This commit is contained in:
Ayumiwii
2016-01-19 09:58:52 +01:00
parent 37aa1eaa18
commit 77e1dacb6f
9 changed files with 195 additions and 64 deletions
+1
View File
@@ -32,6 +32,7 @@ private:
const LightCullingPass* m_LightCullingPass;
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
};
+32 -2
View File
@@ -45,7 +45,7 @@ struct ExplosionEffectJob : ModelJob
//bool Wireframe = false;
bool ExponentialAccelaration = false;
std::array<float, 20> RandomNumbers = {
std::array<float, 50> RandomNumbers = {
0.3257552917701f,
0.07601508315467f,
0.57408909014151f,
@@ -65,7 +65,37 @@ struct ExplosionEffectJob : ModelJob
0.26291620883295f,
0.07685032816457f,
0.30760929515008f,
0.2781575388639f };
0.2781575388639f ,
0.016950582161988f ,
0.25787915254844f ,
0.76293767279151f ,
0.67730279903733f ,
0.49042877018937f ,
0.13002237823327f ,
0.62803373841012f ,
0.94525353747665f ,
0.32893980076953f ,
0.95952951719962f ,
0.056386206790985f ,
0.012030893476694f ,
0.93090049220757f,
0.83579883064879f,
0.79733513938139f,
0.8796381046435f ,
0.94160434600972f ,
0.76901855588379f ,
0.50253688101775f ,
0.82457069578793f ,
0.80157403359263f ,
0.87291810189975f ,
0.64679548919517f ,
0.42664138899494f ,
0.77171308303797f ,
0.75567959237643f ,
0.45190826265696f ,
0.59844922628181f ,
0.56534937655802f ,
0.195656257307f};
void CalculateHash() override
{
+9 -7
View File
@@ -7,17 +7,19 @@ uniform vec4 Color;
uniform sampler2D texture0;
in vec3 Normal;
in vec3 Position;
in vec2 TextureCoordinate;
in vec4 DiffuseColor;
in vec4 ExplosionColor;
in VertexData{
vec3 Position;
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
vec4 ExplosionColor;
}Input;
out vec4 fragmentColor;
void main()
{
vec4 texel = texture2D(texture0, TextureCoordinate);
fragmentColor = texel * DiffuseColor * Color + ExplosionColor;
vec4 texel = texture2D(texture0, Input.TextureCoordinate);
fragmentColor = texel * Input.DiffuseColor * Color + Input.ExplosionColor;
}
+66 -29
View File
@@ -11,7 +11,7 @@ uniform float ExplosionDuration;
//uniform float ObjectRadius;
uniform vec4 EndColor;
uniform bool Randomness;
uniform float RandomNumbers[20];
uniform float RandomNumbers[50];
uniform float RandomnessScalar;
uniform vec2 Velocity;
uniform bool ColorByDistance;
@@ -24,13 +24,16 @@ in VertexData{
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
vec4 ExplosionColor;
}Input[];
out vec3 Normal;
out vec3 Position;
out vec2 TextureCoordinate;
out vec4 DiffuseColor;
out vec4 ExplosionColor;
out VertexData{
vec3 Position;
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
vec4 ExplosionColor;
}Output;
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
@@ -38,7 +41,7 @@ layout(triangle_strip, max_vertices = 3) out;
// returns a "random" number based on input parameter
float GetRandomNumber(int polygon_index)
{
int randomIndex = int(mod(polygon_index, 20));
int randomIndex = int(mod(polygon_index, 50));
switch (randomIndex)
{
@@ -62,6 +65,36 @@ float GetRandomNumber(int polygon_index)
case 17: return RandomNumbers[17];
case 18: return RandomNumbers[18];
case 19: return RandomNumbers[19];
case 20: return RandomNumbers[20];
case 21: return RandomNumbers[21];
case 22: return RandomNumbers[22];
case 23: return RandomNumbers[23];
case 24: return RandomNumbers[24];
case 25: return RandomNumbers[25];
case 26: return RandomNumbers[26];
case 27: return RandomNumbers[27];
case 28: return RandomNumbers[28];
case 29: return RandomNumbers[29];
case 30: return RandomNumbers[30];
case 31: return RandomNumbers[31];
case 32: return RandomNumbers[32];
case 33: return RandomNumbers[33];
case 34: return RandomNumbers[34];
case 35: return RandomNumbers[35];
case 36: return RandomNumbers[36];
case 37: return RandomNumbers[37];
case 38: return RandomNumbers[38];
case 39: return RandomNumbers[39];
case 40: return RandomNumbers[40];
case 41: return RandomNumbers[41];
case 42: return RandomNumbers[42];
case 43: return RandomNumbers[43];
case 44: return RandomNumbers[44];
case 45: return RandomNumbers[45];
case 46: return RandomNumbers[46];
case 47: return RandomNumbers[47];
case 48: return RandomNumbers[48];
case 49: return RandomNumbers[49];
}
}
@@ -102,8 +135,16 @@ void main()
// time percentage until end of explosion (0.0-1.0)
float timePercetage = TimeSinceDeath / ExplosionDuration;
// get a random number if randomness is enabled, otherwise the random number will be zero and won't affect the other algorithms
if (Randomness == true)
{
randomDistance = GetRandomNumber(gl_PrimitiveIDIn) * RandomnessScalar;
}
vec2 randomVelocity = Velocity * (randomDistance + 1.0);
// accelaration to use on current frame. is a interpolation between start and end value
float currentVelocity = mix(Velocity.x, Velocity.y, timePercetage);
float currentVelocity = mix(randomVelocity.x, randomVelocity.y, timePercetage);
if (ExponentialAccelaration == true)
{
@@ -113,12 +154,6 @@ void main()
