Broken stuff, refactoring
This commit is contained in:
@@ -66,17 +66,20 @@ struct ModelJob : RenderJob
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// Cool Death Animation
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struct CoolDeathAnimationJob : ModelJob
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{
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glm::vec3 OriginPos;
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double TimeSinceDeath = 0.f;
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double EndOfDeath = 2.f;
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glm::vec3 ExplosionOrigin;
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double TimeSinceDeath = 0.f; //Seconds
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double ExplosionDuration = 2.f;
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bool Gravity = true;
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double GravityForce = 1.f; // Speed
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double ObjectRadius = 2.f; // TODO: Change this for object radius when it's available
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glm::vec4 EndColor;
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bool UseRandomness = false;
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std::array<float, 10> RandomNumbers;
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bool Randomness = false;
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std::array<float, 20> RandomNumbers;
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float RandomnessScalar = 1.f;
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float Acceleration = 0.f;
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glm::vec2 Acceleration;
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bool ColorPerPolygon = false;
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bool ReverseAnimation = false;
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bool Wireframe = false;
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};
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struct SpriteJob : RenderJob
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@@ -12,7 +12,7 @@ public:
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{
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ComponentWrapper& Component = world->GetComponent(object.EntityID, "CoolDeathAnim");
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if ((double)Component["TimeSinceDeath"] > (double)Component["EndOfDeath"]) {
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if ((double)Component["TimeSinceDeath"] > (double)Component["ExplosionDuration"]) {
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(double)Component["TimeSinceDeath"] = 0.f;
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}
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(double&)Component["TimeSinceDeath"] += dt;
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@@ -1,11 +1,15 @@
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<c:CoolDeathAnim>
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<OriginPos X="0" Y="0" Z="0"/>
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<ExplosionOrigin X="0" Y="0" Z="0"/>
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<TimeSinceDeath>0</TimeSinceDeath>
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<EndOfDeath>2</EndOfDeath>
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<ExplosionDuration>2</ExplosionDuration>
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<Gravity>1</Gravity>
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<GravityForce>1</GravityForce>
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<ObjectRadius>2</ObjectRadius>
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<EndColor R="0" G="0" B="0" A="0"/>
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<UseRandomness>0</UseRandomness>
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<Randomness>0</Randomness>
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<RandomnessScalar>1</RandomnessScalar>
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<Acceleration X="2" Y="2"/>
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<ColorPerPolygon>0</ColorPerPolygon>
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<ReverseAnimation>0</ReverseAnimation>
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<Wireframe>0</Wireframe>
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</c:CoolDeathAnim>
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@@ -9,14 +9,14 @@
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</xs:annotation>
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<xs:complexType>
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<xs:all>
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<xs:element name="OriginPos" type="t:Vector" minOccurs="0">
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<xs:element name="ExplosionOrigin" type="t:Vector" minOccurs="0">
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<xs:annotation><xs:documentation>The position in which to spawn the component</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="TimeSinceDeath" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Time since death</xs:documentation></xs:annotation>
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<xs:annotation><xs:documentation>Seconds since death</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="EndOfDeath" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>How long the death animation should be</xs:documentation></xs:annotation>
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<xs:element name="ExplosionDuration" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>How many seconds the death animation should be</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Gravity" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Enable/disable gravity</xs:documentation></xs:annotation>
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@@ -30,12 +30,24 @@
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<xs:element name="EndColor" type="t:Color" minOccurs="0">
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<xs:annotation><xs:documentation>The tint the polys end with</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="UseRandomness" type="t:bool" minOccurs="0">
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<xs:element name="Randomness" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Add some randomness to the explosion</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="RandomnessScalar" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Alter the power of the randomness</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Acceleration" type="t:Vector" minOccurs="0">
