Many more things done
This commit is contained in:
@@ -3,6 +3,7 @@
|
||||
#include <vector>
|
||||
#include <map>
|
||||
#include <unordered_map>
|
||||
#include <array>
|
||||
|
||||
#include "Core/Util/Logging.h"
|
||||
#include "Core/Util/IfDebug.h"
|
||||
@@ -32,11 +32,6 @@ private:
|
||||
ShaderProgram* m_BasicForwardProgram;
|
||||
|
||||
ShaderProgram* m_CoolDeathAnimProgram;
|
||||
|
||||
glm::vec3 Origin;
|
||||
GLfloat TimeDeath = 0.f;
|
||||
GLfloat EndDeath = 0.f;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -67,13 +67,18 @@ struct ModelJob : RenderJob
|
||||
struct CoolDeathAnimationJob : ModelJob
|
||||
{
|
||||
glm::vec3 OriginPos;
|
||||
float TimeSinceDeath = 0.f;
|
||||
float EndOfDeath = 15.0f;
|
||||
|
||||
double TimeSinceDeath = 0.f;
|
||||
double EndOfDeath = 2.f;
|
||||
bool Gravity = true;
|
||||
double GravityForce = 1.f; // Speed
|
||||
double ObjectRadius = 2.f; // TODO: Change this for object radius when it's available
|
||||
glm::vec4 EndColor;
|
||||
bool UseRandomness = false;
|
||||
std::array<float, 10> RandomNumbers;
|
||||
float RandomnessScalar = 1.f;
|
||||
float Acceleration = 0.f;
|
||||
};
|
||||
|
||||
|
||||
|
||||
struct SpriteJob : RenderJob
|
||||
{
|
||||
unsigned int ShaderID = 0;
|
||||
|
||||
@@ -0,0 +1,20 @@
|
||||
#include "Common.h"
|
||||
#include "Core/System.h"
|
||||
|
||||
class CoolDeathAnimationSystem : public PureSystem
|
||||
{
|
||||
public:
|
||||
CoolDeathAnimationSystem(EventBroker* eventBroker)
|
||||
: PureSystem(eventBroker, "CoolDeathAnim")
|
||||
{ }
|
||||
|
||||
virtual void UpdateComponent(World* world, ComponentWrapper& object, double dt) override
|
||||
{
|
||||
ComponentWrapper& Component = world->GetComponent(object.EntityID, "CoolDeathAnim");
|
||||
|
||||
if ((double)Component["TimeSinceDeath"] > (double)Component["EndOfDeath"]) {
|
||||
(double)Component["TimeSinceDeath"] = 0.f;
|
||||
}
|
||||
(double&)Component["TimeSinceDeath"] += dt;
|
||||
}
|
||||
};
|
||||
@@ -16,6 +16,7 @@
|
||||
#include "Core/EntityXMLFile.h"
|
||||
#include "Core/SystemPipeline.h"
|
||||
#include "RaptorCopterSystem.h"
|
||||
#include "CoolDeathAnimationSystem.h"
|
||||
#include "PlayerSystem.h"
|
||||
#include "Editor/EditorSystem.h"
|
||||
|
||||
|
||||
@@ -1,5 +1,11 @@
|
||||
<c:CoolDeathAnim>
|
||||
<OriginPos X="0" Y="0" Z="0"/>
|
||||
<TimeSinceDeath>0</TimeSinceDeath>
|
||||
<EndOfDeath>15</EndOfDeath>
|
||||
<EndOfDeath>2</EndOfDeath>
|
||||
<Gravity>1</Gravity>
|
||||
<GravityForce>1</GravityForce>
|
||||
<ObjectRadius>2</ObjectRadius>
|
||||
<EndColor R="0" G="0" B="0" A="0"/>
|
||||
<UseRandomness>0</UseRandomness>
|
||||
<RandomnessScalar>1</RandomnessScalar>
|
||||
</c:CoolDeathAnim>
|
||||
@@ -18,6 +18,24 @@
|
||||
