Lots of things done

This commit is contained in:
Ayumiwii
2016-01-08 16:42:59 +01:00
parent c133223bac
commit 3467315aef
15 changed files with 312 additions and 22 deletions
+6
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@@ -31,6 +31,12 @@ private:
ShaderProgram* m_BasicForwardProgram;
ShaderProgram* m_CoolDeathAnimProgram;
glm::vec3 Origin;
GLfloat TimeDeath = 0.f;
GLfloat EndDeath = 0.f;
};
#endif
+11
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@@ -63,6 +63,17 @@ struct ModelJob : RenderJob
}
};
// Cool Death Animation
struct CoolDeathAnimationJob : ModelJob
{
glm::vec3 OriginPos;
float TimeSinceDeath = 0.f;
float EndOfDeath = 15.0f;
};
struct SpriteJob : RenderJob
{
unsigned int ShaderID = 0;
@@ -25,6 +25,8 @@ private:
void FillModels(World* world, RenderQueue* renderQueue);
void FillLights(World* world, RenderQueue* renderQueue);
void FillCoolDeathAnim(World* world, RenderQueue* renderQueue);
glm::mat4 ModelMatrix(World* world, EntityID entity);
};
+2
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@@ -119,6 +119,8 @@ private:
ShaderProgram* m_CalculateFrustumProgram;
ShaderProgram* m_LightCullProgram;
ShaderProgram* m_CoolDeathAnimProgram;
};
#endif
+1
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@@ -8,4 +8,5 @@
<xs:include schemaLocation="Components/Player.xsd"/>
<xs:include schemaLocation="Components/AABB.xsd"/>
<xs:include schemaLocation="Components/Trigger.xsd"/>
<xs:include schemaLocation="Components/CoolDeathAnim.xsd"/>
</xs:schema>
@@ -0,0 +1,5 @@
<c:CoolDeathAnim>
<OriginPos X="0" Y="0" Z="0"/>
<TimeSinceDeath>0</TimeSinceDeath>
<EndOfDeath>15</EndOfDeath>
</c:CoolDeathAnim>
@@ -0,0 +1,24 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="CoolDeathAnim">
<xs:annotation>
<xs:documentation>A component that trigger the death effect</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="OriginPos" type="t:Vector" minOccurs="0">
<xs:annotation><xs:documentation>The position in which to spawn the component</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="TimeSinceDeath" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time since death</xs:documentation></xs:annotation>
</xs:element>
<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:all>
</xs:complexType>
</xs:element>
</xs:schema>
+6 -1
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@@ -66,12 +66,17 @@
<Components>
<c:Transform>
<Position X="0" Y="0"/>
<Orientation X="0.0" Y="0" Z="1.0"/>
<Orientation X="0.0" Y="0.0" Z="0"/>
</c:Transform>
<c:Model>
<Resource>Models/Core/UnitRaptor.obj</Resource>
<Color R="1" G="0.4" B="0.8"/>
</c:Model>
<c:CoolDeathAnim>
<OriginPos X="0" Y="0" Z="0"/>
<TimeSinceDeath>0</TimeSinceDeath>
<EndOfDeath>15</EndOfDeath>
</c:CoolDeathAnim>
</Components>
<Children>
<Entity>
+1
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@@ -15,6 +15,7 @@
<xs:element ref="c:Test" minOccurs="0"/>
<xs:element ref="c:RaptorCopter" minOccurs="0"/>
<xs:element ref="c:Player" minOccurs="0"/>
<xs:element ref="c:CoolDeathAnim" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+22
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@@ -0,0 +1,22 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec4 Color;
uniform sampler2D texture0;
in vec3 Normal;
in vec3 Position;
in vec2 TextureCoordinate;
in vec4 DiffuseColor;
out vec4 fragmentColor;
void main()
{
vec4 texel = texture2D(texture0, TextureCoordinate);
fragmentColor = texel * DiffuseColor * Color;
}
+98
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@@ -0,0 +1,98 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec3 OriginPos;
uniform float TimeSinceDeath;
uniform float EndOfDeath;
in VertexData{
vec3 Position;
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
}Input[];
out vec3 Normal;
out vec3 Position;
out vec2 TextureCoordinate;
out vec4 DiffuseColor;
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
void main()
{
// surface vectors for triangle
//vec3 v1 = Input[1].Position - Input[0].Position;
//vec3 v2 = Input[2].Position - Input[0].Position;
//vec3 v3 = Input[1].Position - OriginPos;
//v3 = normalize(v3);
// surface normal
//vec3 normal = cross(v1, v2);
//normal = normalize(normal);
// calculate middle of a vectors
vec3 v1 = Input[1].Position - Input[0].Position;
vec3 v2 = Input[2].Position - Input[0].Position;
vec3 v3 = Input[2].Position - (v1 / 2);
vec3 v4 = Input[1].Position - (v2 / 2);
//
//vec3 oriToTri = Input[1].Position - OriginPos;
//v5 = normalize(v3);
// calculate intersection
// normalize direction
vec3 dir1 = normalize(v1);
vec3 dir2 = normalize(v2);
vec3 vecA = Input[2].Position - Input[1].Position; //o2 - o1
vec3 vecB = cross(dir1, dir2);
mat3 matrisA = mat3(vecA, dir2, vecB);
mat3 matrisB = mat3(vecA, dir1, vecB);
float lengthA = length(cross(dir1, dir2));
lengthA = lengthA * lengthA;
float s = determinant(matrisA) / lengthA;
float t = determinant(matrisB) / lengthA;
// center position of triangle
vec3 centerPosS = Input[1].Position + (s * dir1);
//vec3 centerPosT = Input[2].Position + (t * dir2);
// center position of triangle to origin
vec3 oriToCenterTri = normalize(centerPosS - OriginPos);
for(int i = 0; i < gl_in.length(); i++)
{
vec4 screenPos = gl_in[i].gl_Position;
if (distance(OriginPos, Input[0].Position) <= TimeSinceDeath)
{
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
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);
gl_Position = screenPos;
//gl_Position = gl_in[i].gl_Position;
EmitVertex();
}
}
+34
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@@ -0,0 +1,34 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec3 Tangent;
