diff options
author | jjesswan <jessica_wan@brown.edu> | 2024-05-10 04:24:54 -0400 |
---|---|---|
committer | jjesswan <jessica_wan@brown.edu> | 2024-05-10 04:24:54 -0400 |
commit | 690670c920549828733fddc12e45bae34271aff4 (patch) | |
tree | 77fb560ce868de0b16634a33034722721cdeeb7a /src/particlesystem.cpp | |
parent | 7c0cd109b098b24279fb17b9a05ab846405d169b (diff) |
texture particles
Diffstat (limited to 'src/particlesystem.cpp')
-rw-r--r-- | src/particlesystem.cpp | 15 |
1 files changed, 8 insertions, 7 deletions
diff --git a/src/particlesystem.cpp b/src/particlesystem.cpp index 566667f..65d61ac 100644 --- a/src/particlesystem.cpp +++ b/src/particlesystem.cpp @@ -63,7 +63,7 @@ void particlesystem::init(std::vector<OceanSpray> verts){ for (auto v : m_verts){ Particle p; p.pos = Eigen::Vector3f(v.height); - p.life = getRandomInRange(.1,1); + p.life = getRandomInRange(.6,1); // p.vel = v.slope*factor; //p.vel = getRandomInitialVel(); p.vel = getInitVel(v); @@ -80,7 +80,7 @@ void particlesystem::init(std::vector<OceanSpray> verts){ glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, m_vertices.size()*sizeof(float), m_vertices.data(), GL_STATIC_DRAW); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0); + glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)0); // unbind glEnableVertexAttribArray(0); @@ -103,7 +103,7 @@ void particlesystem::update(double deltaTime){ float dt = deltaTime; // update all particles values for (Particle &p : m_particles){ - p.life -= deltaTime * getRandomInRange(.1f, .5f); + p.life -= deltaTime * getRandomInRange(.1f, .9f); // if particle is still alive, update pos if (p.life >= 0.f){ @@ -157,7 +157,7 @@ void particlesystem::respawn_particle(Particle &p, OceanSpray s){ } -void particlesystem::draw(Shader *shader, Camera m_camera){ +void particlesystem::draw(Shader *shader, Camera m_camera, GLuint texture){ shader->bind(); @@ -165,9 +165,10 @@ void particlesystem::draw(Shader *shader, Camera m_camera){ // activate texture -// glActiveTexture(GL_TEXTURE10); -// glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_tex); -// glUniform1i(glGetUniformLocation(shader->id(), "cubeMap"), 9); // bind texture at slot 9 + glActiveTexture(GL_TEXTURE10); + glBindTexture(GL_TEXTURE_2D, texture); + glUniform1i(glGetUniformLocation(shader->id(), "particle_texture"), 10); + // manually set view and projection, for non-translating view |