This commit is contained in:
PlatinumSkink
2015-10-01 14:26:25 +02:00
9 changed files with 442 additions and 236 deletions
Regular → Executable
+47 -6
View File
@@ -52,6 +52,8 @@
#include "Physics/CRectangleShape.h" #include "Physics/CRectangleShape.h"
#include "Physics/ESetImpulse.h" #include "Physics/ESetImpulse.h"
#include "Physics/CWaterVolume.h" #include "Physics/CWaterVolume.h"
#include "Physics/CParticle.h"
#include "Physics/CParticleEmitter.h"
#include "Game/EGameStart.h" #include "Game/EGameStart.h"
#include "Sound/EPlaySound.h" #include "Sound/EPlaySound.h"
@@ -128,6 +130,8 @@ public:
m_World->ComponentFactory.Register<Components::Template>(); m_World->ComponentFactory.Register<Components::Template>();
m_World->ComponentFactory.Register<Components::PointLight>(); m_World->ComponentFactory.Register<Components::PointLight>();
m_World->ComponentFactory.Register<Components::WaterVolume>(); m_World->ComponentFactory.Register<Components::WaterVolume>();
m_World->ComponentFactory.Register<Components::Particle>();
m_World->ComponentFactory.Register<Components::ParticleEmitter>();
m_World->Initialize(); m_World->Initialize();
@@ -164,7 +168,7 @@ public:
pl->Radius = 20.f; pl->Radius = 20.f;
pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f); pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f);
auto model = m_World->AddComponent<Components::Model>(t_Light); auto model = m_World->AddComponent<Components::Model>(t_Light);
model->ModelFile = "Core/UnitSphere.obj"; model->ModelFile = "Models/Core/UnitSphere.obj";
m_World->CommitEntity(t_Light); m_World->CommitEntity(t_Light);
} }
{ {
@@ -175,7 +179,7 @@ public:
pl->Radius = 15.f; pl->Radius = 15.f;
pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f); pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f);
auto model = m_World->AddComponent<Components::Model>(t_Light); auto model = m_World->AddComponent<Components::Model>(t_Light);
model->ModelFile = "Core/UnitSphere.obj"; model->ModelFile = "Models/Core/UnitSphere.obj";
m_World->CommitEntity(t_Light); m_World->CommitEntity(t_Light);
} }
@@ -187,7 +191,7 @@ public:
transform->Scale = glm::vec3(6.f, 6.f, 10.f); transform->Scale = glm::vec3(6.f, 6.f, 10.f);
auto model = m_World->AddComponent<Components::Model>(t_halfPipe); auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj"; model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
model->Color = glm::vec4(1.f, 1.f, 1.f, 0.3f); model->Color = glm::vec4(1.f, 0.f, 0.f, 0.3f);
m_World->CommitEntity(t_halfPipe); m_World->CommitEntity(t_halfPipe);
} }
@@ -202,6 +206,44 @@ public:
m_World->CommitEntity(background); m_World->CommitEntity(background);
} }
//ParticleTest
// {
// auto Pe = m_World->CreateEntity();
// auto transform = m_World->AddComponent<Components::Transform>(Pe);
// auto particleEmitter= m_World->AddComponent<Components::ParticleEmitter>(Pe);
//
// transform->Position = glm::vec3(0.f, -5.f, -10.f);
// particleEmitter->GravityScale = 0.0f;
// particleEmitter->SpawnRate = 1.0f;
//
// {
// auto Pt = m_World->CreateEntity(Pe);
// auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
// auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
// //auto PtModel = m_World->AddComponent<Components::Model>(Pt);
// auto PtParticle = m_World->AddComponent<Components::Particle>(Pt);
// auto PtTemplate = m_World->AddComponent<Components::Template>(Pt);
//
// PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f);
// PtTransform->Position = transform->Position;
// PtSprite->SpriteFile = "Textures/Ball.png";
//
// //PtModel->ModelFile = "Models/Brick/Brick.obj";
// PtParticle->LifeTime = 1000.f;
// PtParticle->Flags = ParticleFlags::Type::powderParticle;
// }
// m_World->CommitEntity(Pe);
// }
// {
// auto Pt = m_World->CreateEntity();
// auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
// auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
//
// PtTransform->Position = glm::vec3(2.f, 0.f, -10.f);
// PtSprite->SpriteFile = "Textures/Ball.png";
// }
//Water test //Water test
{ {
auto t_waterBody = m_World->CreateEntity(); auto t_waterBody = m_World->CreateEntity();
@@ -212,6 +254,7 @@ public:
auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody); auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
m_World->CommitEntity(t_waterBody); m_World->CommitEntity(t_waterBody);
} }
//TODO: Why does the ball not collide with these bricks? //TODO: Why does the ball not collide with these bricks?
