Compare commits
15 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 4df936ca70 | |||
| 6c072aae45 | |||
| 68634126e5 | |||
| f26b24ef6b | |||
| b0e9cd3965 | |||
| 5e747f53db | |||
| 3a213be679 | |||
| 4e6ff16e58 | |||
| ee99821164 | |||
| 53ea5bd37d | |||
| 243276707a | |||
| 0cf92e99ff | |||
| 3ba73b8206 | |||
| fcf5117952 | |||
| fb80d088e4 |
@@ -19,7 +19,6 @@ public:
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virtual const glm::vec3 Rotation() const { return m_Rotation; }
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virtual bool Jumping() const { return m_Jumping; }
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virtual bool Crouching() const { return m_Crouching; }
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virtual bool CrouchingLastFrame() const { return m_CrouchingLastFrame; }
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virtual bool DoubleJumping() const { return m_DoubleJumping; }
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virtual void SetDoubleJumping(bool isDoubleJumping) {
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m_DoubleJumping = isDoubleJumping;
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@@ -45,7 +44,6 @@ protected:
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bool m_Jumping = false;
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bool m_DoubleJumping = false;
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bool m_Crouching = false;
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bool m_CrouchingLastFrame = false;
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//assault dash membervariables - needed to calculate the doubletap- and dashlogic
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double m_AssaultDashDoubleTapDeltaTime = 0.0;
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//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
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@@ -84,7 +82,6 @@ void FirstPersonInputController<EventContext>::Reset()
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{
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m_Rotation = glm::vec3(0.f, 0.f, 0.f);
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m_Jumping = false;
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m_CrouchingLastFrame = m_Crouching;
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}
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template <typename EventContext>
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@@ -27,6 +27,8 @@ struct ExplosionEffectJob : ModelJob
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Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
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ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
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ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
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Reverse = (bool)explosionEffectComponent["Reverse"];
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ColorDistanceScalar = (double)explosionEffectComponent["ColorDistanceScalar"];
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};
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glm::vec3 ExplosionOrigin;
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@@ -38,12 +40,14 @@ struct ExplosionEffectJob : ModelJob
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glm::vec4 EndColor;
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bool Randomness = false;
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float RandomnessScalar = 1.f;
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double RandomnessScalar = 1.f;
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glm::vec2 Velocity;
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bool ColorByDistance = false;
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//bool ReverseAnimation = false;
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//bool Wireframe = false;
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bool ExponentialAccelaration = false;
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bool Reverse = false;
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double ColorDistanceScalar = 1.f;
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std::array<float, 50> RandomNumbers = {
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0.3257552917701f,
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@@ -63,7 +63,8 @@ private:
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GLuint m_DepthMap;
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FrameBuffer m_DepthBuffer;
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ShaderProgram* m_ShadowProgram;
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ShaderProgram* m_ShadowProgram;
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ShaderProgram* m_ShadowProgramSkinned;
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std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
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std::array<glm::mat4, MAX_SPLITS> m_LightView;
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@@ -3,6 +3,7 @@
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#include "Common.h"
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#include "Core/System.h"
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#include "Engine/GLM.h"
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class ExplosionEffectSystem : public PureSystem
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{
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@@ -1,19 +1,21 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<ExplosionEffect xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ExplosionEffect.xsd">
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<ExplosionOrigin X="0" Y="0" Z="0"/>
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<TimeSinceDeath>0</TimeSinceDeath>
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<ExplosionDuration>2</ExplosionDuration>
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<TimeSinceDeath>0.0</TimeSinceDeath>
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<ExplosionDuration>2.0</ExplosionDuration>
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<Speed>1</Speed>
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<Delay>0</Delay>
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<!--<Gravity>1</Gravity>-->
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<!--<GravityForce>1</GravityForce>-->
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<!--<ObjectRadius>2</ObjectRadius>-->
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<EndColor R="0" G="0" B="0" A="0"/>
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<Randomness>0</Randomness>
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<RandomnessScalar>1</RandomnessScalar>
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<Randomness>false</Randomness>
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<RandomnessScalar>1.0</RandomnessScalar>
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<Velocity X="2" Y="2"/>
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<ColorByDistance>0</ColorByDistance>