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<xs:annotation><xs:documentation>The accelaration factors (start/end)</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="ColorPerPolygon" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Change the color per polygon</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="ReverseAnimation" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Implosions are cooler</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Wireframe" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Enable/disable wireframe</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -73,15 +73,19 @@
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<Color R="1" G="0.4" B="0.8"/>
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</c:Model>
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<c:CoolDeathAnim>
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<OriginPos X="0" Y="0" Z="0"/>
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<ExplosionOrigin X="0" Y="0" Z="0"/>
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<TimeSinceDeath>0</TimeSinceDeath>
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<EndOfDeath>2</EndOfDeath>
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<ExplosionDuration>2</ExplosionDuration>
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<Gravity>1</Gravity>
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<GravityForce>1</GravityForce>
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<ObjectRadius>2</ObjectRadius>
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<EndColor R="0" G="0" B="0" A="0"/>
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<UseRandomness>0</UseRandomness>
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<Randomness>0</Randomness>
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<RandomnessScalar>1</RandomnessScalar>
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<Acceleration X="2" Y="2"/>
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<ColorPerPolygon>0</ColorPerPolygon>
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<ReverseAnimation>0</ReverseAnimation>
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<Wireframe>0</Wireframe>
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</c:CoolDeathAnim>
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</Components>
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<Children>
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@@ -3,16 +3,20 @@
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform vec3 OriginPos;
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uniform vec3 ExplosionOrigin;
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uniform float TimeSinceDeath;
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uniform float EndOfDeath;
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uniform float ExplosionDuration;
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uniform bool Gravity;
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uniform float GravityForce;
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uniform float ObjectRadius;
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uniform vec4 EndColor;
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uniform bool UseRandomness;
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uniform float RandomNumbers[10];
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uniform bool Randomness;
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uniform float RandomNumbers[20];
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uniform float RandomnessScalar;
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uniform vec2 Accelaration;
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uniform bool ColorPerPolygon;
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uniform bool ReverseAnimation;
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uniform bool Wireframe;
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in VertexData{
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vec3 Position;
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@@ -30,31 +34,45 @@ out vec4 ExplosionColor;
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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float GetRandomNumber(int polygon_index)
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{
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int randomIndex = int(mod(polygon_index, 20));
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switch (randomIndex)
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{
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case 0: return RandomNumbers[0];
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case 1: return RandomNumbers[1];
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case 2: return RandomNumbers[2];
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case 3: return RandomNumbers[3];
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case 4: return RandomNumbers[4];
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case 5: return RandomNumbers[5];
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case 6: return RandomNumbers[6];
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case 7: return RandomNumbers[7];
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case 8: return RandomNumbers[8];
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case 9: return RandomNumbers[9];
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case 10: return RandomNumbers[10];
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case 11: return RandomNumbers[11];
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case 12: return RandomNumbers[12];
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case 13: return RandomNumbers[13];
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case 14: return RandomNumbers[14];
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case 15: return RandomNumbers[15];
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case 16: return RandomNumbers[16];
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case 17: return RandomNumbers[17];
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case 18: return RandomNumbers[18];
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case 19: return RandomNumbers[19];
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}
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}
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void main()
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{