//BottomBox //BottomBox
{ {
@@ -340,7 +383,7 @@ public:
// Swap event queues to get fresh input data in the read queue // Swap event queues to get fresh input data in the read queue
//m_EventBroker->Swap(); //m_EventBroker->Swap();
ResourceManager::Update(); //ResourceManager::Update();
if (m_GameIsRunning) { if (m_GameIsRunning) {
m_World->Update(dt); m_World->Update(dt);
} }
@@ -429,7 +472,6 @@ public:
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity); auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
if (spriteComponent) if (spriteComponent)
{ {
std::string normal = spriteComponent->NormalTexture; std::string normal = spriteComponent->NormalTexture;
std::string spec = spriteComponent->SpecularTexture; std::string spec = spriteComponent->SpecularTexture;
@@ -452,7 +494,6 @@ public:
EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z); EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
} }
} }
} }
//TODO: Get this out of engine.h //TODO: Get this out of engine.h
+26 -38
View File
@@ -16,8 +16,8 @@
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>. along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/ */
#ifndef Renderer_h__ #ifndef DD_RENDERER_H__
#define Renderer_h__ #define DD_RENDERER_H__
#include "Util/Rectangle.h" #include "Util/Rectangle.h"
#include "Camera.h" #include "Camera.h"
@@ -30,8 +30,6 @@ namespace dd
class Renderer class Renderer
{ {
public: public:
//Render();
GLFWwindow* Window() const { return m_Window; } GLFWwindow* Window() const { return m_Window; }
Rectangle Resolution() const { return m_Resolution; } Rectangle Resolution() const { return m_Resolution; }
void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; } void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; }
@@ -39,8 +37,6 @@ public:
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; } void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
bool VSYNC() const { return m_VSYNC; } bool VSYNC() const { return m_VSYNC; }
void SetVSYNC(bool vsync) { m_VSYNC = 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; } const dd::Camera* Camera() const { return m_Camera; }
void SetCamera(const dd::Camera* camera) void SetCamera(const dd::Camera* camera)
{ {
@@ -50,7 +46,6 @@ public:
m_Camera = camera; m_Camera = camera;
} }
} }
void Initialize(); void Initialize();
void Draw(RenderQueueCollection& rq); void Draw(RenderQueueCollection& rq);
@@ -58,8 +53,6 @@ private:
Rectangle m_Resolution = Rectangle(1280, 720); Rectangle m_Resolution = Rectangle(1280, 720);
bool m_Fullscreen = false; bool m_Fullscreen = false;
bool m_VSYNC = false; bool m_VSYNC = false;
//Rectangle m_Viewport;
//Rectangle m_Scissor;
std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr; std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
const dd::Camera* m_Camera = nullptr; const dd::Camera* m_Camera = nullptr;
@@ -67,42 +60,37 @@ private:
std::string m_GLVendor; std::string m_GLVendor;
GLFWwindow* m_Window = nullptr; GLFWwindow* m_Window = nullptr;
ShaderProgram* m_spDeferred1; ShaderProgram* m_SpDeferred1;
ShaderProgram* m_spDeferred2; ShaderProgram* m_SpDeferred2;
ShaderProgram* m_spDeferred3; ShaderProgram* m_SpDeferred3;
ShaderProgram* m_spForward; ShaderProgram* m_SpForward;
ShaderProgram* m_spScreen; ShaderProgram* m_SpScreen;
ShaderProgram* t_m_spWater; ShaderProgram* m_SpWater;
ShaderProgram* t_m_spWater2; ShaderProgram* m_SpWater2;
GLuint m_ScreenQuad = 0; GLuint m_ScreenQuad = 0;
Model* m_UnitSphere = nullptr; Model* m_UnitSphere = nullptr;
Model* m_UnitQuad = nullptr; Model* m_UnitQuad = nullptr;
Texture* m_StandardNormal; Texture* m_StandardNormal;
Texture* m_StandardSpecular; Texture* m_StandardSpecular;
Texture* t_m_WhiteSphereTexture; Texture* 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;
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; GLuint m_CurrentScreenBuffer = 0;
void LoadShaders(); void LoadShaders();
+65
View File
@@ -0,0 +1,65 @@
#ifndef COMPONENTS_PARTICLE_H__
#define COMPONENTS_PARTICLE_H__
#include "Core/Component.h"
namespace dd {
namespace ParticleFlags {
enum Type {
waterParticle = 0,
zombieParticle = 1 << 1,
wallParticle = 1 << 2,
springParticle = 1 << 3,
elasticParticle = 1 << 4,
viscousParticle = 1 << 5,
powderParticle = 1 << 6,
tensileParticle = 1 << 7,
colorMixingParticle = 1 << 8,
destructionListenerParticle = 1 << 9,
barrierParticle = 1 << 10,
staticPressureParticle = 1 << 11,
reactiveParticle = 1 << 12,
repulsiveParticle = 1 << 13,
fixtureContactListenerParticle = 1 << 14,
particleContactListenerParticle = 1 << 15,
fixtureContactFilterParticle = 1 << 16,
particleContactFilterParticle = 1 << 17
};
}
namespace Components
{
struct Particle : public Component
{
float Radius = 0.5f;
float LifeTime = 5.0f;
ParticleFlags::Type Flags =
ParticleFlags::Type::waterParticle |
ParticleFlags::Type::zombieParticle |
ParticleFlags::Type::wallParticle |
ParticleFlags::Type::springParticle |
ParticleFlags::Type::elasticParticle |
ParticleFlags::Type::viscousParticle |
ParticleFlags::Type::powderParticle |
ParticleFlags::Type::tensileParticle |
ParticleFlags::Type::colorMixingParticle |
ParticleFlags::Type::destructionListenerParticle |
ParticleFlags::Type::barrierParticle |
ParticleFlags::Type::staticPressureParticle |
ParticleFlags::Type::reactiveParticle |
ParticleFlags::Type::repulsiveParticle |
ParticleFlags::Type::fixtureContactListenerParticle |
ParticleFlags::Type::particleContactListenerParticle |
ParticleFlags::Type::fixtureContactFilterParticle |
ParticleFlags::Type::particleContactFilterParticle;
};
}
}
#endif
