This commit is contained in:
FakeShemp
2016-03-02 10:17:49 +01:00
parent 3ba73b8206
commit 0cf92e99ff
3 changed files with 5 additions and 1 deletions
@@ -27,6 +27,7 @@ struct ExplosionEffectJob : ModelJob
Velocity = (glm::vec2)explosionEffectComponent["Velocity"]; Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"]; ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"]; ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
Reverse = (bool)explosionEffectComponent["Reverse"];
}; };
glm::vec3 ExplosionOrigin; glm::vec3 ExplosionOrigin;
@@ -44,6 +45,7 @@ struct ExplosionEffectJob : ModelJob
//bool ReverseAnimation = false; //bool ReverseAnimation = false;
//bool Wireframe = false; //bool Wireframe = false;
bool ExponentialAccelaration = false; bool ExponentialAccelaration = false;
bool Reverse = false;
std::array<float, 50> RandomNumbers = { std::array<float, 50> RandomNumbers = {
0.3257552917701f, 0.3257552917701f,
+1 -1
View File
@@ -169,7 +169,7 @@ void main()
// account for velocity // account for velocity
// account for color // account for color
ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * maxDistance * (ExplosionDuration - TimeSinceDeath)); ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * maxDistance /** (ExplosionDuration - TimeSinceDeath)*/);
} }
// pass through vertex data // pass through vertex data
+2
View File
@@ -786,6 +786,8 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
GLERROR("Bind 14 uniform"); GLERROR("Bind 14 uniform");
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration); glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration);
GLERROR("Bind 15 uniform"); GLERROR("Bind 15 uniform");
glUniform1i(glGetUniformLocation(shaderHandle, "Reverse"), job->Reverse);
GLERROR("Bind 15-2 uniform");
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color)); glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
GLERROR("Bind 16 uniform"); GLERROR("Bind 16 uniform");