// distance between origin and the center of the current triangle
float origin2TriangleCenterDistance = length(origin2TriangleCenterVector);
// get a random number if randomness is enabled, otherwise the random number will be zero and won't affect the other algorithms
if (Randomness == true)
{
randomDistance = GetRandomNumber(gl_PrimitiveIDIn) * RandomnessScalar;
}
// the distance from origin to the triangle center with eventual randomness added
float fullDistanceWithRandomness = origin2TriangleCenterDistance + randomDistance;
@@ -130,20 +165,20 @@ void main()
{
float maxRadius = max(TimeSinceDeath * currentVelocity, (ExplosionDuration * currentVelocity));
float a = (Velocity.y - Velocity.x) / ExplosionDuration;
float a = (randomVelocity.y - randomVelocity.x) / ExplosionDuration;
//float t = sqrt((2 * origin2TriangleCenterDistance) / a);
// if explosion color should be affected by distance instead of time...
if (ColorByDistance == true)
{
// calculate the max distance (s) the triangle will move
float s = (Velocity.x * ExplosionDuration) + (0.5 * a * pow(ExplosionDuration, 2));
float s = (randomVelocity.x * ExplosionDuration) + (0.5 * a * pow(ExplosionDuration, 2));
ExplosionColor = EndColor * (length(triangleCenter2ExplosionRadius) / s);
Output.ExplosionColor = EndColor * (length(triangleCenter2ExplosionRadius) / s);
}
else
{
ExplosionColor = EndColor * timePercetage;
Output.ExplosionColor = EndColor * timePercetage;
}
// for every vertex on the triangle...
@@ -153,10 +188,10 @@ void main()
vec3 ExplodedPosition = Input[i].Position + triangleCenter2ExplosionRadius;
// pass through vertex data
Normal = Input[i].Normal;
Position = Input[i].Position;
TextureCoordinate = Input[i].TextureCoordinate;
DiffuseColor = Input[i].DiffuseColor;
Output.Normal = Input[i].Normal;
Output.Position = Input[i].Position;
Output.TextureCoordinate = Input[i].TextureCoordinate;
Output.DiffuseColor = Input[i].DiffuseColor;
// convert to model space for the gravity to always be in -y
vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
@@ -179,25 +214,27 @@ void main()
// if explosion color should be affected by distance instead of time...
if (ColorByDistance == true)
{
ExplosionColor = vec4(0.0);
Output.ExplosionColor = vec4(0.0);
}
else
{
ExplosionColor = EndColor * timePercetage;
Output.ExplosionColor = EndColor * timePercetage;
}
// for every vertex on the triangle...
for(int i = 0; i < gl_in.length(); i++)
{
// pass through vertex data
Normal = Input[i].Normal;
Position = Input[i].Position;
TextureCoordinate = Input[i].TextureCoordinate;
DiffuseColor = Input[i].DiffuseColor;
Output.Normal = Input[i].Normal;
Output.Position = Input[i].Position;
Output.TextureCoordinate = Input[i].TextureCoordinate;
Output.DiffuseColor = Input[i].DiffuseColor;
// no change in position, pass through vertex
gl_Position = gl_in[i].gl_Position;
EmitVertex();
}
}
}
//EndPrimitive();
}
@@ -21,6 +21,7 @@ out VertexData{
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
vec4 ExplosionColor;
}Output;
void main()
@@ -31,4 +32,5 @@ void main()
Output.TextureCoordinate = TextureCoords;
Output.Normal = Normal;
Output.DiffuseColor = DiffuseVertexColor;
Output.ExplosionColor = vec4(0.0);
}
+2 -1
View File
@@ -45,6 +45,7 @@ in VertexData{
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
vec4 ExplosionColor;
}Input;
out vec4 fragmentColor;
@@ -114,7 +115,7 @@ void main()
totalLighting.Specular += result.Specular;
}
fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
fragmentColor += (Input.DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
//fragmentColor += vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
//fragmentColor = texel * Input.DiffuseColor * Color;
+2
View File
@@ -21,6 +21,7 @@ out VertexData{
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
vec4 ExplosionColor;
}Output;
void main()
@@ -31,4 +32,5 @@ void main()
Output.TextureCoordinate = TextureCoords;
Output.Normal = Normal;
Output.DiffuseColor = DiffuseVertexColor;
Output.ExplosionColor = vec4(0.0);
}
+78 -22
View File
@@ -20,6 +20,13 @@ void DrawFinalPass::InitializeShaderPrograms()
m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
m_ForwardPlusProgram->Compile();
m_ForwardPlusProgram->Link();
m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
m_ExplosionEffectProgram->Compile();
m_ExplosionEffectProgram->Link();
}
void DrawFinalPass::Draw(RenderScene& scene)
@@ -27,39 +34,88 @@ void DrawFinalPass::Draw(RenderScene& scene)
GLERROR("DrawFinalPass::Draw: Pre");
DrawFinalPassState state;
m_ForwardPlusProgram->Bind();
GLuint shaderHandle = m_ForwardPlusProgram->GetHandle();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
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()));
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
GLuint shaderHandle;
//TODO: Render: Add code for more jobs than modeljobs.