+25
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@@ -0,0 +1,25 @@
#ifndef COMPONENTS_PARTICLEEMITTER_H__
#define COMPONENTS_PARTICLEEMITTER_H__
#include "Core/Component.h"
namespace dd
{
namespace Components
{
struct ParticleEmitter : public Component
{
int Amount = 10.f;
float InitialSpeed = 1.f;
double SpawnRate = 1.f;
double TimeSinceLastSpawn = 0;
//ParticleSystem variables
float GravityScale = 1.0f;
};
}
}
#endif
+1 -1
View File
@@ -9,7 +9,7 @@ namespace Components
struct WaterVolume : public Component struct WaterVolume : public Component
{ {
float Radius;
}; };
} }
Regular → Executable
+20 -5
View File
@@ -18,6 +18,9 @@
#include "Physics/CWaterVolume.h" #include "Physics/CWaterVolume.h"
#include "Game/CBall.h" #include "Game/CBall.h"
#include "Rendering/CSprite.h" #include "Rendering/CSprite.h"
#include "Physics/CParticle.h"
#include "Physics/CParticleEmitter.h"
#include "Core/CTemplate.h"
namespace dd namespace dd
@@ -67,16 +70,28 @@ private:
void CreateBody(EntityID entity); void CreateBody(EntityID entity);
b2ParticleSystem *m_ParticleSystem; std::vector<b2ParticleSystem*> m_ParticleSystem;
b2ParticleGroup* t_watergroup; std::vector<b2ParticleGroup*> t_ParticleGroup;
std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle; std::vector<std::unordered_map<EntityID, const b2ParticleHandle*>> m_EntitiesToParticleHandle;
std::unordered_map<const b2ParticleHandle*, EntityID> m_ParticleHandleToEntities; std::vector<std::unordered_map<const b2ParticleHandle*, EntityID>> m_ParticleHandleToEntities;
b2ParticleSystem* CreateParticleSystem(float radius, float gravityScale);
void InitializeWater(); void InitializeWater();
void SyncWater(); //TODO: Probably remove this
void CreateParticleGroup(EntityID entity); void CreateParticleGroup(EntityID entity);
void CreateParticleEmitter(EntityID entity);
void UpdateParticleEmitters(double dt); //TODO: Remove them and particles if needed.
//TODO: Fill struct with info needed.
struct ParticleEmitter
{
std::vector<b2ParticleSystem*> ParticleSystem;
std::vector<EntityID> ParticleEmitter;
std::vector<EntityID> ParticleTemplate;
};
ParticleEmitter m_ParticleEmitters;
//TODO: Struct med listor är bättre än en lista med structs
struct Impulse struct Impulse
{ {
b2Body* Body; b2Body* Body;
+98 -129
View File
@@ -70,7 +70,7 @@ void dd::Renderer::Initialize()
LoadShaders(); LoadShaders();
CreateBuffers(); CreateBuffers();
m_CurrentScreenBuffer = m_tFinal; m_CurrentScreenBuffer = m_TFinal;
} }
void dd::Renderer::LoadShaders() void dd::Renderer::LoadShaders()
{ {
@@ -79,39 +79,39 @@ void dd::Renderer::LoadShaders()
*/ */
// Pass #1: Fill G-buffers // Pass #1: Fill G-buffers
m_spDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/"); m_SpDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/");
m_spDeferred1->BindFragDataLocation(0, "GDiffuse"); m_SpDeferred1->BindFragDataLocation(0, "GDiffuse");
m_spDeferred1->BindFragDataLocation(1, "GPosition"); m_SpDeferred1->BindFragDataLocation(1, "GPosition");
m_spDeferred1->BindFragDataLocation(2, "GNormal"); m_SpDeferred1->BindFragDataLocation(2, "GNormal");
m_spDeferred1->BindFragDataLocation(3, "GSpecular"); m_SpDeferred1->BindFragDataLocation(3, "GSpecular");
m_spDeferred1->Link(); m_SpDeferred1->Link();
// Pass #2: Lighting // Pass #2: Lighting
m_spDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/"); m_SpDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/");
//glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting"); //glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting");
m_spDeferred2->Link(); m_SpDeferred2->Link();
//Water Pass //Water Pass
t_m_spWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/"); m_SpWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
t_m_spWater->Link(); m_SpWater->Link();
t_m_spWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/"); m_SpWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
t_m_spWater2->Link(); m_SpWater2->Link();
// Pass #3: Combining into final image // Pass #3: Combining into final image
m_spDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/"); m_SpDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
m_spDeferred3->Link(); m_SpDeferred3->Link();
/* /*
Forward rendering Forward rendering
*/ */
m_spForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/"); m_SpForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
m_spForward->Link(); m_SpForward->Link();
/* /*
Screen draw Screen draw
*/ */
m_spScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/"); m_SpScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
m_spScreen->Link(); m_SpScreen->Link();
} }
void dd::Renderer::CreateBuffers() void dd::Renderer::CreateBuffers()
@@ -122,10 +122,10 @@ void dd::Renderer::CreateBuffers()
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj"); m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
m_StandardNormal = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png"); m_StandardNormal = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.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); glGenRenderbuffers(1, &m_RbDepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_RbDepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
// Generate G-buffer textures // Generate G-buffer textures
@@ -157,8 +157,8 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 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_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glGenTextures(1, &t_m_Gwater); glGenTextures(1, &m_Gwater);
