Compare commits
12 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 7e12d00874 | |||
| 44baa47bba | |||
| 382e00cff4 | |||
| 77e1dacb6f | |||
| 37aa1eaa18 | |||
| 1411964dcf | |||
| 35269315cc | |||
| 8f8b64f99c | |||
| 923589524b | |||
| 00eeed2e20 | |||
| 0630885d92 | |||
| 3467315aef |
@@ -5,6 +5,7 @@
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#include <map>
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#include <unordered_map>
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#include <algorithm>
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#include <array>
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#include "Core/Util/Logging.h"
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#include "Core/Util/IfDebug.h"
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@@ -43,6 +43,7 @@ private:
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const LightCullingPass* m_LightCullingPass;
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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};
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#endif
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@@ -0,0 +1,106 @@
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#ifndef ExplosionEffectJob_h__
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#define ExplosionEffectJob_h__
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#include <cstdint>
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#include "../Common.h"
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#include "../GLM.h"
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#include "../Core/ComponentWrapper.h"
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#include "Texture.h"
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#include "Model.h"
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#include "RenderJob.h"
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#include "../Core/ResourceManager.h"
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#include "Camera.h"
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#include "../Core/World.h"
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struct ExplosionEffectJob : ModelJob
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{
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
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{
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ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
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TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
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ExplosionDuration = (double)explosionEffectComponent["ExplosionDuration"];
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EndColor = (glm::vec4)explosionEffectComponent["EndColor"];
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Randomness = (bool)explosionEffectComponent["Randomness"];
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RandomnessScalar = (double)explosionEffectComponent["RandomnessScalar"];
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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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};
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glm::vec3 ExplosionOrigin;
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double TimeSinceDeath = 0.f; //Seconds
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double ExplosionDuration = 2.f;
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//bool Gravity = true;
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//double GravityForce = 1.f; // Speed
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//double ObjectRadius = 2.f; // TODO: Change this for object radius when it's available
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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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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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std::array<float, 50> RandomNumbers = {
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0.3257552917701f,
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0.07601508315467f,
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0.57408909014151f,
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0.0f,
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0.8618231368539f,
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0.074957156588769f,
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0.39413607511396f,
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0.54579346698979f,
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0.83222648353885f,
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0.83635707285086f,
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0.34473986148124f,
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0.98092448710507f,
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0.46346380070944f,
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0.7308761201477f,
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0.70832470371776f,
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0.28268750909841f,
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0.26291620883295f,
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0.07685032816457f,
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0.30760929515008f,
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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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{
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Hash = 0;
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}
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};
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#endif
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@@ -14,6 +14,7 @@
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#include "TextJob.h"
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#include "PointLightJob.h"
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#include "DirectionalLightJob.h"
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#include "ExplosionEffectJob.h"
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struct RenderScene
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{
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@@ -73,6 +73,8 @@ private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
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//--------------------ShaderPrograms-------------------//
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ShaderProgram* m_BasicForwardProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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};
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#endif
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@@ -0,0 +1,24 @@
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#include "Common.h"
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#include "Core/System.h"
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class ExplosionEffectSystem : public PureSystem
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{
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public:
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ExplosionEffectSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("ExplosionEffect")
