
@@ -528,16 +528,17 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
//blur1
shaderProgramHandle = *t_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, t_m_fbWaterBlur);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
t_m_spWater2->Bind();
m_spWater2->Bind();
//TODO: Add this in water particle component. Blurradius
float radius = 3.f;
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(1.0f, 0.0f)));
@@ -545,64 +546,31 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
glBindTexture(GL_TEXTURE_2D, m_Gwater);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
//blur2
shaderProgramHandle = *t_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);
t_m_spWater2->Bind();
m_spWater2->Bind();
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f)));
glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, t_m_BWater);
glBindTexture(GL_TEXTURE_2D, m_BWater);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
GLuint dd::Renderer::CreateWaterParticleVAO(RenderQueue &particles)
{
float waterVerts[particles.Size()];
int i = 0;
for ( auto &job : particles ) {
auto waterJob = std::dynamic_pointer_cast<WaterParticleJob>(job);
if (!waterJob)
continue;
waterVerts[i ] = waterJob->Position.x;
waterVerts[i+1] = waterJob->Position.y;
waterVerts[i+2] = waterJob->Position.z;
i+3;
}
GLuint vbo[1], vao;
glGenBuffers(1, vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, 3 * particles.Size() * sizeof(float), waterVerts, GL_STATIC_DRAW);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
return vao;
}
GLuint dd::Renderer::CreateQuad()
{
float quadVertices[] =
@@ -667,10 +635,10 @@ void dd::Renderer::DebugKeys()
m_CurrentScreenBuffer = m_tLighting;
}
if (glfwGetKey(m_Window, GLFW_KEY_F7)) {
m_CurrentScreenBuffer = t_m_Gwater;
m_CurrentScreenBuffer = m_Gwater;
}
if (glfwGetKey(m_Window, GLFW_KEY_F8)) {
m_CurrentScreenBuffer = t_m_BWater;
m_CurrentScreenBuffer = m_BWater;
}
}
+1 -6
View File
@@ -289,7 +289,6 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
{
//TODO: Lägg alla pd i en lista
auto transform = m_World->GetComponent<Components::Transform>(e);
if (!transform) {
LOG_ERROR("No Transform component in CreateParticleGroup");
@@ -303,18 +302,15 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
pd.shape = &shape;
pd.flags = b2_tensileParticle;
pd.position.Set(transform->Position.x, transform->Position.y);
//TODO: PUT IN LIST
t_watergroup = m_ParticleSystem->CreateParticleGroup(pd);
t_ParticleGroup.push_back(m_ParticleSystem->CreateParticleGroup(pd));
b2Vec2* t_ParticlePositions = m_ParticleSystem->GetPositionBuffer();
for(int i = 0; i < m_ParticleSystem->GetParticleCount(); i++){
{
auto t_waterparticle = m_World->CreateEntity(e);
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
//auto sprite = m_World->AddComponent<Components::Sprite>(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;
//sprite->SpriteFile = "Textures/Ball.png";
m_World->CommitEntity(t_waterparticle);
m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i)));
@@ -322,7 +318,6 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
}
}
LOG_INFO("ParticleCount: %i", m_ParticleSystem->GetParticleCount());
}
dd::Systems::PhysicsSystem::~PhysicsSystem()