glBindTexture(GL_TEXTURE_2D, t_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); 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_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -166,9 +166,9 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Create first pass framebuffer // Create first pass framebuffer
glGenFramebuffers(1, &m_fbDeferred1); glGenFramebuffers(1, &m_FbDeferred1);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1); glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer); 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_ATTACHMENT0, GL_TEXTURE_2D, m_GDiffuse, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_GPosition, 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); 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 }; GLenum firstPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, firstPassDrawBuffers); glDrawBuffers(4, firstPassDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { 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); exit(EXIT_FAILURE);
} }
// Generate lighting texture // Generate lighting texture
glGenTextures(1, &m_tLighting); glGenTextures(1, &m_TLighting);
glBindTexture(GL_TEXTURE_2D, 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); 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_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -190,19 +190,19 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Create second pass framebuffer // Create second pass framebuffer
glGenFramebuffers(1, &m_fbDeferred2); glGenFramebuffers(1, &m_FbDeferred2);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2); glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tLighting, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TLighting, 0);
GLenum secondPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; GLenum secondPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, secondPassDrawBuffers); glDrawBuffers(1, secondPassDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { 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); exit(EXIT_FAILURE);
} }
//Fill Water Texture //Fill Water Texture
glGenTextures(1, &t_m_Gwater); glGenTextures(1, &m_Gwater);
glBindTexture(GL_TEXTURE_2D, t_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); 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_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -210,19 +210,19 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//Fill water pass //Fill water pass
glGenFramebuffers(1, &t_m_fbWater); glGenFramebuffers(1, &m_FbWater);
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater); glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_Gwater, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Gwater, 0);
GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, waterPassDrawBuffers); glDrawBuffers(1, waterPassDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { 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); exit(EXIT_FAILURE);
} }
//water Blur texture //water Blur texture
glGenTextures(1, &t_m_BWater); glGenTextures(1, &m_BWater);
glBindTexture(GL_TEXTURE_2D, t_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); 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_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -230,20 +230,20 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//Fill waterBlur pass //Fill waterBlur pass
glGenFramebuffers(1, &t_m_fbWaterBlur); glGenFramebuffers(1, &m_FbWaterBlur);
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur); glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_BWater, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater, 0);
GLenum waterBlurDrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; GLenum waterBlurDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, waterBlurDrawBuffers); glDrawBuffers(1, waterBlurDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { 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); exit(EXIT_FAILURE);
} }
//water Blur texture2 //water Blur texture2
glGenTextures(1, &t_m_BWater2); glGenTextures(1, &m_BWater2);
glBindTexture(GL_TEXTURE_2D, t_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); 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_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//Fill waterBlur pass2 //Fill waterBlur pass2
glGenFramebuffers(1, &t_m_fbWaterBlur2); glGenFramebuffers(1, &m_FbWaterBlur2);
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur2); glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_BWater2, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater2, 0);
GLenum waterBlur2DrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; GLenum waterBlur2DrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, waterBlur2DrawBuffers); glDrawBuffers(1, waterBlur2DrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { 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); exit(EXIT_FAILURE);
} }
// Generate final deferred texture // Generate final deferred texture
glGenTextures(1, &m_tFinal); glGenTextures(1, &m_TFinal);
glBindTexture(GL_TEXTURE_2D, 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); 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_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Create third pass framebuffer // Create third pass framebuffer
glGenFramebuffers(1, &m_fbDeferred3); glGenFramebuffers(1, &m_FbDeferred3);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tFinal, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TFinal, 0);