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// surface vectors for triangle
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//vec3 v1 = Input[1].Position - Input[0].Position;
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//vec3 v2 = Input[2].Position - Input[0].Position;
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//vec3 v3 = Input[1].Position - OriginPos;
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//v3 = normalize(v3);
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// surface normal
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//vec3 normal = cross(v1, v2);
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//normal = normalize(normal);
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// calculate middle of a vectors
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// calculate middle of vectors
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vec3 v1 = Input[1].Position - Input[0].Position;
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vec3 v2 = Input[2].Position - Input[0].Position;
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vec3 v3 = Input[2].Position - (v1 / 2);
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vec3 v4 = Input[1].Position - (v2 / 2);
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//
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//vec3 oriToTri = Input[1].Position - OriginPos;
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//v5 = normalize(v3);
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// calculate intersection
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// normalize direction
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vec3 dir1 = normalize(v1);
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vec3 dir2 = normalize(v2);
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@@ -63,79 +81,146 @@ void main()
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vec3 vecB = cross(dir1, dir2);
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mat3 matrisA = mat3(vecA, dir2, vecB);
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mat3 matrisB = mat3(vecA, dir1, vecB);
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float lengthA = length(cross(dir1, dir2));
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lengthA = lengthA * lengthA;
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float s = determinant(matrisA) / lengthA;
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float t = determinant(matrisB) / lengthA;
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// center position of triangle
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vec3 centerPosS = Input[1].Position + (s * dir1);
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//vec3 centerPosT = Input[2].Position + (t * dir2);
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vec3 centerOfTriangle = Input[1].Position + (s * dir1);
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// center position of triangle to origin vector
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vec3 origin2TriangleCenterVector = normalize(centerOfTriangle - ExplosionOrigin);
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// time percentage until end of explosion
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float timePercetage = TimeSinceDeath / ExplosionDuration;
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float currentAccelaration = mix(Accelaration.x, Accelaration.y, timePercetage);
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//float TimeSinceDeath2;
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//if (ReverseAnimation == true)
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//{
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// TimeSinceDeath2 = pow(TimeSinceDeath, -1);
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//}
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//else
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//{
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// TimeSinceDeath2 = TimeSinceDeath;
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//}
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float origin2TriangleCenterDistance = distance(ExplosionOrigin, centerOfTriangle);
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// center position of triangle to origin
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vec3 oriToCenterTri = normalize(centerPosS - OriginPos);
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float dist = distance(OriginPos, centerPosS);
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// The distance a polygon will travel under one second.
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float travelUnitS = EndOfDeath / ObjectRadius;
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float travelUnitS = ExplosionDuration / ObjectRadius;
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// The distance a polygon will travel under the current frame.
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float travelUnitF = TimeSinceDeath * travelUnitS;
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float randomness = 0.0f;
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int randomIndex = int(mod(gl_PrimitiveIDIn, 10));
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// Explosion from origin
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for(int i = 0; i < gl_in.length(); i++)
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{
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//gl_in.gl_PrimitiveIDIn;
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if (UseRandomness == true)
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{
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switch (randomIndex)
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{
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case 0: randomness = RandomNumbers[0]; break;
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case 1: randomness = RandomNumbers[1]; break;
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case 2: randomness = RandomNumbers[2]; break;
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case 3: randomness = RandomNumbers[3]; break;
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case 4: randomness = RandomNumbers[4]; break;
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case 5: randomness = RandomNumbers[5]; break;
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case 6: randomness = RandomNumbers[6]; break;
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case 7: randomness = RandomNumbers[7]; break;