<xs:element name="EndOfDeath" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>How long the death animation should be</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Gravity" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Enable/disable gravity</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="GravityForce" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The force of the gravity</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="ObjectRadius" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Object radius (TO BE REMOVED AND AUTOMATED)</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="EndColor" type="t:Color" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The tint the polys end with</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="UseRandomness" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Add some randomness to the explosion</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="RandomnessScalar" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Alter the power of the randomness</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -75,7 +75,13 @@
|
||||
<c:CoolDeathAnim>
|
||||
<OriginPos X="0" Y="0" Z="0"/>
|
||||
<TimeSinceDeath>0</TimeSinceDeath>
|
||||
<EndOfDeath>15</EndOfDeath>
|
||||
<EndOfDeath>2</EndOfDeath>
|
||||
<Gravity>1</Gravity>
|
||||
<GravityForce>1</GravityForce>
|
||||
<ObjectRadius>2</ObjectRadius>
|
||||
<EndColor R="0" G="0" B="0" A="0"/>
|
||||
<UseRandomness>0</UseRandomness>
|
||||
<RandomnessScalar>1</RandomnessScalar>
|
||||
</c:CoolDeathAnim>
|
||||
</Components>
|
||||
<Children>
|
||||
|
||||
@@ -11,6 +11,7 @@ in vec3 Normal;
|
||||
in vec3 Position;
|
||||
in vec2 TextureCoordinate;
|
||||
in vec4 DiffuseColor;
|
||||
in vec4 ExplosionColor;
|
||||
|
||||
out vec4 fragmentColor;
|
||||
|
||||
@@ -18,5 +19,5 @@ out vec4 fragmentColor;
|
||||
void main()
|
||||
{
|
||||
vec4 texel = texture2D(texture0, TextureCoordinate);
|
||||
fragmentColor = texel * DiffuseColor * Color;
|
||||
fragmentColor = texel * DiffuseColor * Color + ExplosionColor;
|
||||
}
|
||||
@@ -6,6 +6,13 @@ uniform mat4 P;
|
||||
uniform vec3 OriginPos;
|
||||
uniform float TimeSinceDeath;
|
||||
uniform float EndOfDeath;
|
||||
uniform bool Gravity;
|
||||
uniform float GravityForce;
|
||||
uniform float ObjectRadius;
|
||||
uniform vec4 EndColor;
|
||||
uniform bool UseRandomness;
|
||||
uniform float RandomNumbers[10];
|
||||
uniform float RandomnessScalar;
|
||||
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
@@ -18,6 +25,7 @@ out vec3 Normal;
|
||||
out vec3 Position;
|
||||
out vec2 TextureCoordinate;
|
||||
out vec4 DiffuseColor;
|
||||
out vec4 ExplosionColor;
|
||||
|
||||
layout(triangles) in;
|
||||
layout(triangle_strip, max_vertices = 3) out;
|
||||
@@ -71,24 +79,59 @@ void main()
|
||||
// center position of triangle to origin
|
||||
vec3 oriToCenterTri = normalize(centerPosS - OriginPos);
|
||||
|
||||
float dist = distance(OriginPos, centerPosS);
|
||||
|
||||
// The distance a polygon will travel under one second.
|
||||
float travelUnitS = EndOfDeath / ObjectRadius;
|
||||
|
||||
// The distance a polygon will travel under the current frame.