GLenum thirdPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; GLenum thirdPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, thirdPassDrawBuffers); glDrawBuffers(1, thirdPassDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { 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); exit(EXIT_FAILURE);
} }
} }
@@ -298,7 +298,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(1, 0, 0, 1); glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
m_spScreen->Bind(); m_SpScreen->Bind();
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer); glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
glBindVertexArray(m_ScreenQuad); glBindVertexArray(m_ScreenQuad);
@@ -312,17 +312,17 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights) void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
{ {
// Pass #1: Fill G-buffers // Pass #1: Fill G-buffers
glDisable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
glCullFace(GL_BACK); glCullFace(GL_BACK);
glDepthMask(GL_TRUE); glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND); glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1); glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
glClearColor(1, 1, 1, 1); glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_spDeferred1->Bind(); m_SpDeferred1->Bind();
DrawScene(objects, *m_spDeferred1); DrawScene(objects, *m_SpDeferred1);
// Pass #2: Lighting // Pass #2: Lighting
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
@@ -332,24 +332,24 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
glBlendEquation(GL_FUNC_ADD); glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE); glBlendFunc(GL_ONE, GL_ONE);
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2); glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
glClearColor(0, 0, 0, 0); glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
m_spDeferred2->Bind(); m_SpDeferred2->Bind();
DrawLightSpheres(lights); DrawLightSpheres(lights);
// Pass #3: Combine into final deferred image // Pass #3: Combine into final deferred image
glCullFace(GL_BACK); glCullFace(GL_BACK);
glDisable(GL_BLEND); glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
glClearColor(0, 0, 0, 0); glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
m_spDeferred3->Bind(); m_SpDeferred3->Bind();
glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f))); glUniform3fv(glGetUniformLocation(*m_SpDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GDiffuse); glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_tLighting); glBindTexture(GL_TEXTURE_2D, m_TLighting);
glBindVertexArray(m_ScreenQuad); glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6); glDrawArrays(GL_TRIANGLES, 0, 6);
} }
@@ -365,12 +365,12 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD); //glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE); 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); // glClearColor(1, 0.9, 0.8f, 1);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_spForward->Bind(); m_SpForward->Bind();
DrawScene(objects, *m_spForward); DrawScene(objects, *m_SpForward);
//WaterPass //WaterPass
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
@@ -379,10 +379,10 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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); glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
t_m_spWater->Bind(); m_SpWater->Bind();
DrawWater(objects); DrawWater(objects);
} }
@@ -444,6 +444,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix)); glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color)); glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture); glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture);
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
@@ -462,7 +463,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
void dd::Renderer::DrawLightSpheres(RenderQueue &lights) void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
{ {
GLuint shaderProgramHandle = *m_spDeferred2; GLuint shaderProgramHandle = *m_SpDeferred2;
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GPosition); glBindTexture(GL_TEXTURE_2D, m_GPosition);
@@ -499,7 +500,7 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
void dd::Renderer::DrawWater(RenderQueue &rq) void dd::Renderer::DrawWater(RenderQueue &rq)
{ {
GLuint shaderProgramHandle = *t_m_spWater; GLuint shaderProgramHandle = *m_SpWater;
glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix(); glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix();
glm::mat4 viewMatrix = m_Camera->ViewMatrix(); glm::mat4 viewMatrix = m_Camera->ViewMatrix();
@@ -517,7 +518,7 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
glm::value_ptr(viewMatrix)); glm::value_ptr(viewMatrix));
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *t_m_WhiteSphereTexture); glBindTexture(GL_TEXTURE_2D, *m_WhiteSphereTexture);
glBindVertexArray(m_UnitQuad->VAO); glBindVertexArray(m_UnitQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
@@ -528,16 +529,17 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
//blur1 //blur1
shaderProgramHandle = *t_m_spWater2; shaderProgramHandle = *m_SpWater2;
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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); glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
t_m_spWater2->Bind(); m_SpWater2->Bind();
//TODO: Add this in water particle component. Blurradius
float radius = 3.f; float radius = 3.f;
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(1.0f, 0.0f))); glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(1.0f, 0.0f)));
