![]() If your models are high poly I expect this to get expensive very quickly. You can try, though! Just sample at the center coordinate of the triangle instead. This was hard to type on a phone, so I hope it makes sense!Įdit: Also for particles that lie outside of clip space, make sure that you don't try to collide those.Įdit 2: I've just realized you are talking about colliding polys, and I don't expect this approach to work very well, especially if the tris are large. I don't have code for you, so ask questions if you need to. Also, there is a higher-level, object-oriented toolkit, Open Inventor, which is built atop OpenGL, and is available separately for many implementations of OpenGL. ![]() GLU is a standard part of every OpenGL implementation. The downside is that there is no physics interaction for particles that you are not looking at, which goes unnoticed in practice. The OpenGL Utility Library (GLU) provides many of the modeling features, such as quadric surfaces and NURBS curves and surfaces. The cool thing about this approach is that it also bounces particles off off your normal maps. Then you can sample the normal g-buffer at the particle position to reflect the particle velocity around via the reflect function, which makes the particles bounce off of the ground. If that distance is within a small threshold close to zero (that you fudge until it is right), it is said to collide with the ground and you can change the direction or stop the particle. Then, you take the distance between the particle world position and the geometry world position. ![]() Then you create a clip space position at vec4(clipx, clipy, sampledDepth, 1) and multiply by the inverse view/projection matrix to get a world space position for the geometry behind the particle like you do in a deferred renderer. Sample the depth buffer and get the depth. You then multiply the center particle position by your view/projection matrix to find where to sample the depth buffer on the screen for the particle. In your particle update function you bind your depth/normal buffers for reading. I believe you can only make this work in a deferred renderer where you have access to the depth and the normal buffer. You are looking for screen space particle physics. ![]()
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