First pass that actually work

Not at all done, but it'll have to do for now
This commit is contained in:
Ayumiwii
2016-01-18 11:50:00 +01:00
parent 923589524b
commit 8f8b64f99c
8 changed files with 100 additions and 78 deletions
+40 -30
View File
@@ -6,17 +6,18 @@ uniform mat4 P;
uniform vec3 ExplosionOrigin;
uniform float TimeSinceDeath;
uniform float ExplosionDuration;
uniform bool Gravity;
uniform float GravityForce;
uniform float ObjectRadius;
//uniform bool Gravity;
//uniform float GravityForce;
//uniform float ObjectRadius;
uniform vec4 EndColor;
uniform bool Randomness;
uniform float RandomNumbers[20];
uniform float RandomnessScalar;
uniform vec2 Velocity; // CHANGED THIS TO VELOCITY REMEMBER YOU FUCKER
uniform bool ColorPerPolygon;
uniform bool ReverseAnimation;
uniform bool Wireframe;
uniform vec2 Velocity;
uniform bool ColorByDistance;
//uniform bool ReverseAnimation;
//uniform bool Wireframe;
uniform bool ExponentialAccelaration;
in VertexData{
vec3 Position;
@@ -65,6 +66,7 @@ float GetRandomNumber(int polygon_index)
}
float randomNumber = 0.0;
float randomDistance = 0.0;
void main()
{
@@ -93,45 +95,51 @@ void main()
// center position of triangle
vec3 centerOfTriangle = Input[1].Position + (s * dir1);
// normalized center position of triangle to origin vector
vec3 origin2TriangleCenterVector = normalize(centerOfTriangle - ExplosionOrigin);
// center position of triangle to origin vector
vec3 origin2TriangleCenterVector = centerOfTriangle - ExplosionOrigin;
vec3 normalizedOrigin2TriangleCenterVector = normalize(origin2TriangleCenterVector);
// time percentage until end of explosion (0.0-1.0)
float timePercetage = TimeSinceDeath / ExplosionDuration;
// accelaration to use on current frame. is a interpolation between start and end value
float currentAccelaration = mix(Velocity.x, Velocity.y, timePercetage);
float currentVelocity = mix(Velocity.x, Velocity.y, timePercetage);
if (ExponentialAccelaration == true)
{
currentVelocity = pow(currentVelocity, 2) / 2.0;
}
// distance between origin and the center of the current triangle
float origin2TriangleCenterDistance = distance(ExplosionOrigin, centerOfTriangle);
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)
{
randomNumber = GetRandomNumber(gl_PrimitiveIDIn);
randomDistance = GetRandomNumber(gl_PrimitiveIDIn) * RandomnessScalar;
}
// the distance from origin to the triangle center with eventual randomness added
float fullDistanceWithRandomness = origin2TriangleCenterDistance + (randomNumber * RandomnessScalar);
// vector from the triangle center to the explosion's shockwave
vec3 triangleCenter2ExplosionRadius = (origin2TriangleCenterVector * (TimeSinceDeath * currentAccelaration)) - (origin2TriangleCenterVector * fullDistanceWithRandomness);
float fullDistanceWithRandomness = origin2TriangleCenterDistance + randomDistance;
// vector from the triangle center to the explosion's shockwave
vec3 triangleCenter2ExplosionRadius = (normalizedOrigin2TriangleCenterVector * (TimeSinceDeath * currentVelocity)) - (normalizedOrigin2TriangleCenterVector * fullDistanceWithRandomness);
// if the triangle is inside the blast radius...
if (fullDistanceWithRandomness <= (TimeSinceDeath * currentAccelaration))
if (fullDistanceWithRandomness <= (TimeSinceDeath * currentVelocity))
{
float maxRadius = max(TimeSinceDeath * currentVelocity, (ExplosionDuration * currentVelocity));
float a = (Velocity.y - Velocity.x) / ExplosionDuration;
//float t = sqrt((2 * origin2TriangleCenterDistance) / a);
// if explosion color should be affected by distance instead of time...
if (ColorPerPolygon == true)
if (ColorByDistance == true)
{
// the position of the center of the triangle after it has exploded
vec3 movedCenterOfTriangle = vec3(centerOfTriangle + triangleCenter2ExplosionRadius);
// calculate the max distance (s) the triangle will move
float a = (Velocity.y - Velocity.x) / ExplosionDuration;
float s = (Velocity.x * ExplosionDuration) + (0.5 * a * pow(ExplosionDuration, 2));
ExplosionColor = EndColor * (length(triangleCenter2ExplosionRadius) / s);
//ExplosionColor = EndColor * (distance(ExplosionOrigin, movedCenterOfTriangle) - distance(ExplosionOrigin, centerOfTriangle))
}
else
{
@@ -154,20 +162,22 @@ void main()
vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
// if there is gravity, apply it
if (Gravity == true)
{
ExplodedPositionInModelSpace.y = ExplodedPositionInModelSpace.y - pow((TimeSinceDeath - fullDistanceWithRandomness) * GravityForce, 2);
}
//if (Gravity == true)
//{
// // ---DO THIS----> //ExplodedPositionInModelSpace.y = ExplodedPositionInModelSpace.y - TimeSinceHit;
//
// ExplodedPositionInModelSpace.y = ExplodedPositionInModelSpace.y - pow(TimeSinceDeath, 2);
//}
// convert to screen space
gl_Position = P*V * vec4(ExplodedPosition, 1.0);
// convert to screen space
gl_Position = P*V * ExplodedPositionInModelSpace;
EmitVertex();
}
}
else
{
// if explosion color should be affected by distance instead of time...
if (ColorPerPolygon == true)
if (ColorByDistance == true)
{
ExplosionColor = vec4(0.0);
}