@@ -545,64 +547,31 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius); glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, t_m_Gwater); glBindTexture(GL_TEXTURE_2D, m_Gwater);
glBindVertexArray(m_ScreenQuad); glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6); glDrawArrays(GL_TRIANGLES, 0, 6);
//blur2 //blur2
shaderProgramHandle = *t_m_spWater2; shaderProgramHandle = *m_SpWater2;
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); 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))); glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f)));
glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height); glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius); glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, t_m_BWater); glBindTexture(GL_TEXTURE_2D, m_BWater);
glBindVertexArray(m_ScreenQuad); glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6); 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() GLuint dd::Renderer::CreateQuad()
{ {
float quadVertices[] = float quadVertices[] =
@@ -649,7 +618,7 @@ GLuint dd::Renderer::CreateQuad()
void dd::Renderer::DebugKeys() void dd::Renderer::DebugKeys()
{ {
if (glfwGetKey(m_Window, GLFW_KEY_F1)) { if (glfwGetKey(m_Window, GLFW_KEY_F1)) {
m_CurrentScreenBuffer = m_tFinal; m_CurrentScreenBuffer = m_TFinal;
} }
if (glfwGetKey(m_Window, GLFW_KEY_F2)) { if (glfwGetKey(m_Window, GLFW_KEY_F2)) {
m_CurrentScreenBuffer = m_GDiffuse; m_CurrentScreenBuffer = m_GDiffuse;
@@ -664,19 +633,19 @@ void dd::Renderer::DebugKeys()
m_CurrentScreenBuffer = m_GSpecular; m_CurrentScreenBuffer = m_GSpecular;
} }
if (glfwGetKey(m_Window, GLFW_KEY_F6)) { if (glfwGetKey(m_Window, GLFW_KEY_F6)) {
m_CurrentScreenBuffer = m_tLighting; m_CurrentScreenBuffer = m_TLighting;
} }
if (glfwGetKey(m_Window, GLFW_KEY_F7)) { if (glfwGetKey(m_Window, GLFW_KEY_F7)) {
m_CurrentScreenBuffer = t_m_Gwater; m_CurrentScreenBuffer = m_Gwater;
} }
if (glfwGetKey(m_Window, GLFW_KEY_F8)) { if (glfwGetKey(m_Window, GLFW_KEY_F8)) {
m_CurrentScreenBuffer = t_m_BWater; m_CurrentScreenBuffer = m_BWater;
} }
} }
void dd::Renderer::DrawGUI(dd::RenderQueue& rq) void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
{ {
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glCullFace(GL_BACK); glCullFace(GL_BACK);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
@@ -684,7 +653,7 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD); //glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
m_spScreen->Bind(); m_SpScreen->Bind();
glm::mat4 MVP; glm::mat4 MVP;
@@ -696,9 +665,9 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
glm::mat4 PV = glm::mat4(1); //frameJob->ProjectionMatrix * viewMatrix; glm::mat4 PV = glm::mat4(1); //frameJob->ProjectionMatrix * viewMatrix;
glm::mat4 modelMatrix = glm::mat4(1); //frameJob->ModelMatrix; glm::mat4 modelMatrix = glm::mat4(1); //frameJob->ModelMatrix;
MVP = PV * modelMatrix; MVP = PV * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); 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, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix)); glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture); glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture);
@@ -61,9 +61,9 @@ void main()
sum += texture(WaterTexture, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0540540541; sum += texture(WaterTexture, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0540540541;
sum += texture(WaterTexture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0162162162; sum += texture(WaterTexture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0162162162;
frag_Diffuse = vec4(sum.rgb, 1.0) * vec4(0.0, 0.6, 1.5, 1.0); float avgColor = sum.r + sum.g + sum.b;
float avgColor = frag_Diffuse.r + frag_Diffuse.g + frag_Diffuse.b;
avgColor = avgColor/3; avgColor = avgColor/3;
frag_Diffuse = vec4(sum.r, sum.g, sum.b, 1.0);
if ( avgColor*dir.y > Threshhold ){ if ( avgColor*dir.y > Threshhold ){
frag_Diffuse = vec4(0.0, 0.3, 1.0, 1.0); frag_Diffuse = vec4(0.0, 0.3, 1.0, 1.0);
} }
+158 -55
View File
@@ -29,10 +29,9 @@ void dd::Systems::PhysicsSystem::Initialize()
void dd::Systems::PhysicsSystem::InitializeWater() void dd::Systems::PhysicsSystem::InitializeWater()
{ {
b2ParticleSystemDef m_ParticleSystemDef; float radius = 0.13f;
m_ParticleSystemDef.radius = 0.13f; float gravityScale = 1.0f;
CreateParticleSystem(radius, gravityScale);
m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
} }
bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event) bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
@@ -58,24 +57,22 @@ bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
return true; return true;
} }
void dd::Systems::PhysicsSystem::Update(double dt) void dd::Systems::PhysicsSystem::Update(double dt) {
{
m_Accumulator += dt; m_Accumulator += dt;
while(m_Accumulator >= m_TimeStep) while (m_Accumulator >= m_TimeStep) {
{
for (auto i : m_EntitiesToBodies) { for (auto i : m_EntitiesToBodies) {
EntityID entity = i.first; EntityID entity = i.first;
b2Body* body = i.second; b2Body *body = i.second;
auto transformComponent = m_World->GetComponent<Components::Transform>(entity); auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
if (! transformComponent) { if (!transformComponent) {
continue; continue;
LOG_ERROR("RigidBody with no TransformComponent"); LOG_ERROR("RigidBody with no TransformComponent");
} }
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity); auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
if (! physicsComponent) { if (!physicsComponent) {
continue; continue;
LOG_ERROR("RigidBody with no PhysicsComponent"); LOG_ERROR("RigidBody with no PhysicsComponent");