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<!--<ReverseAnimation>0</ReverseAnimation>-->
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<ColorByDistance>false</ColorByDistance>
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<!--<Wireframe>0</Wireframe>-->
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<ExponentialAccelaration>0</ExponentialAccelaration>
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<ExponentialAccelaration>false</ExponentialAccelaration>
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<Pulsate>false</Pulsate>
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<Reverse>false</Reverse>
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<ColorDistanceScalar>1.0</ColorDistanceScalar>
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</ExplosionEffect>
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@@ -44,15 +44,21 @@
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<xs:element name="ColorByDistance" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Change the color by its moved distance instead of by its time</xs:documentation></xs:annotation>
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</xs:element>
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<!--<xs:element name="ReverseAnimation" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Implosions are cooler</xs:documentation></xs:annotation>
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</xs:element>-->
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<!--<xs:element name="Wireframe" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Enable/disable wireframe</xs:documentation></xs:annotation>
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</xs:element>-->
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<xs:element name="ExponentialAccelaration" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Linear/Exponential accelaration</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Pulsate" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Pulsate the effect</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Reverse" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Reverse the effect</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="ColorDistanceScalar" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Scale the distance of the color change</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -15,6 +15,11 @@ uniform float RandomnessScalar;
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uniform vec2 Velocity;
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uniform bool ColorByDistance;
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uniform bool ExponentialAccelaration;
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uniform bool Reverse;
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uniform float ColorDistanceScalar;
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//uniform bool Gravity;
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//uniform bool Rotation;
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//uniform bool MaxRadius;
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in VertexData{
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vec3 Position;
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@@ -41,169 +46,136 @@ out VertexData{
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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float EqualTo(float x, float y) {
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return 1.0 - abs(sign(x - y));
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}
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float NotEqualTo(float x, float y) {
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return abs(sign(x - y));
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}
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float GreaterThan(float x, float y) {
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return max(sign(x - y), 0.0);
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}
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float LessThan(float x, float y) {
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return max(sign(y - x), 0.0);
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}
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float GreaterEqualTo(float x, float y) {
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return 1.0 - LessThan(x, y);
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}
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float LessEqualTo(float x, float y) {
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return 1.0 - GreaterThan(x, y);
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}
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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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{
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int randomIndex = int(mod(polygon_index, 50));
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return RandomNumbers[randomIndex];
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return RandomNumbers[int(mod(polygon_index, 50))];
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}
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float randomNumber = 0.0;
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float randomDistance = 0.0;
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void main()
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vec3 CalcCenterOfTriangle(vec3 vertex0, vec3 vertex1, vec3 vertex2)
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{
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// calculate middle of vectors
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vec3 v1 = Input[1].Position - Input[0].Position;
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vec3 v2 = Input[2].Position - Input[0].Position;
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vec3 v3 = Input[2].Position - (v1 / 2);
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vec3 v4 = Input[1].Position - (v2 / 2);
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vec3 dir1 = normalize(vertex1 - vertex0);
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vec3 dir2 = normalize(vertex2 - vertex0);
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// calculate intersection
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// normalize direction
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vec3 dir1 = normalize(v1);
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vec3 dir2 = normalize(v2);
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vec3 vecA = Input[2].Position - Input[1].Position; //o2 - o1
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vec3 vecA = vertex2 - vertex1; //o2 - o1
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vec3 vecB = cross(dir1, dir2);
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mat3 matrisA = mat3(vecA, dir2, vecB);
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float lengthA = length(vecB);
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lengthA = lengthA * lengthA;
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float s = determinant(matrisA) / lengthA;