|
||||
float travelUnitF = TimeSinceDeath * travelUnitS;
|
||||
|
||||
float randomness = 0.0f;
|
||||
int randomIndex = int(mod(gl_PrimitiveIDIn, 10));
|
||||
|
||||
// Explosion from origin
|
||||
for(int i = 0; i < gl_in.length(); i++)
|
||||
{
|
||||
//gl_in.gl_PrimitiveIDIn;
|
||||
|
||||
if (UseRandomness == true)
|
||||
{
|
||||
switch (randomIndex)
|
||||
{
|
||||
case 0: randomness = RandomNumbers[0]; break;
|
||||
case 1: randomness = RandomNumbers[1]; break;
|
||||
case 2: randomness = RandomNumbers[2]; break;
|
||||
case 3: randomness = RandomNumbers[3]; break;
|
||||
case 4: randomness = RandomNumbers[4]; break;
|
||||
case 5: randomness = RandomNumbers[5]; break;
|
||||
case 6: randomness = RandomNumbers[6]; break;
|
||||
case 7: randomness = RandomNumbers[7]; break;
|
||||
case 8: randomness = RandomNumbers[8]; break;
|
||||
case 9: randomness = RandomNumbers[9]; break;
|
||||
}
|
||||
}
|
||||
|
||||
float fullRandomness = dist + (randomness * RandomnessScalar);
|
||||
|
||||
vec4 screenPos = gl_in[i].gl_Position;
|
||||
|
||||
if (distance(OriginPos, Input[0].Position) <= TimeSinceDeath)
|
||||
//if (dist + fullRandomness <= travelUnitF)
|
||||
if (fullRandomness <= travelUnitF)
|
||||
{
|
||||
vec4 changedPos = M * vec4(Input[i].Position + (oriToCenterTri * TimeSinceDeath), 1.0); //objectspace
|
||||
changedPos = vec4(changedPos.x, changedPos.y - pow(TimeSinceDeath, 2), changedPos.z, changedPos.w); //objectspace
|
||||
vec4 changedPos = M * vec4(Input[i].Position + (oriToCenterTri * travelUnitF) - (oriToCenterTri * fullRandomness), 1.0); //objectspace
|
||||
if (Gravity == true)
|
||||
{
|
||||
changedPos.y = changedPos.y - pow((travelUnitF - fullRandomness) * GravityForce, 2);
|
||||
}
|
||||
screenPos = P*V * changedPos; //sceenspace
|
||||
}
|
||||
// Explosion from origin
|
||||
|
||||
|
||||
|
||||
Normal = Input[i].Normal;
|
||||
Position = Input[i].Position;
|
||||
TextureCoordinate = Input[i].TextureCoordinate;
|
||||
DiffuseColor = vec4(Input[i].DiffuseColor.rg, Input[i].DiffuseColor.b + TimeSinceDeath, Input[i].DiffuseColor.a);
|
||||
DiffuseColor = Input[i].DiffuseColor;
|
||||
ExplosionColor = EndColor * travelUnitF;
|
||||
|
||||
gl_Position = screenPos;
|
||||
//gl_Position = gl_in[i].gl_Position;
|
||||
|
||||
@@ -33,14 +33,6 @@ void DrawScenePass::InitializeShaderPrograms()
|
||||
void DrawScenePass::Draw(RenderQueueCollection& rq)
|
||||
{
|
||||
|
||||
if (TimeDeath > 2.f) {
|
||||
TimeDeath = 0.f;
|
||||
}
|
||||
|
||||
Origin = glm::vec3(0.f, 0.0f, 0.f);
|
||||
TimeDeath = TimeDeath + 0.01f;
|
||||
EndDeath = EndDeath + 0.05f;
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
GLERROR("Renderer::Draw PickingPass");
|
||||
|
||||
@@ -52,16 +44,24 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
|
||||
auto coolDeathAnimationJob = std::dynamic_pointer_cast<CoolDeathAnimationJob>(job);
|
||||
if (coolDeathAnimationJob) {
|
||||
GLuint ShaderHandle = m_CoolDeathAnimProgram->GetHandle(); //---
|
||||
//---
|
||||
|
||||
m_CoolDeathAnimProgram->Bind();
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(coolDeathAnimationJob->ModelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
|
||||
glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(coolDeathAnimationJob->Color));
|
||||
glUniform3fv(glGetUniformLocation(ShaderHandle, "OriginPos"), 1, glm::value_ptr(Origin));