} }
@@ -102,19 +99,19 @@ void dd::Systems::PhysicsSystem::Update(double dt)
} }
} }
UpdateParticleEmitters(dt);
for (auto i : m_Impulses) { for (auto i : m_Impulses) {
i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true); i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
} }
m_Impulses.clear(); m_Impulses.clear();
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations); m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
for (auto i : m_EntitiesToBodies) { for (auto i : m_EntitiesToBodies) {
EntityID entity = i.first; EntityID entity = i.first;
b2Body* body = i.second; b2Body *body = i.second;
if (body == nullptr) { if (body == nullptr) {
LOG_ERROR("This body should not exist"); LOG_ERROR("This body should not exist");
@@ -122,15 +119,17 @@ void dd::Systems::PhysicsSystem::Update(double dt)
} }
auto transformComponent = m_World->GetComponent<Components::Transform>(entity); auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
if (! transformComponent) if (!transformComponent)
continue; continue;
auto parent = m_World->GetEntityParent(entity); auto parent = m_World->GetEntityParent(entity);
if (parent == 0) { if (parent == 0) {
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity); auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
if (physicsComponent->Calculate) { //TODO: REPLACE THIS WITH PARTICLE COLLISION FILTERS if (physicsComponent->Calculate) { //TODO: REPLACE THIS WITH PARTICLE COLLISION FILTERS
transformComponent->Position.x = transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep); transformComponent->Position.x =
transformComponent->Position.y = transformComponent->Position.y + (transformComponent->Velocity.y * m_TimeStep); transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep);
transformComponent->Position.y =
transformComponent->Position.y + (transformComponent->Velocity.y * m_TimeStep);
} }
else { else {
b2Vec2 position = body->GetPosition(); b2Vec2 position = body->GetPosition();
@@ -138,36 +137,42 @@ void dd::Systems::PhysicsSystem::Update(double dt)
transformComponent->Position.y = position.y; transformComponent->Position.y = position.y;
float angle = body->GetAngle(); float angle = body->GetAngle();
transformComponent->Orientation = glm::quat(glm::vec3(0, 0, angle)); transformComponent->Orientation = glm::quat(glm::vec3(0, 0, angle));
b2Vec2 velocity = body->GetLinearVelocity(); b2Vec2 velocity = body->GetLinearVelocity();
transformComponent->Velocity.x = velocity.x; transformComponent->Velocity.x = velocity.x;
transformComponent->Velocity.y = velocity.y; transformComponent->Velocity.y = velocity.y;
} }
} }
} }
b2Vec2* positionBuffer = m_ParticleSystem->GetPositionBuffer(); for ( int e = 0; e < m_EntitiesToParticleHandle.size(); e++) {
for (auto i : m_EntitiesToParticleHandle) { b2Vec2 *positionBuffer = m_ParticleSystem[e]->GetPositionBuffer();
EntityID entity = i.first; for (auto i : m_EntitiesToParticleHandle[e]){
b2ParticleHandle* particleH = i.second; EntityID entity = i.first;
b2ParticleHandle *particleH = i.second;
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()]; b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
glm::vec2 position = glm::vec2(positionB2.x, positionB2.y); glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
EntityID entityParent = m_World->GetEntityParent(entity);
glm::vec3 parentTransform = glm::vec3(0.f);
if(entityParent) {
auto tp = m_World->GetComponent<Components::Transform>(entityParent);
parentTransform = tp->Position;
}
auto transform = m_World->GetComponent<Components::Transform>(entity);
EntityID entityParent = m_World->GetEntityParent(entity); transform->Position = glm::vec3(position.x, position.y, -10) - parentTransform;
auto transform = m_World->GetComponent<Components::Transform>(entity);
auto transformParent = m_World->GetComponent<Components::Transform>(entityParent);
transform->Position = glm::vec3(position.x, position.y, -10) - transformParent->Position; }
} }
m_Accumulator -= dt; m_Accumulator -= dt;
} }
} }
void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{ {
@@ -177,15 +182,23 @@ void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
{ {
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity); auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
auto waterComponent = m_World->GetComponent<Components::WaterVolume>(entity); auto waterComponent = m_World->GetComponent<Components::WaterVolume>(entity);
auto particleEmitterComponent = m_World->GetComponent<Components::ParticleEmitter>(entity);
if (physicsComponent && waterComponent) { if (physicsComponent && waterComponent) {
LOG_ERROR("Entity has both water and physics component, this is illegal. The police has been alerted."); LOG_ERROR("Entity has both water and physics component, this is illegal. The police has been alerted.");
return; return;
} }
if (physicsComponent && particleEmitterComponent) {
LOG_ERROR("Entity has both particle and physics component, this is illegal. The police has been alerted.");
return;
}
if (physicsComponent) { if (physicsComponent) {
CreateBody(entity); CreateBody(entity);
} else if (waterComponent) { } else if (waterComponent) {
CreateParticleGroup(entity); CreateParticleGroup(entity);
} else if (particleEmitterComponent) {
CreateParticleEmitter(entity);
} }
} }
@@ -208,7 +221,6 @@ void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
} }
void dd::Systems::PhysicsSystem::CreateBody(EntityID entity) void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
{ {