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// center position of triangle
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vec3 centerOfTriangle = Input[1].Position + (s * dir1);
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return vertex1 + (s * dir1);
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}
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void PassThingsThrough(int index)
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{
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// pass through vertex data
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Output.Normal = Input[index].Normal;
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Output.Position = Input[index].Position;
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Output.TextureCoordinate = Input[index].TextureCoordinate;
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Output.Tangent = Input[index].Tangent;
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Output.BiTangent = Input[index].BiTangent;
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Output.ExplosionColor = EndColor;
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}
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void main()
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{
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vec3 centerOfTriangle = CalcCenterOfTriangle(Input[0].Position, Input[1].Position, Input[2].Position);
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// center position of triangle to origin vector
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vec3 origin2TriangleCenterVector = centerOfTriangle - ExplosionOrigin;
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vec3 normalizedOrigin2TriangleCenterVector = normalize(origin2TriangleCenterVector);
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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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// time percentage until end of explosion (0.0-1.0)
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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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// get a random number if randomness is enabled, otherwise the random distance will be zero and won't affect the other algorithms
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float randomDistance = float(Randomness) * GetRandomNumber(gl_PrimitiveIDIn) * RandomnessScalar;
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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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float currentVelocity = mix(randomVelocity.x, randomVelocity.y, timePercetage);
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if (ExponentialAccelaration == true)
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{
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currentVelocity = pow(currentVelocity, 2) / 2.0;
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}
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// if the accelaration should be exponential
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currentVelocity = currentVelocity * max(currentVelocity * float(ExponentialAccelaration), 1.0);
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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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// the distance the blast has moved since the beginning, i.e. its radius
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float blastWave = TimeSinceDeath * currentVelocity;
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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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// vector from the triangle center to the explosion's shockwave
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vec3 triangleCenter2ExplosionRadius = (normalizedOrigin2TriangleCenterVector * (TimeSinceDeath * currentVelocity)) - (normalizedOrigin2TriangleCenterVector * fullDistanceWithRandomness);
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float origin2TriangleCenterDistanceWithRandomness = origin2TriangleCenterDistance + randomDistance;
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// if the triangle is inside the blast radius...
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if (fullDistanceWithRandomness <= (TimeSinceDeath * currentVelocity))
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vec3 triangleCenter2ExplosionRadius = (normalizedOrigin2TriangleCenterVector * blastWave) - (normalizedOrigin2TriangleCenterVector * origin2TriangleCenterDistanceWithRandomness);
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// if the triangle is inside the blast's radius...
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float isInsideBlastRadius = LessEqualTo(origin2TriangleCenterDistanceWithRandomness, blastWave);
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// calculate the max distance (s) the triangle will move
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float accelaration = (randomVelocity.y - randomVelocity.x) / ExplosionDuration;
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float maxDistance = (randomVelocity.x * ExplosionDuration) + (0.5 * accelaration * ExplosionDuration * ExplosionDuration);
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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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{
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float maxRadius = max(TimeSinceDeath * currentVelocity, (ExplosionDuration * currentVelocity));
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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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// if explosion color should be affected by distance instead of time...
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if (ColorByDistance == true)
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{
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// calculate the max distance (s) the triangle will move
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float s = (randomVelocity.x * ExplosionDuration) + (0.5 * a * pow(ExplosionDuration, 2));
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float te = (length(triangleCenter2ExplosionRadius) / s);
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = te;
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}
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else
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{
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = timePercetage;
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}
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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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{
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// move the triangle to the blast radius
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vec3 ExplodedPosition = Input[i].Position + triangleCenter2ExplosionRadius;
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// pass through vertex data
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Output.Normal = Input[i].Normal;
