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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