layout(location = 3) in vec3 BiTangent;
layout(location = 4) in vec2 TextureCoords;
layout(location = 5) in vec4 DiffuseVertexColor;
layout(location = 6) in vec4 SpecularVertexColor;
layout(location = 7) in vec4 BoneIndices1;
layout(location = 8) in vec4 BoneIndices2;
layout(location = 9) in vec4 BoneWeights1;
layout(location = 10) in vec4 BoneWeights2;
out VertexData{
vec3 Position;
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
}Output;
void main()
{
gl_Position = P*V*M * vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoordinate = TextureCoords;
Output.Normal = Normal;
Output.DiffuseColor = DiffuseVertexColor;
}
+52 -8
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@@ -16,18 +16,32 @@ void DrawScenePass::InitializeShaderPrograms()
{
//Gör så att shaders är en resource, tex som texture classen. Konstruktorn måste vara privat.
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#BasicForwardProgram");
m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
m_BasicForwardProgram->Compile();
m_BasicForwardProgram->Link();
m_CoolDeathAnimProgram = ResourceManager::Load<ShaderProgram>("#CoolDeathAnimProgram");
m_CoolDeathAnimProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CoolDeathAnim.vert.glsl")));
m_CoolDeathAnimProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/CoolDeathAnim.geom.glsl")));
m_CoolDeathAnimProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/CoolDeathAnim.frag.glsl")));
m_CoolDeathAnimProgram->Compile();
m_CoolDeathAnimProgram->Link();
}
void DrawScenePass::Draw(RenderQueueCollection& rq)
{
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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");
DrawScenePassState state;
@@ -35,17 +49,47 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
//TODO: Render: Add code for more jobs than modeljobs.
for (auto &job : rq.Forward) {
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);
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
if (coolDeathAnimationJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, coolDeathAnimationJob->DiffuseTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
glBindVertexArray(coolDeathAnimationJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, coolDeathAnimationJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, coolDeathAnimationJob->EndIndex - coolDeathAnimationJob->StartIndex + 1, GL_UNSIGNED_INT, 0, coolDeathAnimationJob->StartIndex);
continue;
}
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
GLuint ShaderHandle = m_BasicForwardProgram->GetHandle(); //---
GLERROR("1");
//---
m_BasicForwardProgram->Bind();
GLERROR("2.1");
//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(modelJob->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(modelJob->Color));
GLERROR("2");
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
if (modelJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
@@ -54,11 +98,11 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
GLERROR("3");
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
GLERROR("4");
continue;
}
}
+39 -13
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@@ -90,21 +90,47 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
}
for (auto texGroup : model->TextureGroups) {
ModelJob job;
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
job.DiffuseTexture = texGroup.Texture.get();
job.NormalTexture = texGroup.NormalMap.get();
job.SpecularTexture = texGroup.SpecularMap.get();
job.Model = model;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
job.Color = color;
auto deathComp = world->HasComponent(modelC.EntityID, "CoolDeathAnim");
if (!deathComp) {
ModelJob job;
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
job.Entity = modelC.EntityID;
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
job.DiffuseTexture = texGroup.Texture.get();
job.NormalTexture = texGroup.NormalMap.get();
job.SpecularTexture = texGroup.SpecularMap.get();
job.Model = model;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
job.Color = color;
renderQueue->Add(job);
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
job.Entity = modelC.EntityID;
renderQueue->Add(job);
}
else {
CoolDeathAnimationJob job;
job.TimeSinceDeath = 1.f;
job.EndOfDeath = 15.f;
job.OriginPos = glm::vec3(1000.f, 2.f, 0.f);
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
job.DiffuseTexture = texGroup.Texture.get();
job.NormalTexture = texGroup.NormalMap.get();
job.SpecularTexture = texGroup.SpecularMap.get();
job.Model = model;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
job.Color = color;
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
job.Entity = modelC.EntityID;
renderQueue->Add(job);
}
}
}
}
+9
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@@ -76,6 +76,15 @@ void Renderer::InitializeShaders()
m_DrawScreenQuadProgram->Compile();
m_DrawScreenQuadProgram->Link();
m_CoolDeathAnimProgram = ResourceManager::Load<ShaderProgram>("#CoolDeathAnimProgram");
//m_CoolDeathAnimProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CoolDeathAnim.vert.glsl")));
//m_CoolDeathAnimProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/CoolDeathAnim.geom.glsl")));
//m_CoolDeathAnimProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/CoolDeathAnim.frag.glsl")));
//m_CoolDeathAnimProgram->Compile();
//m_CoolDeathAnimProgram->Link();
//m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
//m_CalculateFrustumProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
//m_CalculateFrustumProgram.Compile();