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{ }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
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{
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if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"]) {
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(double)component["TimeSinceDeath"] = 0.f;
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}
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(double&)component["TimeSinceDeath"] += dt;
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//if ((bool)Component["Gravity"] == true) {
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// (bool)Component["ExponentialAccelaration"] = false;
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//}
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}
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};
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@@ -14,6 +14,7 @@
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#include "Core/EKeyDown.h"
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#include "Core/EntityFilePreprocessor.h"
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#include "Core/SystemPipeline.h"
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#include "ExplosionEffectSystem.h"
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#include "Editor/EditorSystem.h"
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#include "Core/EntityFile.h"
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#include "Rendering/RenderSystem.h"
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@@ -12,6 +12,7 @@
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<xs:include schemaLocation="Components/PointLight.xsd"/>
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<xs:include schemaLocation="Components/DirectionalLight.xsd"/>
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<xs:include schemaLocation="Components/Trigger.xsd"/>
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<xs:include schemaLocation="Components/ExplosionEffect.xsd"/>
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<xs:include schemaLocation="Components/Health.xsd"/>
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<xs:include schemaLocation="Components/CapturePoint.xsd"/>
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<xs:include schemaLocation="Components/Listener.xsd"/>
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@@ -0,0 +1,17 @@
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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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<!--<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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<Velocity X="2" Y="2"/>
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<ColorByDistance>0</ColorByDistance>
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<!--<ReverseAnimation>0</ReverseAnimation>-->
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<!--<Wireframe>0</Wireframe>-->
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<ExponentialAccelaration>0</ExponentialAccelaration>
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</ExplosionEffect>
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@@ -0,0 +1,57 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="ExplosionEffect">
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<xs:annotation>
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<xs:documentation>A component that trigger the death effect</xs:documentation>
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</xs:annotation>
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<xs:complexType>
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<xs:all>
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<xs:element name="ExplosionOrigin" type="t:Vector" minOccurs="0">
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<xs:annotation><xs:documentation>The position in which to spawn the component</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="TimeSinceDeath" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Seconds since death</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="ExplosionDuration" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>How many seconds the death animation should be</xs:documentation></xs:annotation>
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</xs:element>
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<!--<xs:element name="Gravity" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Enable/disable gravity</xs:documentation></xs:annotation>
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</xs:element>-->
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<!--<xs:element name="GravityForce" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>The force of the gravity</xs:documentation></xs:annotation>
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</xs:element>-->
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<!--<xs:element name="ObjectRadius" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Object radius (TO BE REMOVED AND AUTOMATED)</xs:documentation></xs:annotation>
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</xs:element>-->
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<xs:element name="EndColor" type="t:Color" minOccurs="0">
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<xs:annotation><xs:documentation>The tint the polys end with</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Randomness" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Add some randomness to the explosion</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="RandomnessScalar" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Alter the power of the randomness</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Velocity" type="t:Vector" minOccurs="0">
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<xs:annotation><xs:documentation>The velocity factors (start/end)</xs:documentation></xs:annotation>
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</xs:element>
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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:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -25,10 +25,16 @@
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<Entity>
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<Components>
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<c:Animation>
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<Name>Crouch Walk</Name>
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<Time>701.10570384634161</Time>
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<Speed>32</Speed>
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<Name>Run</Name>
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<Time>0.56277947897317659</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:ExplosionEffect>
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<Velocity X="0" Y="1.10000002" Z="3.30000019"/>
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<ExplosionOrigin X="-0.600000024" Y="1" Z="0"/>
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<TimeSinceDeath>0.95625903442123672</TimeSinceDeath>
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<EndColor A="0" B="0.815686285" G="1" R="0"/>
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</c:ExplosionEffect>