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Output.Position = Input[i].Position;
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Output.TextureCoordinate = Input[i].TextureCoordinate;
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Output.Tangent = Input[i].Tangent;
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Output.BiTangent = Input[i].BiTangent;
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for (int j = 0; j < MAX_SPLITS; j++)
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{
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Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
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}
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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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// if there is gravity, apply it
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//if (Gravity == true)
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//{
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// // ---DO THIS----> //ExplodedPositionInModelSpace.y = ExplodedPositionInModelSpace.y - TimeSinceHit;
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//
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// ExplodedPositionInModelSpace.y = ExplodedPositionInModelSpace.y - pow(TimeSinceDeath, 2);
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//}
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// convert to screen space
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gl_Position = P*V * ExplodedPositionInModelSpace;
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EmitVertex();
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}
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Output.ExplosionPercentageElapsed = (length(triangleCenter2ExplosionRadius) / maxDistance) * isInsideBlastRadius * ColorDistanceScalar;
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}
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else
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{
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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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{
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = 0.0;
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}
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else
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{
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = timePercetage;
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Output.ExplosionPercentageElapsed = timePercetage;
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}
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vec3 ExplodedPosition;
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for (int i = 0; i < gl_in.length(); i++)
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{
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// move the triangle to the blast radius
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ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * isInsideBlastRadius);
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}
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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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{
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// pass through vertex data
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Output.Normal = Input[i].Normal;
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Output.Position = Input[i].Position;
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Output.TextureCoordinate = Input[i].TextureCoordinate;
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Output.Tangent = Input[i].Tangent;
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Output.BiTangent = Input[i].BiTangent;
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// pass through vertex data
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PassThingsThrough(i);
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for (int j = 0; j < MAX_SPLITS; j++)
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{
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Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
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}
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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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EmitVertex();
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}
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for (int j = 0; j < MAX_SPLITS; j++)
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{
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Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
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}
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// convert to window space
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gl_Position = P * V * M * vec4(ExplodedPosition, 1.0);
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EmitVertex();
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}
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//EndPrimitive();
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}
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}
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@@ -0,0 +1,29 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 Bones[100];
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layout (location = 0) in vec3 Position;
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layout (location = 4) in vec2 TextureCoords;
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layout(location = 5) in vec4 BoneIndices;
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layout(location = 6) in vec4 BoneWeights;
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out VertexData{
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vec2 TextureCoordinate;
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}Output;
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||||
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||||
void main()
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||||
{
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mat4 boneTransform = mat4(1);
|
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if(BoneWeights[0] > 0.0f){
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boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
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+ BoneWeights[1] * Bones[int(BoneIndices[1])]
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+ BoneWeights[2] * Bones[int(BoneIndices[2])]
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+ BoneWeights[3] * Bones[int(BoneIndices[3])];
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}
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gl_Position = P * V * M * boneTransform * vec4(Position, 1.0);
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Output.TextureCoordinate = TextureCoords;
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}
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@@ -470,7 +470,6 @@ bool AABBvsTriangle(const AABB& box,
