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