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<c:Model>
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<Resource>Models/AssaultAnimated.mesh</Resource>
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<Color A="1" B="392156.875" G="1" R="1"/>
|
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|
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@@ -18,6 +18,23 @@
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</c:Transform>
|
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<c:Camera>
|
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</c:Camera>
|
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<Orientation X="0.0" Y="0.0" Z="0"/>
|
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<c:ExplosionEffect>
|
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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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<!--<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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<Velocity X="2" Y="2"/>
|
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<ColorByDistance>0</ColorByDistance>
|
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<!--<ReverseAnimation>0</ReverseAnimation>-->
|
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<!--<Wireframe>0</Wireframe>-->
|
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<ExponentialAccelaration>0</ExponentialAccelaration>
|
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</c:ExplosionEffect>
|
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<c:Model>
|
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<Resource>Models/Camera.mesh</Resource>
|
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</c:Model>
|
||||
|
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@@ -15,6 +15,7 @@
|
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<xs:element ref="c:Model" minOccurs="0"/>
|
||||
<xs:element ref="c:RaptorCopter" minOccurs="0"/>
|
||||
<xs:element ref="c:Player" minOccurs="0"/>
|
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<xs:element ref="c:ExplosionEffect" minOccurs="0"/>
|
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<xs:element ref="c:Camera" minOccurs="0"/>
|
||||
<xs:element ref="c:Text" minOccurs="0"/>
|
||||
<xs:element ref="c:AABB" minOccurs="0"/>
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform vec4 Color;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 DiffuseColor;
|
||||
vec4 ExplosionColor;
|
||||
}Input;
|
||||
|
||||
out vec4 fragmentColor;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texel = texture2D(texture0, Input.TextureCoordinate);
|
||||
fragmentColor = texel * Input.DiffuseColor * Color + Input.ExplosionColor;
|
||||
}
|
||||
@@ -0,0 +1,179 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform vec3 ExplosionOrigin;
|
||||
uniform float TimeSinceDeath;
|
||||
uniform float ExplosionDuration;
|
||||
uniform vec4 EndColor;
|
||||
uniform bool Randomness;
|
||||
uniform float RandomNumbers[50];
|
||||
uniform float RandomnessScalar;
|
||||
uniform vec2 Velocity;
|
||||
uniform bool ColorByDistance;
|
||||
uniform bool ExponentialAccelaration;
|
||||
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
}Input[];
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
}Output;
|
||||
|
||||
layout(triangles) in;
|
||||
layout(triangle_strip, max_vertices = 3) out;
|
||||
|
||||
// returns a "random" number based on input parameter
|
||||
float GetRandomNumber(int polygon_index)
|
||||
{
|
||||
int randomIndex = int(mod(polygon_index, 50));
|
||||
|
||||
return RandomNumbers[randomIndex];
|
||||
}
|
||||
|
||||
float randomNumber = 0.0;
|
||||
float randomDistance = 0.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
// calculate middle of vectors
|
||||
vec3 v1 = Input[1].Position - Input[0].Position;
|
||||
vec3 v2 = Input[2].Position - Input[0].Position;
|
||||
vec3 v3 = Input[2].Position - (v1 / 2);
|
||||
vec3 v4 = Input[1].Position - (v2 / 2);
|
||||
|
||||
// calculate intersection
|
||||
|
||||
// normalize direction
|
||||
vec3 dir1 = normalize(v1);
|
||||
vec3 dir2 = normalize(v2);
|
||||
|
||||
vec3 vecA = Input[2].Position - Input[1].Position; //o2 - o1
|
||||
vec3 vecB = cross(dir1, dir2);
|
||||
|
||||
mat3 matrisA = mat3(vecA, dir2, vecB);
|
||||
|
||||
float lengthA = length(vecB);
|
||||
lengthA = lengthA * lengthA;
|
||||
|
||||
float s = determinant(matrisA) / lengthA;
|
||||
|
||||
// center position of triangle
|
||||
vec3 centerOfTriangle = Input[1].Position + (s * dir1);
|
||||
|
||||
// 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;
|
||||
|
||||
// get a random number if randomness is enabled, otherwise the random number will be zero and won't affect the other algorithms
|
||||
if (Randomness == true)
|
||||
{
|
||||
randomDistance = GetRandomNumber(gl_PrimitiveIDIn) * RandomnessScalar;
|
||||
}
|
||||
|
||||
vec2 randomVelocity = Velocity * (randomDistance + 1.0);
|
||||
|
||||
// accelaration to use on current frame. is a interpolation between start and end value
|
||||
float currentVelocity = mix(randomVelocity.x, randomVelocity.y, timePercetage);
|
||||
|
||||
if (ExponentialAccelaration == true)
|
||||
{
|
||||
currentVelocity = pow(currentVelocity, 2) / 2.0;
|
||||
}
|
||||
|
||||
// distance between origin and the center of the current triangle
|
||||
float origin2TriangleCenterDistance = length(origin2TriangleCenterVector);
|
||||
|
||||
// the distance from origin to the triangle center with eventual randomness added
|
||||
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 * currentVelocity))
|
||||
{
|
||||
float maxRadius = max(TimeSinceDeath * currentVelocity, (ExplosionDuration * currentVelocity));
|
||||
|
||||
float a = (randomVelocity.y - randomVelocity.x) / ExplosionDuration;
|
||||
//float t = sqrt((2 * origin2TriangleCenterDistance) / a);
|
||||
|
||||
// if explosion color should be affected by distance instead of time...
|
||||
if (ColorByDistance == true)
|
||||
{
|
||||
// calculate the max distance (s) the triangle will move
|
||||
float s = (randomVelocity.x * ExplosionDuration) + (0.5 * a * pow(ExplosionDuration, 2));
|
||||
|
||||
Output.ExplosionColor = EndColor * (length(triangleCenter2ExplosionRadius) / s);
|
||||
}
|
||||
else
|
||||
{
|
||||
Output.ExplosionColor = EndColor * timePercetage;
|
||||
}
|
||||
|
||||
// for every vertex on the triangle...
|
||||
for (int i = 0; i < gl_in.length(); i++)
|
||||
{
|
||||
// move the triangle to the blast radius
|
||||
vec3 ExplodedPosition = Input[i].Position + triangleCenter2ExplosionRadius;
|
||||
|
||||
// pass through vertex data
|
||||
Output.Normal = Input[i].Normal;
|
||||
Output.Position = Input[i].Position;
|
||||
Output.TextureCoordinate = Input[i].TextureCoordinate;
|
||||
|
||||
// convert to model space for the gravity to always be in -y
|
||||
vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
|
||||
|
||||
// if there is gravity, apply it
|
||||
//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 * ExplodedPositionInModelSpace;
|
||||
EmitVertex();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// if explosion color should be affected by distance instead of time...
|
||||
if (ColorByDistance == true)
|
||||
{
|
||||
Output.ExplosionColor = vec4(0.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
Output.ExplosionColor = EndColor * timePercetage;
|
||||
}
|
||||
|
||||
// for every vertex on the triangle...