|
||||
glUniform1f(glGetUniformLocation(ShaderHandle, "TimeSinceDeath"), TimeDeath);
|
||||
glUniform1f(glGetUniformLocation(ShaderHandle, "EndOfDeath"), EndDeath);
|
||||
glUniform3fv(glGetUniformLocation(ShaderHandle, "OriginPos"), 1, glm::value_ptr(coolDeathAnimationJob->OriginPos));
|
||||
glUniform1f(glGetUniformLocation(ShaderHandle, "TimeSinceDeath"), coolDeathAnimationJob->TimeSinceDeath);
|
||||
glUniform1f(glGetUniformLocation(ShaderHandle, "EndOfDeath"), coolDeathAnimationJob->EndOfDeath);
|
||||
glUniform1i(glGetUniformLocation(ShaderHandle, "Gravity"), coolDeathAnimationJob->Gravity);
|
||||
glUniform1f(glGetUniformLocation(ShaderHandle, "GravityForce"), coolDeathAnimationJob->GravityForce);
|
||||
glUniform1f(glGetUniformLocation(ShaderHandle, "ObjectRadius"), coolDeathAnimationJob->ObjectRadius);
|
||||
glUniform4fv(glGetUniformLocation(ShaderHandle, "EndColor"), 1, glm::value_ptr(coolDeathAnimationJob->EndColor));
|
||||
glUniform1i(glGetUniformLocation(ShaderHandle, "UseRandomness"), coolDeathAnimationJob->UseRandomness);
|
||||
glUniform1fv(glGetUniformLocation(ShaderHandle, "RandomNumbers"), 10, coolDeathAnimationJob->RandomNumbers.data());
|
||||
glUniform1f(glGetUniformLocation(ShaderHandle, "RandomnessScalar"), coolDeathAnimationJob->RandomnessScalar);
|
||||
|
||||
|
||||
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
|
||||
if (coolDeathAnimationJob->DiffuseTexture != nullptr) {
|
||||
|
||||
@@ -90,8 +90,8 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
|
||||
}
|
||||
|
||||
for (auto texGroup : model->TextureGroups) {
|
||||
auto deathComp = world->HasComponent(modelC.EntityID, "CoolDeathAnim");
|
||||
if (!deathComp) {
|
||||
bool hasDeathComp = world->HasComponent(modelC.EntityID, "CoolDeathAnim");
|
||||
if (!hasDeathComp) {
|
||||
ModelJob job;
|
||||
|
||||
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
|
||||
@@ -112,9 +112,28 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
|
||||
else {
|
||||
CoolDeathAnimationJob job;
|
||||
|
||||
job.TimeSinceDeath = 1.f;
|
||||
job.EndOfDeath = 15.f;
|
||||
job.OriginPos = glm::vec3(1000.f, 2.f, 0.f);
|
||||
auto deathComp = world->GetComponent(modelC.EntityID, "CoolDeathAnim");
|
||||
|
||||
job.OriginPos = (glm::vec3)deathComp["OriginPos"];
|
||||
job.TimeSinceDeath = (double)deathComp["TimeSinceDeath"];
|
||||
job.EndOfDeath = (double)deathComp["EndOfDeath"];
|
||||
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.RandomnessScalar = (double)deathComp["RandomnessScalar"];
|
||||
job.RandomNumbers = {
|
||||
0.3257552917701f,
|
||||
0.07601508315467f,
|
||||
0.57408909014151f,
|
||||
0.0f,
|
||||
0.8618231368539f,
|
||||
0.074957156588769f,
|
||||
0.39413607511396f,
|
||||
0.54579346698979f,
|
||||
0.83222648353885f,
|
||||
0.83635707285086f };
|
||||
|
||||
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
|
||||
job.DiffuseTexture = texGroup.Texture.get();
|
||||
|
||||
@@ -57,6 +57,7 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<EditorSystem>(m_Renderer);
|
||||
m_SystemPipeline->AddSystem<CollisionSystem>();
|
||||
m_SystemPipeline->AddSystem<TriggerSystem>();
|
||||
m_SystemPipeline->AddSystem<CoolDeathAnimationSystem>();
|
||||
|
||||
// Invoke network
|
||||
if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
|
||||
|
||||
Reference in New Issue
Block a user