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case 8: randomness = RandomNumbers[8]; break;
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case 9: randomness = RandomNumbers[9]; break;
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}
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}
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float fullRandomness = dist + (randomness * RandomnessScalar);
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vec4 screenPos = gl_in[i].gl_Position;
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//if (dist + fullRandomness <= travelUnitF)
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if (fullRandomness <= travelUnitF)
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{
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vec4 changedPos = M * vec4(Input[i].Position + (oriToCenterTri * travelUnitF) - (oriToCenterTri * fullRandomness), 1.0); //objectspace
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if (Gravity == true)
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{
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changedPos.y = changedPos.y - pow((travelUnitF - fullRandomness) * GravityForce, 2);
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}
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screenPos = P*V * changedPos; //sceenspace
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}
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Normal = Input[i].Normal;
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Position = Input[i].Position;
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TextureCoordinate = Input[i].TextureCoordinate;
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DiffuseColor = Input[i].DiffuseColor;
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ExplosionColor = EndColor * travelUnitF;
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gl_Position = screenPos;
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//gl_Position = gl_in[i].gl_Position;
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EmitVertex();
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float randomNumber = 0.0;
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if (Randomness == true)
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{
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randomNumber = GetRandomNumber(gl_PrimitiveIDIn);
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}
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float fullDistanceWithRandomness = origin2TriangleCenterDistance + (randomNumber * RandomnessScalar);
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vec3 ExplosionRadius = (origin2TriangleCenterVector * (TimeSinceDeath /** currentAccelaration*/)) - (origin2TriangleCenterVector * fullDistanceWithRandomness);
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vec4 screenPos;
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if (fullDistanceWithRandomness <= TimeSinceDeath)
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{
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for(int i = 0; i < gl_in.length(); i++)
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{
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screenPos = gl_in[i].gl_Position;
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vec3 ExplodedPosition = Input[i].Position + ExplosionRadius;
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Normal = Input[i].Normal;
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Position = Input[i].Position;
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TextureCoordinate = Input[i].TextureCoordinate;
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DiffuseColor = Input[i].DiffuseColor;
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ExplosionColor = EndColor * timePercetage;
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gl_Position = P*V*M * vec4(ExplodedPosition, 1.0);
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EmitVertex();
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}
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}
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else
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{
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for(int i = 0; i < gl_in.length(); i++)
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{
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screenPos = gl_in[i].gl_Position;
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Normal = Input[i].Normal;
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Position = Input[i].Position;
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TextureCoordinate = Input[i].TextureCoordinate;
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DiffuseColor = Input[i].DiffuseColor;
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ExplosionColor = EndColor;
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gl_Position = screenPos;
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EmitVertex();
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}
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}
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//// Explosion from origin
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//for(int i = 0; i < gl_in.length(); i++)
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//{
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// vec4 screenPos = gl_in[i].gl_Position;
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//
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// if (fullRandomness <= travelUnitF)
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// {
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// maXimum = (origin2TriangleCenterVector * travelUnitF) - (origin2TriangleCenterVector * fullRandomness);
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// vec3 movedPosition = vec3(Input[i].Position + maXimum);
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//
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// vec4 changedPos = M * vec4(movedPosition, 1.0); //objectspace
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// if (Gravity == true)
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// {
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// changedPos.y = changedPos.y - pow((travelUnitF - fullRandomness) * GravityForce, 2);
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// }
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// screenPos = P*V * changedPos; //sceenspace
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// }
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//
