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This commit is contained in:
2022-10-20 14:13:25 +02:00
parent 6b68fcc84c
commit 54d668a694
7 changed files with 193 additions and 0 deletions

11
particle.fs Normal file
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@@ -0,0 +1,11 @@
#version 330 core
in vec2 TexCoords;
in vec4 ParticleColor;
out vec4 color;
uniform sampler2D sprite;
void main()
{
color = (texture(sprite, TexCoords) * ParticleColor);
}

17
particle.vs Normal file
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@@ -0,0 +1,17 @@
#version 330 core
layout (location = 0) in vec4 vertex;
out vec2 TexCoords;
out vec4 ParticleColor;
uniform mat4 projection;
uniform vec2 offset;
uniform vec4 color;
void main()
{
float scale = 10.0;
TexCoords = vertex.zw;
ParticleColor = color;
gl_Position = projection * vec4((vertex.xy * scale) + offset, 0.0, 1.0);
}

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@@ -1,9 +1,11 @@
#include "game.h"
#include "particleGenerator.h"
#include <iostream>
#include <tuple>
typedef std::tuple<bool, Direction,glm::vec2> Collision;
ParticleGenerator* Particles;
SpriteRenderer* Renderer;
// Initial size of the player paddle
@@ -86,6 +88,7 @@ Game::~Game()
delete Renderer;
delete player;
delete ball;
delete Particles;
}
Game::Game(unsigned int width, unsigned int height)
@@ -98,10 +101,12 @@ void Game::Init()
{
// Load shaders
ResourceManager::LoadShader("shader.vs", "shader.fs", nullptr, "sprite");
ResourceManager::LoadShader("particle.vs", "particle.fs", nullptr, "particle");
// configure shaders
glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(this->Width), static_cast<float>(this->Height), 0.0f, -1.0f, 1.0f);
ResourceManager::GetShader("sprite").Use().SetInteger("image", 0);
ResourceManager::GetShader("sprite").SetMatrix4("projection", projection);
ResourceManager::GetShader("particle").Use().SetMatrix4("projection", projection);
// set render-specific controls
Renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
// load textures
@@ -110,6 +115,7 @@ void Game::Init()
ResourceManager::LoadTexture("textures/block.png", false, "block");
ResourceManager::LoadTexture("textures/block_solid.png", false, "block_solid");
ResourceManager::LoadTexture("textures/paddle.png", true, "paddle");
ResourceManager::LoadTexture("textures/particle.png", true, "particle");
// Load levels
GameLevel one; one.Load("levels/one.lvl", this->Width, this->Height / 2);
GameLevel two; two.Load("levels/two.lvl", this->Width, this->Height / 2);
@@ -129,6 +135,8 @@ void Game::Init()
ball = new BallObject(ballPos, BALL_RADIUS, INITIAL_BALL_VELOCITY, ResourceManager::GetTexture("face"));
Particles = new ParticleGenerator(ResourceManager::GetShader("particle"), ResourceManager::GetTexture("particle"), 500);
}
@@ -227,6 +235,8 @@ void Game::Update(float dt)
ball->Move(dt, this->Width);
this->DoCollisions();
Particles->Update(dt, *ball, 2, glm::vec2(ball->Radius /2.0f));
if(ball->Position.y >= this->Height)
{
this->ResetLevel();
@@ -246,6 +256,7 @@ void Game::Render()
this->Levels[this->Level].Draw(*Renderer);
player->Draw(*Renderer);
Particles->Draw();
ball->Draw(*Renderer);
}
}

11
src/particle.h Normal file
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@@ -0,0 +1,11 @@
#pragma once
#include <glm/glm.hpp>
struct Particle {
glm::vec2 Position, Velocity;
glm::vec4 Color;
float Life;
Particle(): Position(0.0f), Velocity(0.0f), Color(1.0f), Life(0.0f){}
};

111
src/particleGenerator.cpp Normal file
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@@ -0,0 +1,111 @@
#include "particleGenerator.h"
#include <glad/glad.h>
ParticleGenerator::ParticleGenerator (Shader shader, Texture2D texture, unsigned int amount)
: shader(shader), texture(texture), amount(amount)
{
this->init();
}
void ParticleGenerator::Update (float dt, GameObject& object, unsigned int newParticles, glm::vec2 offset)
{
for (unsigned int i = 0; i < newParticles; ++i)
{
int unusedParticle = this->firstUnusedParticles();
this->respawnParticle(this->particles[unusedParticle], object, offset);
}
for (unsigned int i = 0; i < this->amount; ++i)
{
Particle& p = this->particles[i];
p.Life -= dt;
if(p.Life > 0.0f)
{
p.Position -= p.Velocity * dt;
p.Color.a -= dt * 2.5f;
}
}
}
void ParticleGenerator::Draw()
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
this->shader.Use();
for (Particle particle : this->particles)
{
if( particle.Life > 0.0f)
{
this->shader.SetVector2f("offset", particle.Position);
this->shader.SetVector4f("color", particle.Color);
this->texture.Bind();
glBindVertexArray(this->VAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
}
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
void ParticleGenerator::init()
{
unsigned int VBO;
float particle_quad[] = {
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f, 0.0f
};
glGenVertexArrays(1, &this->VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(this->VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(particle_quad), particle_quad, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0,4,GL_FLOAT,GL_FALSE, 4 * sizeof(float), (void*)0);
glBindVertexArray(0);
for(unsigned int i =0; i < this->amount; ++i)
this->particles.push_back(Particle());
}
unsigned int lastUsedParticle = 0;
unsigned int ParticleGenerator::firstUnusedParticles()
{
for(unsigned int i = lastUsedParticle; i < this->amount; ++i)
{
if( this->particles[i].Life <= 0.0f)
{
lastUsedParticle = i;
return i;
}
}
for(unsigned int i = 0; i < lastUsedParticle; ++i)
{
if(this->particles[i].Life <= 0.0f)
{
lastUsedParticle = i;
return i;
}
}
lastUsedParticle = 0;
return 0;
}
void ParticleGenerator::respawnParticle(Particle& particle, GameObject& object , glm::vec2 offset)
{
float random = ((rand()%100) - 50) / 10.0f;
float rColor = 0.5f + ((rand() % 100) / 100.0f);
particle.Position = object.Position + random + offset;
particle.Color = glm::vec4(rColor, rColor, rColor, 1.0f);
particle.Life = 1.0f;
particle.Velocity = object.Velocity * 0.1f;
}

29
src/particleGenerator.h Normal file
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@@ -0,0 +1,29 @@
#pragma once
#include "particle.h"
#include "gameobject.h"
#include <list>
#include <vector>
#include <glm/glm.hpp>
class ParticleGenerator
{
public:
ParticleGenerator (Shader shader, Texture2D texture, unsigned int amount);
void Update (float dt, GameObject& gameobject, unsigned int newParticles, glm::vec2 offset = glm::vec2(0.0f, 0.0f));
void Draw();
private:
std::vector<Particle> particles;
unsigned int amount;
Shader shader;
Texture2D texture;
unsigned int VAO;
void init();
unsigned int firstUnusedParticles();
void respawnParticle(Particle& particle, GameObject& object , glm::vec2 offset = glm::vec2(0.0f, 0.0f));
};

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