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}
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glm::vec3 cornerResolution = (1+t) * diagonal;
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cornerResolution = glm::dot(cornerResolution, triNormal) * triNormal;
|
||||
//Overwrite the smallest resolution if cornerResolution is smaller.
|
||||
float lenSq = glm::length2(cornerResolution);
|
||||
if (lenSq < resolveShortest.DistanceSq) {
|
||||
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@@ -88,11 +88,12 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
|
||||
|
||||
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
|
||||
bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
|
||||
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
||||
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
|
||||
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
|
||||
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
|
||||
(glm::vec3&)cTransform["Position"] += resolutionVector;
|
||||
(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
|
||||
boxA = *Collision::EntityAbsoluteAABB(entity);
|
||||
cPhysics["Velocity"] = inOutVelocity;
|
||||
if (isOnGround) {
|
||||
|
||||
@@ -127,12 +127,12 @@ void AnimationSystem::UpdateAnimations(double dt)
|
||||
void AnimationSystem::UpdateWeights(double dt)
|
||||
{
|
||||
for (auto it = m_AutoBlendQueues.begin(); it != m_AutoBlendQueues.end(); ) {
|
||||
LOG_INFO("%s", it->first.Name().c_str());
|
||||
it->second.PrintQueue();
|
||||
/* LOG_INFO("%s", it->first.Name().c_str());
|
||||
it->second.PrintQueue();*/
|
||||
|
||||
if(it->second.HasActiveBlendJob()) {
|
||||
AutoBlendQueue::AutoBlendJob& blendJob = it->second.GetActiveBlendJob();
|
||||
LOG_INFO("%s", blendJob.RootNode.Name().c_str());
|
||||
//LOG_INFO("%s", blendJob.RootNode.Name().c_str());
|
||||
std::shared_ptr<BlendTree> blendTree = it->second.GetBlendTree();
|
||||
if (blendTree != nullptr) {
|
||||
if (blendJob.Duration != 0.0) {
|
||||
|
||||
@@ -1319,7 +1319,12 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
|
||||
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
|
||||
GLERROR("Bind 6 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
|
||||
if (job->Reverse == false) {
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
|
||||
}
|
||||
else {
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), (job->ExplosionDuration - job->TimeSinceDeath));
|
||||
}
|
||||
GLERROR("Bind 7 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration);
|
||||
GLERROR("Bind 8 uniform");
|
||||
@@ -1337,6 +1342,10 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
|
||||
GLERROR("Bind 14 uniform");
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration);
|
||||
GLERROR("Bind 15 uniform");
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "Reverse"), job->Reverse);
|
||||
GLERROR("Bind 15-2 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "ColorDistanceScalar"), job->ColorDistanceScalar);
|
||||
GLERROR("Bind 15-3 uniform");
|
||||
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
|
||||
GLERROR("Bind 16 uniform");
|
||||
|
||||
@@ -219,7 +219,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
lastShader = m_PickingSkinnedProgram->GetHandle();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
|
||||
@@ -156,7 +156,12 @@ void ShadowPass::InitializeShaderPrograms()
|
||||
m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
|
||||
m_ShadowProgram->Link();
|
||||
|
||||
|
||||
m_ShadowProgramSkinned = ResourceManager::Load<ShaderProgram>("#ShadowProgramSkinned");
|
||||
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowSkinned.vert.glsl")));
|
||||
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
|
||||
m_ShadowProgramSkinned->Compile();
|
||||
m_ShadowProgramSkinned->BindFragDataLocation(0, "ShadowMap");
|
||||
m_ShadowProgramSkinned->Link();
|
||||
}
|
||||
|
||||
void ShadowPass::ClearBuffer()
|
||||
@@ -212,8 +217,7 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
|
||||
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
|
||||
|
||||
m_ShadowProgram->Bind();
|
||||
GLuint shaderHandle = m_ShadowProgram->GetHandle();
|
||||
|
||||
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
|
||||
|
||||
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
|
||||
@@ -221,7 +225,11 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
|
||||
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
|
||||
|
||||
|
||||
GLuint shaderHandle;
|
||||
|
||||
for (auto &job : scene.Jobs.DirectionalLight) {
|
||||
|
||||
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
|
||||
|
||||
if (directionalLightJob) {
|
||||
@@ -232,9 +240,19 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
//RadiusToLightspace(m_shadowFrusta[i]);
|
||||
m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]);
|
||||
|
||||
|
||||
m_ShadowProgram->Bind();
|
||||
shaderHandle = m_ShadowProgram->GetHandle();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
|
||||
|
||||
m_ShadowProgramSkinned->Bind();
|
||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
|
||||
|
||||
|
||||
|
||||
GLERROR("ShadowLight ERROR");
|
||||
|
||||
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
|
||||
@@ -245,6 +263,23 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
continue;
|
||||
}
|
||||
|
||||
if(modelJob->Model->IsSkinned()) {
|
||||
m_ShadowProgramSkinned->Bind();
|
||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_ShadowProgram->Bind();
|
||||
shaderHandle = m_ShadowProgram->GetHandle();
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
|
||||
|
||||
@@ -265,6 +300,23 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
continue;
|
||||
}
|
||||
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ShadowProgramSkinned->Bind();
|
||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_ShadowProgram->Bind();
|
||||
shaderHandle = m_ShadowProgram->GetHandle();
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
|
||||
|
||||
|
||||
@@ -7,12 +7,15 @@ void ExplosionEffectSystem::UpdateComponent(EntityWrapper& entity, ComponentWrap
|
||||
delay = std::max(0.0, delay - dt);
|
||||
}
|
||||
|
||||
if (delay <= 0) {
|
||||
double& timeSinceDeath = component["TimeSinceDeath"];
|
||||
timeSinceDeath += (double)component["Speed"] * dt;
|
||||
if (timeSinceDeath < 0 || timeSinceDeath > (double)component["ExplosionDuration"]) {
|
||||
timeSinceDeath = 0.0;
|
||||
}
|
||||
}
|
||||
if (delay <= 0) {
|
||||
double& timeSinceDeath = component["TimeSinceDeath"];
|
||||
timeSinceDeath += (double)component["Speed"] * dt;
|
||||
if (timeSinceDeath < 0) {
|
||||
timeSinceDeath = 0.0;
|
||||
}
|
||||
else if (timeSinceDeath >(double)component["ExplosionDuration"]) {
|
||||
timeSinceDeath = (double)component["ExplosionDuration"];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -264,11 +264,6 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
size = glm::vec3(1.f, 1.f, 1.f);
|
||||
} else {
|
||||
size = glm::vec3(1.f, 1.6f, 1.f);
|
||||
if (controller->CrouchingLastFrame() && isOnGround) {
|
||||
// The collision should resolve this anyway, but
|
||||
// this is more reliable, since the box gets larger.
|
||||
((glm::vec3&)cTransform["Position"]).y += 0.3f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user