|
||||
for(int i = 0; i < gl_in.length(); i++)
|
||||
{
|
||||
// pass through vertex data
|
||||
Output.Normal = Input[i].Normal;
|
||||
Output.Position = Input[i].Position;
|
||||
Output.TextureCoordinate = Input[i].TextureCoordinate;
|
||||
|
||||
// no change in position, pass through vertex
|
||||
gl_Position = gl_in[i].gl_Position;
|
||||
EmitVertex();
|
||||
}
|
||||
}
|
||||
|
||||
//EndPrimitive();
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
layout(location = 2) in vec3 Tangent;
|
||||
layout(location = 3) in vec3 BiTangent;
|
||||
layout(location = 4) in vec2 TextureCoords;
|
||||
layout(location = 5) in vec4 DiffuseVertexColor;
|
||||
layout(location = 6) in vec4 SpecularVertexColor;
|
||||
layout(location = 7) in vec4 BoneIndices1;
|
||||
layout(location = 8) in vec4 BoneIndices2;
|
||||
layout(location = 9) in vec4 BoneWeights1;
|
||||
layout(location = 10) in vec4 BoneWeights2;
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 DiffuseColor;
|
||||
vec4 ExplosionColor;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = P*V*M * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = Position;
|
||||
Output.TextureCoordinate = TextureCoords;
|
||||
Output.Normal = Normal;
|
||||
Output.DiffuseColor = DiffuseVertexColor;
|
||||
Output.ExplosionColor = vec4(0.0);
|
||||
}
|
||||
@@ -50,6 +50,7 @@ in VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
}Input;
|
||||
|
||||
out vec4 sceneColor;
|
||||
@@ -137,8 +138,8 @@ void main()
|
||||
totalLighting.Specular += light_result.Specular;
|
||||
}
|
||||
|
||||
//sceneColor += Input.DiffuseColor;
|
||||
vec4 color_result = DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * diffuseTexel * Color;
|
||||
|
||||
vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + totalLighting.Specular) * diffuseTexel * Color;
|
||||
|
||||
|
||||
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
||||
@@ -161,9 +162,7 @@ void main()
|
||||
} else {
|
||||
bloomColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
} */
|
||||
|
||||
//sceneColor += Input.DiffuseColor * (totalLighting.Diffuse) * diffuseTexel * Color;
|
||||
//sceneColor += Input.DiffuseColor + vec4(0.0, LightGrids.Data[currentTile].Amount/3, 0, 1);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -17,6 +17,7 @@ out VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
@@ -36,4 +37,5 @@ void main()
|
||||
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
|
||||
Output.TextureCoordinate = TextureCoords;
|
||||
Output.Normal = vec3(M * vec4(Normal, 0.0));
|
||||
Output.ExplosionColor = vec4(0.0);
|
||||
}
|
||||
@@ -25,7 +25,7 @@ void DrawFinalPass::InitializeFrameBuffers()
|
||||
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_FLOAT, 4);
|
||||
|
||||
|
||||
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
|
||||
@@ -42,6 +42,15 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
m_ForwardPlusProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ForwardPlusProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_ForwardPlusProgram->Link();
|
||||
|
||||
m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
|
||||
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
|
||||
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
|
||||
m_ExplosionEffectProgram->Compile();
|
||||
m_ExplosionEffectProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ExplosionEffectProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_ExplosionEffectProgram->Link();
|
||||
}
|
||||
|
||||
void DrawFinalPass::Draw(RenderScene& scene)
|
||||
@@ -49,68 +58,123 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
GLERROR("DrawFinalPass::Draw: Pre");
|
||||
|
||||
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
||||
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLuint shaderHandle = m_ForwardPlusProgram->GetHandle();
|
||||
|
||||
if (scene.ClearDepth) {
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
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(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
GLuint shaderHandle;
|
||||
|
||||
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
for (auto &job : scene.ForwardJobs) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if(modelJob) {
|
||||
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
||||
if (explosionEffectJob) {
|
||||
m_ExplosionEffectProgram->Bind();
|
||||
shaderHandle = m_ExplosionEffectProgram->GetHandle(); //---
|
||||
|
||||
GLERROR("DrawFinalPass::ExplosionEffect: 1");
|
||||
//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));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(modelJob->DiffuseColor));
|
||||
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);
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(explosionEffectJob->DiffuseColor));
|
||||
GLERROR("DrawFinalPass::ExplosionEffect: 2");
|
||||
|
||||
if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
if (explosionEffectJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
|
||||
if (explosionEffectJob->DiffuseTexture != nullptr) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, explosionEffectJob->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
glBindVertexArray(explosionEffectJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
|
||||
GLERROR("DrawFinalPass::ExplosionEffect: END");
