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
+8 -7
View File
@@ -54,17 +54,18 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
glUniform3fv(glGetUniformLocation(ShaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(coolDeathAnimationJob->ExplosionOrigin));
glUniform1f(glGetUniformLocation(ShaderHandle, "TimeSinceDeath"), coolDeathAnimationJob->TimeSinceDeath);
glUniform1f(glGetUniformLocation(ShaderHandle, "ExplosionDuration"), coolDeathAnimationJob->ExplosionDuration);
glUniform1i(glGetUniformLocation(ShaderHandle, "Gravity"), coolDeathAnimationJob->Gravity);
glUniform1f(glGetUniformLocation(ShaderHandle, "GravityForce"), coolDeathAnimationJob->GravityForce);
glUniform1f(glGetUniformLocation(ShaderHandle, "ObjectRadius"), coolDeathAnimationJob->ObjectRadius);
//glUniform1i(glGetUniformLocation(ShaderHandle, "Gravity"), coolDeathAnimationJob->Gravity);
//glUniform1f(glGetUniformLocation(ShaderHandle, "GravityForce"), coolDeathAnimationJob->GravityForce);
//glUniform1f(glGetUniformLocation(ShaderHandle, "ObjectRadius"), coolDeathAnimationJob->ObjectRadius);
glUniform4fv(glGetUniformLocation(ShaderHandle, "EndColor"), 1, glm::value_ptr(coolDeathAnimationJob->EndColor));
glUniform1i(glGetUniformLocation(ShaderHandle, "Randomness"), coolDeathAnimationJob->Randomness);
glUniform1fv(glGetUniformLocation(ShaderHandle, "RandomNumbers"), 20, coolDeathAnimationJob->RandomNumbers.data());
glUniform1f(glGetUniformLocation(ShaderHandle, "RandomnessScalar"), coolDeathAnimationJob->RandomnessScalar);
glUniform2fv(glGetUniformLocation(ShaderHandle, "Acceleration"), 1, glm::value_ptr(coolDeathAnimationJob->Acceleration));
glUniform1i(glGetUniformLocation(ShaderHandle, "ColorPerPolygon"), coolDeathAnimationJob->ColorPerPolygon);
glUniform1i(glGetUniformLocation(ShaderHandle, "ReverseAnimation"), coolDeathAnimationJob->ReverseAnimation);
glUniform1i(glGetUniformLocation(ShaderHandle, "Wireframe"), coolDeathAnimationJob->Wireframe);
glUniform2fv(glGetUniformLocation(ShaderHandle, "Velocity"), 1, glm::value_ptr(coolDeathAnimationJob->Velocity));
glUniform1i(glGetUniformLocation(ShaderHandle, "ColorByDistance"), coolDeathAnimationJob->ColorByDistance);
//glUniform1i(glGetUniformLocation(ShaderHandle, "ReverseAnimation"), coolDeathAnimationJob->ReverseAnimation);
//glUniform1i(glGetUniformLocation(ShaderHandle, "Wireframe"), coolDeathAnimationJob->Wireframe);
glUniform1i(glGetUniformLocation(ShaderHandle, "ExponentialAccelaration"), coolDeathAnimationJob->ExponentialAccelaration);
+8 -7
View File
@@ -117,16 +117,17 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
job.ExplosionOrigin = (glm::vec3)deathComp["ExplosionOrigin"];
job.TimeSinceDeath = (double)deathComp["TimeSinceDeath"];
job.ExplosionDuration = (double)deathComp["ExplosionDuration"];
job.Gravity = (bool)deathComp["Gravity"];
job.GravityForce = (double)deathComp["GravityForce"];
job.ObjectRadius = (double)deathComp["ObjectRadius"];
//job.Gravity = (bool)deathComp["Gravity"];
//job.GravityForce = (double)deathComp["GravityForce"];
//job.ObjectRadius = (double)deathComp["ObjectRadius"];
job.EndColor = (glm::vec4)deathComp["EndColor"];
job.Randomness = (bool)deathComp["Randomness"];
job.RandomnessScalar = (double)deathComp["RandomnessScalar"];
job.Acceleration = (glm::vec2)deathComp["Acceleration"];
job.ColorPerPolygon = (bool)deathComp["ColorPerPolygon"];
job.ReverseAnimation = (bool)deathComp["ReverseAnimation"];
job.Wireframe = (bool)deathComp["Wireframe"];
job.Velocity = (glm::vec2)deathComp["Velocity"];
job.ColorByDistance = (bool)deathComp["ColorByDistance"];
//job.ReverseAnimation = (bool)deathComp["ReverseAnimation"];
//job.Wireframe = (bool)deathComp["Wireframe"];
job.ExponentialAccelaration = (bool)deathComp["ExponentialAccelaration"];
job.RandomNumbers = {
0.3257552917701f,
0.07601508315467f,