Many more things done

This commit is contained in:
Ayumiwii
2016-01-11 19:59:45 +01:00
parent 3467315aef
commit 0630885d92
13 changed files with 153 additions and 37 deletions
+2 -1
View File
@@ -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;
}
+50 -7
View File
@@ -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;