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// Normal = Input[i].Normal;
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// Position = Input[i].Position;
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// TextureCoordinate = Input[i].TextureCoordinate;
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// DiffuseColor = Input[i].DiffuseColor;
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// if (ColorPerPolygon == false)
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// {
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// ExplosionColor = EndColor * travelUnitF;
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// }
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// else
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// {
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// vec3 movedCenterPos = vec3(centerOfTriangle + maXimum);
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// ExplosionColor = EndColor * (distance(ExplosionOrigin, movedCenterPos) - distance(ExplosionOrigin, centerOfTriangle));
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// }
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//
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// gl_Position = screenPos;
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// //gl_Position = gl_in[i].gl_Position;
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// EmitVertex();
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//}
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}
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@@ -51,16 +51,22 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(coolDeathAnimationJob->Color));
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glUniform3fv(glGetUniformLocation(ShaderHandle, "OriginPos"), 1, glm::value_ptr(coolDeathAnimationJob->OriginPos));
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glUniform3fv(glGetUniformLocation(ShaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(coolDeathAnimationJob->ExplosionOrigin));
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glUniform1f(glGetUniformLocation(ShaderHandle, "TimeSinceDeath"), coolDeathAnimationJob->TimeSinceDeath);
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glUniform1f(glGetUniformLocation(ShaderHandle, "EndOfDeath"), coolDeathAnimationJob->EndOfDeath);
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glUniform1f(glGetUniformLocation(ShaderHandle, "ExplosionDuration"), coolDeathAnimationJob->ExplosionDuration);
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glUniform1i(glGetUniformLocation(ShaderHandle, "Gravity"), coolDeathAnimationJob->Gravity);
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glUniform1f(glGetUniformLocation(ShaderHandle, "GravityForce"), coolDeathAnimationJob->GravityForce);
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glUniform1f(glGetUniformLocation(ShaderHandle, "ObjectRadius"), coolDeathAnimationJob->ObjectRadius);
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glUniform4fv(glGetUniformLocation(ShaderHandle, "EndColor"), 1, glm::value_ptr(coolDeathAnimationJob->EndColor));
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glUniform1i(glGetUniformLocation(ShaderHandle, "UseRandomness"), coolDeathAnimationJob->UseRandomness);
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glUniform1fv(glGetUniformLocation(ShaderHandle, "RandomNumbers"), 10, coolDeathAnimationJob->RandomNumbers.data());
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glUniform1i(glGetUniformLocation(ShaderHandle, "Randomness"), coolDeathAnimationJob->Randomness);
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glUniform1fv(glGetUniformLocation(ShaderHandle, "RandomNumbers"), 20, coolDeathAnimationJob->RandomNumbers.data());
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glUniform1f(glGetUniformLocation(ShaderHandle, "RandomnessScalar"), coolDeathAnimationJob->RandomnessScalar);
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glUniform2fv(glGetUniformLocation(ShaderHandle, "Acceleration"), 1, glm::value_ptr(coolDeathAnimationJob->Acceleration));
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glUniform1i(glGetUniformLocation(ShaderHandle, "ColorPerPolygon"), coolDeathAnimationJob->ColorPerPolygon);
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glUniform1i(glGetUniformLocation(ShaderHandle, "ReverseAnimation"), coolDeathAnimationJob->ReverseAnimation);
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glUniform1i(glGetUniformLocation(ShaderHandle, "Wireframe"), coolDeathAnimationJob->Wireframe);
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//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
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|
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@@ -114,15 +114,19 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
|
||||
|
||||
auto deathComp = world->GetComponent(modelC.EntityID, "CoolDeathAnim");
|
||||
|
||||
job.OriginPos = (glm::vec3)deathComp["OriginPos"];
|
||||
job.ExplosionOrigin = (glm::vec3)deathComp["ExplosionOrigin"];
|
||||
job.TimeSinceDeath = (double)deathComp["TimeSinceDeath"];
|
||||
job.EndOfDeath = (double)deathComp["EndOfDeath"];
|
||||
job.ExplosionDuration = (double)deathComp["ExplosionDuration"];
|
||||
job.Gravity = (bool)deathComp["Gravity"];
|
||||
job.GravityForce = (double)deathComp["GravityForce"];
|
||||
job.ObjectRadius = (double)deathComp["ObjectRadius"];
|
||||
job.EndColor = (glm::vec4)deathComp["EndColor"];
|
||||
job.UseRandomness = (bool)deathComp["UseRandomness"];
|
||||
job.Randomness = (bool)deathComp["Randomness"];
|
||||
job.RandomnessScalar = (double)deathComp["RandomnessScalar"];
|
||||
job.Acceleration = (glm::vec2)deathComp["Acceleration"];
|
||||
job.ColorPerPolygon = (bool)deathComp["ColorPerPolygon"];
|
||||
job.ReverseAnimation = (bool)deathComp["ReverseAnimation"];
|
||||
job.Wireframe = (bool)deathComp["Wireframe"];
|
||||
job.RandomNumbers = {
|
||||
0.3257552917701f,
|
||||
0.07601508315467f,
|
||||
@@ -133,7 +137,17 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
|
||||
0.39413607511396f,
|
||||
0.54579346698979f,
|
||||
0.83222648353885f,
|
||||
0.83635707285086f };
|
||||
0.83635707285086f,
|
||||
0.34473986148124f,
|
||||
0.98092448710507f,
|
||||
0.46346380070944f,
|
||||
0.7308761201477f,
|
||||
0.70832470371776f,
|
||||
0.28268750909841f,
|
||||
0.26291620883295f,
|
||||
0.07685032816457f,
|
||||
0.30760929515008f,
|
||||
0.2781575388639f };
|
||||
|
||||
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
|
||||
job.DiffuseTexture = texGroup.Texture.get();
|
||||
|
||||
Reference in New Issue
Block a user