for (auto &job : scene.ForwardJobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if(modelJob) {
//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->Matrix));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
if(modelJob->DiffuseTexture != nullptr) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
if (explosionEffectJob) {
m_ExplosionEffectProgram->Bind();
shaderHandle = m_ExplosionEffectProgram->GetHandle(); //---
GLERROR("DrawFinalPass::ExplosionEffect: ENDsdufhsdilfuh");
//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(explosionEffectJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(explosionEffectJob->Color));
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(explosionEffectJob->ExplosionOrigin));
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), explosionEffectJob->TimeSinceDeath);
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), explosionEffectJob->ExplosionDuration);
glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(explosionEffectJob->EndColor));
glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), explosionEffectJob->Randomness);
glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, explosionEffectJob->RandomNumbers.data());
glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), explosionEffectJob->RandomnessScalar);
glUniform2fv(glGetUniformLocation(shaderHandle, "Velocity"), 1, glm::value_ptr(explosionEffectJob->Velocity));
glUniform1i(glGetUniformLocation(shaderHandle, "ColorByDistance"), explosionEffectJob->ColorByDistance);
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), explosionEffectJob->ExponentialAccelaration);
GLERROR("DrawFinalPass::ExplosionEffect: asdasdasdasdasdasd");
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
if (explosionEffectJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
glBindTexture(GL_TEXTURE_2D, explosionEffectJob->DiffuseTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
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("DrawFinalPass::ExplosionEffect: END1");
glBindVertexArray(explosionEffectJob->Model->VAO);
GLERROR("DrawFinalPass::ExplosionEffect: END2");
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
GLERROR("DrawFinalPass::ExplosionEffect: END3");
glDrawElementsBaseVertex(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, 0, explosionEffectJob->StartIndex);
GLERROR("DrawFinalPass::ExplosionEffect: END");
m_ExplosionEffectProgram->Unbind();
continue;
} else {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
m_ForwardPlusProgram->Bind();
shaderHandle = m_ForwardPlusProgram->GetHandle();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
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()));
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
//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->Matrix));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
if (modelJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
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("DrawFinalPass::Model: END");
m_ForwardPlusProgram->Unbind();
continue;
}
}
}
GLERROR("DrawFinalPass::Draw: END");
+3 -3
View File
@@ -21,11 +21,11 @@ void DrawScenePass::InitializeShaderPrograms()
m_BasicForwardProgram->Compile();
m_BasicForwardProgram->Link();
m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ExplosionEffect.vert.glsl")));
/* m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ExplosionEffect.vert.glsl")));
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ExplosionEffect.frag.glsl")));
m_ExplosionEffectProgram->Compile();
m_ExplosionEffectProgram->Link();
m_ExplosionEffectProgram->Link();*/
}
void DrawScenePass::Draw(RenderScene& scene)
@@ -55,7 +55,7 @@ void DrawScenePass::Draw(RenderScene& scene)
//glUniform1f(glGetUniformLocation(ShaderHandle, "ObjectRadius"), explosionEffectJob->ObjectRadius);
glUniform4fv(glGetUniformLocation(ShaderHandle, "EndColor"), 1, glm::value_ptr(explosionEffectJob->EndColor));
glUniform1i(glGetUniformLocation(ShaderHandle, "Randomness"), explosionEffectJob->Randomness);
glUniform1fv(glGetUniformLocation(ShaderHandle, "RandomNumbers"), 20, explosionEffectJob->RandomNumbers.data());
glUniform1fv(glGetUniformLocation(ShaderHandle, "RandomNumbers"), 50, explosionEffectJob->RandomNumbers.data());
glUniform1f(glGetUniformLocation(ShaderHandle, "RandomnessScalar"), explosionEffectJob->RandomnessScalar);
glUniform2fv(glGetUniformLocation(ShaderHandle, "Velocity"), 1, glm::value_ptr(explosionEffectJob->Velocity));
glUniform1i(glGetUniformLocation(ShaderHandle, "ColorByDistance"), explosionEffectJob->ColorByDistance);