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity); auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
@@ -289,40 +301,131 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e) void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
{ {
//TODO: Lgg alla pd i en lista
auto transform = m_World->GetComponent<Components::Transform>(e); auto transform = m_World->GetComponent<Components::Transform>(e);
if (!transform) { if (!transform) {
LOG_ERROR("No Transform component in CreateParticleGroup"); LOG_ERROR("No Transform component in CreateParticleGroup");
return;
} }
b2ParticleGroupDef pd; b2ParticleGroupDef pd;
b2PolygonShape shape; b2PolygonShape shape;
auto water = m_World->GetComponent<Components::WaterVolume>(e);
if (water) {
shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f); shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
pd.shape = &shape; pd.shape = &shape;
pd.flags = b2_tensileParticle; pd.flags = b2_tensileParticle;
pd.position.Set(transform->Position.x, transform->Position.y); pd.position.Set(transform->Position.x, transform->Position.y);
//TODO: PUT IN LIST t_ParticleGroup.push_back(m_ParticleSystem[0]->CreateParticleGroup(pd));
t_watergroup = m_ParticleSystem->CreateParticleGroup(pd); b2Vec2* t_ParticlePositions = m_ParticleSystem[0]->GetPositionBuffer();
b2Vec2* t_ParticlePositions = m_ParticleSystem->GetPositionBuffer(); for(int i = 0; i < m_ParticleSystem[0]->GetParticleCount(); i++){
for(int i = 0; i < m_ParticleSystem->GetParticleCount(); i++){ {
{ auto t_waterparticle = m_World->CreateEntity(e);
auto t_waterparticle = m_World->CreateEntity(e); auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
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->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;
//sprite->SpriteFile = "Textures/Ball.png"; m_World->CommitEntity(t_waterparticle);
m_World->CommitEntity(t_waterparticle);
m_EntitiesToParticleHandle[0].insert(std::make_pair(t_waterparticle, m_ParticleSystem[0]->GetParticleHandleFromIndex(i)));
m_ParticleHandleToEntities[0].insert(std::make_pair( m_ParticleSystem[0]->GetParticleHandleFromIndex(i), 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));
} }
} }
LOG_INFO("ParticleCount: %i", m_ParticleSystem->GetParticleCount()); }
void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
{
for (int i = 0; i < m_ParticleEmitters.ParticleSystem.size(); i++) {
auto e = m_ParticleEmitters.ParticleEmitter[i];
auto pt = m_ParticleEmitters.ParticleTemplate[i];
auto ps = m_ParticleEmitters.ParticleSystem[i];
auto emitter = m_World->GetComponent<Components::ParticleEmitter>(e);
auto particleTemplate = m_World->GetComponent<Components::Particle>(pt);
emitter->TimeSinceLastSpawn += dt;
if(emitter->TimeSinceLastSpawn < emitter->SpawnRate) {
continue;
}
emitter->TimeSinceLastSpawn -= emitter->SpawnRate;
auto templateTransform = m_World->GetComponent<Components::Transform>(pt);
b2ParticleDef particleDef;
particleDef.flags = particleTemplate->Flags;
//particleDef.color TODO: Implement this if we want color mixing and shit.
particleDef.lifetime = particleTemplate->LifeTime;
particleDef.velocity = b2Vec2(templateTransform->Velocity.x, templateTransform->Velocity.y);
particleDef.position = b2Vec2(templateTransform->Position.x, templateTransform->Position.y);
auto particle = m_World->CloneEntity(pt, 0);
m_World->RemoveComponent<Components::Template>(particle);
auto b2Particle = ps->CreateParticle(particleDef);
auto b2ParticleHandle = ps->GetParticleHandleFromIndex(b2Particle);
m_EntitiesToParticleHandle[i].insert(std::make_pair(particle, b2ParticleHandle));
m_ParticleHandleToEntities[i].insert(std::make_pair(b2ParticleHandle, particle));
//TODO: Ta bort detta
int particles = 0;
for (auto i : m_EntitiesToParticleHandle)
{
particles += i.size();
}
LOG_INFO("--I have %i particles.", particles);
}
}
void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity)
{
auto childEntities = m_World->GetEntityChildren(entity);
if (childEntities.empty()) {
LOG_ERROR("Particle Emitter does not have any child. Please adopt one or this will not work.");
return;
}
int pf = 0;
dd::Components::Particle* particle;
EntityID childEntity;
for ( auto c : childEntities ) {
auto p = m_World->GetComponent<Components::Particle>(c);
auto particleTemplate = m_World->GetComponent<Components::Template>(c);
if (!p) {
continue;
LOG_WARNING("--ParticleEmitter's Child is not a particle.");
}
if(!particleTemplate) {
LOG_ERROR("ParticleEmitter's particleChild is not a template.");
continue;
}
if (pf != 0) {
LOG_WARNING("ParticleEmitter has more than one child that is a particleTemplate, only the first one is used.");
break;
}
childEntity = c;
particle = p;
pf++;
}
//TODO: Skicka med fler flaggor till particlesystemet;
m_ParticleEmitters.ParticleSystem.push_back(CreateParticleSystem(particle->Radius, 0.f));
m_ParticleEmitters.ParticleEmitter.push_back(entity);
m_ParticleEmitters.ParticleTemplate.push_back(childEntity);
}
b2ParticleSystem* dd::Systems::PhysicsSystem::CreateParticleSystem(float radius, float gravityScale)
{
std::unordered_map<EntityID, const b2ParticleHandle*> m1;
std::unordered_map<const b2ParticleHandle*, EntityID> m2;
m_EntitiesToParticleHandle.push_back(m1);
m_ParticleHandleToEntities.push_back(m2);
b2ParticleSystemDef m_ParticleSystemDef;
m_ParticleSystemDef.radius = radius;
m_ParticleSystemDef.gravityScale = gravityScale;
m_ParticleSystem.push_back(m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef));
return m_ParticleSystem.back();
} }
dd::Systems::PhysicsSystem::~PhysicsSystem() dd::Systems::PhysicsSystem::~PhysicsSystem()