@@ -95,10 +95,6 @@ class GPUParticleSystem : public dw::Application
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std::uniform_real_distribution<> distribution (1 .0f , 10000 .0f );
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m_seeds = glm::vec3 (distribution (m_generator), distribution (m_generator), distribution (m_generator));
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- m_viscosity = 0 .03f + (0 .5f * sinf (glfwGetTime ()) + 0 .5f ) * 25 .0f ;
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- m_constant_velocity.x = (0 .5f * sinf (glfwGetTime ()) + 0 .5f ) * 5 .0f ;
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- m_constant_velocity.y = (0 .5f * cosf (glfwGetTime ()) + 0 .5f ) * 10 .0f ;
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- m_constant_velocity.z = (0 .5f * sinf (glfwGetTime ()) + 0 .5f ) * 5 .0f ;
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m_max_active_particles = m_max_lifetime * m_emission_rate;
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if (m_debug_gui)
@@ -570,7 +566,7 @@ class GPUParticleSystem : public dw::Application
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void create_camera ()
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{
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- m_main_camera = std::make_unique<dw::Camera>(60 .0f , 0 .1f , CAMERA_FAR_PLANE, float (m_width) / float (m_height), glm::vec3 (0 .0f , 1 .0f , 0 .0f ), glm::vec3 (-1 .0f , 0.0 , 0 .0f ));
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+ m_main_camera = std::make_unique<dw::Camera>(60 .0f , 0 .1f , CAMERA_FAR_PLANE, float (m_width) / float (m_height), glm::vec3 (10 .0f , 5 .0f , 5 .0f ), glm::vec3 (-1 .0f , 0.0 , 0 .0f ));
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m_main_camera->set_rotatation_delta (glm::vec3 (0 .0f , -90 .0f , 0 .0f ));
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m_main_camera->update ();
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}
@@ -667,11 +663,11 @@ class GPUParticleSystem : public dw::Application
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float m_max_lifetime = 10 .0f ; // Seconds
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float m_min_initial_speed = 3 .0f ;
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float m_max_initial_speed = 4 .0f ;
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- float m_start_size = 0 .02f ; // Seconds
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- float m_end_size = 0 .01f ; // Seconds
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+ float m_start_size = 0 .005f ; // Seconds
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+ float m_end_size = 0 .002f ; // Seconds
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bool m_affected_by_gravity = false ;
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glm::vec3 m_position = glm::vec3(0 .0f );
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- glm::vec3 m_direction = glm::vec3(0 .0f , 1 .0f , 0 .0f );
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+ glm::vec3 m_direction = glm::vec3(0 .0f , 0 .0f , 0 .0f );
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glm::vec3 m_constant_velocity = glm::vec3(0 .0f );
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float m_rotation = 0 .0f ;
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int32_t m_pre_sim_idx = 0 ;
@@ -681,8 +677,8 @@ class GPUParticleSystem : public dw::Application
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float m_viscosity = 0 .3f ;
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int32_t m_particles_per_frame = 0 ;
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EmissionShape m_emission_shape = EMISSION_SHAPE_SPHERE;
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- DirectionType m_direction_type = DIRECTION_TYPE_SINGLE ;
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- float m_sphere_radius = 10 . 0f ;
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+ DirectionType m_direction_type = DIRECTION_TYPE_OUTWARDS ;
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+ float m_sphere_radius = 0 . 1f ;
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// Random
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glm::vec3 m_seeds = glm::vec4(0 .0f );
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