|
||||
//m_ExplosionEffectProgram->Unbind();
|
||||
|
||||
} else {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLERROR("1.1");
|
||||
shaderHandle = m_ForwardPlusProgram->GetHandle();
|
||||
|
||||
if (scene.ClearDepth) {
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
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(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.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));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(modelJob->DiffuseColor));
|
||||
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(modelJob->FillColor));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), modelJob->FillPercentage);
|
||||
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
if(modelJob->DiffuseTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (modelJob->IncandescenceTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->IncandescenceTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
}
|
||||
|
||||
/*if(modelJob->GlowMap != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->GlowMap->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
}*/
|
||||
|
||||
//TODO: Fixa så att modelsJobs kan spela upp olika animationer och så att den kan få in en tid istället för 1.0f - Hälsningar Johan och Andreas :)
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
if (modelJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones( *modelJob->Animation, modelJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
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);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (modelJob->IncandescenceTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->IncandescenceTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
}
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
/*if(modelJob->GlowMap != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->GlowMap->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
}*/
|
||||
|
||||
//TODO: Fixa så att modelsJobs kan spela upp olika animationer och så att den kan få in en tid istället för 1.0f - Hälsningar Johan och Andreas :)
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
if (modelJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
|
||||
GLERROR("DrawFinalPass::Model: END");
|
||||
// m_ForwardPlusProgram->Unbind();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
GLERROR("DrawFinalPass::Draw: END");
|
||||
delete state;
|
||||
|
||||
@@ -78,19 +78,41 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
|
||||
|
||||
float fillPercentage = 0.f;
|
||||
glm::vec4 fillColor = glm::vec4(0);
|
||||
|
||||
if(m_World->HasComponent(modelComponent.EntityID, "Fill")) {
|
||||
auto fillComponent = m_World->GetComponent(modelComponent.EntityID, "Fill");
|
||||
fillPercentage = (float)(double)fillComponent["Percentage"];
|
||||
fillColor = (glm::vec4)fillComponent["Color"];
|
||||
}
|
||||
|
||||
|
||||
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, m_World);
|
||||
for (auto matGroup : model->MaterialGroups()) {
|
||||
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, m_World, fillColor, fillPercentage));
|
||||
jobs.push_back(modelJob);
|
||||
if (m_World->HasComponent(modelComponent.EntityID, "ExplosionEffect")) {
|
||||
auto explosionEffectComponent = m_World->GetComponent(modelComponent.EntityID, "ExplosionEffect");
|
||||
std::shared_ptr<ExplosionEffectJob> explosionEffectJob = std::shared_ptr<ExplosionEffectJob>(new ExplosionEffectJob(
|
||||
explosionEffectComponent,
|
||||
model,
|
||||
m_Camera,
|
||||
modelMatrix,
|
||||
matGroup,
|
||||
modelComponent,
|
||||
m_World,
|
||||
fillColor,
|
||||
fillPercentage
|
||||
));
|
||||
jobs.push_back(explosionEffectJob);
|
||||
} else {
|
||||
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(
|
||||
model,
|
||||
m_Camera,
|
||||
modelMatrix,
|
||||
matGroup,
|
||||
modelComponent,
|
||||
m_World,
|
||||
fillColor,
|
||||
fillPercentage
|
||||
));
|
||||
jobs.push_back(modelJob);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -63,6 +63,15 @@ void Renderer::InitializeWindow()
|
||||
void Renderer::InitializeShaders()
|
||||
{
|
||||
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#m_BasicForwardProgram");
|
||||
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 GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
|
||||
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ExplosionEffect.frag.glsl")));
|
||||
//m_ExplosionEffectProgram->Compile();
|
||||
//m_ExplosionEffectProgram->Link();
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Renderer::InputUpdate(double dt)
|
||||
@@ -98,6 +107,7 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
m_LightCullingPass->FillLightList(*scene);
|
||||
m_LightCullingPass->CullLights(*scene);
|
||||
m_DrawFinalPass->Draw(*scene);
|
||||
//m_DrawScenePass->Draw(*scene);
|
||||
|
||||
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
|
||||
|
||||
|
||||
@@ -80,6 +80,7 @@ Game::Game(int argc, char* argv[])
|
||||
// All systems with orderlevel 0 will be updated first.
|
||||
unsigned int updateOrderLevel = 0;
|
||||
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<ExplosionEffectSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
|
||||
|
||||
Reference in New Issue
Block a user