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10 Commits

Author SHA1 Message Date
FakeShemp 4df936ca70 imon's fix to rule them all
might have solved dt anormalities
2016-03-11 14:57:02 +01:00
FakeShemp 6c072aae45 Merge remote-tracking branch 'origin/master' into ExplosionEffectV2
# Conflicts:
#	resources/Schema/Components/ExplosionEffect.xml
#	resources/Shaders/ExplosionEffect.geom.glsl
#	src/Game/Systems/ExplosionEffectSystem.cpp
2016-03-10 11:49:51 +01:00
FakeShemp 68634126e5 Add moar optimization thingies and some xml clarifications 2016-03-10 11:43:11 +01:00
FakeShemp ee99821164 Add reverse and scalar for ColorByDistance 2016-03-07 15:45:06 +01:00
FakeShemp 53ea5bd37d comment out currently unused thing 2016-03-07 14:15:17 +01:00
FakeShemp 243276707a Merge remote-tracking branch 'origin/master' into ExplosionEffectV2 2016-03-07 13:52:29 +01:00
FakeShemp 0cf92e99ff wip 2016-03-02 10:17:49 +01:00
FakeShemp 3ba73b8206 Pulsate system implemented. 2016-03-01 23:05:27 +01:00
FakeShemp fcf5117952 Merge remote-tracking branch 'origin/master' into ExplosionEffectV2 2016-03-01 13:35:07 +01:00
FakeShemp fb80d088e4 Redid many a thing for the sake of efficiency 2016-02-23 10:06:21 +01:00
7 changed files with 138 additions and 141 deletions
@@ -27,6 +27,8 @@ struct ExplosionEffectJob : ModelJob
Velocity = (glm::vec2)explosionEffectComponent["Velocity"]; Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"]; ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"]; ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
Reverse = (bool)explosionEffectComponent["Reverse"];
ColorDistanceScalar = (double)explosionEffectComponent["ColorDistanceScalar"];
}; };
glm::vec3 ExplosionOrigin; glm::vec3 ExplosionOrigin;
@@ -38,12 +40,14 @@ struct ExplosionEffectJob : ModelJob
glm::vec4 EndColor; glm::vec4 EndColor;
bool Randomness = false; bool Randomness = false;
float RandomnessScalar = 1.f; double RandomnessScalar = 1.f;
glm::vec2 Velocity; glm::vec2 Velocity;
bool ColorByDistance = false; bool ColorByDistance = false;
//bool ReverseAnimation = false; //bool ReverseAnimation = false;
//bool Wireframe = false; //bool Wireframe = false;
bool ExponentialAccelaration = false; bool ExponentialAccelaration = false;
bool Reverse = false;
double ColorDistanceScalar = 1.f;
std::array<float, 50> RandomNumbers = { std::array<float, 50> RandomNumbers = {
0.3257552917701f, 0.3257552917701f,
@@ -3,6 +3,7 @@
#include "Common.h" #include "Common.h"
#include "Core/System.h" #include "Core/System.h"
#include "Engine/GLM.h"
class ExplosionEffectSystem : public PureSystem class ExplosionEffectSystem : public PureSystem
{ {
@@ -1,19 +1,21 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<ExplosionEffect xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ExplosionEffect.xsd"> <ExplosionEffect xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ExplosionEffect.xsd">
<ExplosionOrigin X="0" Y="0" Z="0"/> <ExplosionOrigin X="0" Y="0" Z="0"/>
<TimeSinceDeath>0</TimeSinceDeath> <TimeSinceDeath>0.0</TimeSinceDeath>
<ExplosionDuration>2</ExplosionDuration> <ExplosionDuration>2.0</ExplosionDuration>
<Speed>1</Speed> <Speed>1</Speed>
<Delay>0</Delay> <Delay>0</Delay>
<!--<Gravity>1</Gravity>--> <!--<Gravity>1</Gravity>-->
<!--<GravityForce>1</GravityForce>--> <!--<GravityForce>1</GravityForce>-->
<!--<ObjectRadius>2</ObjectRadius>--> <!--<ObjectRadius>2</ObjectRadius>-->
<EndColor R="0" G="0" B="0" A="0"/> <EndColor R="0" G="0" B="0" A="0"/>
<Randomness>0</Randomness> <Randomness>false</Randomness>
<RandomnessScalar>1</RandomnessScalar> <RandomnessScalar>1.0</RandomnessScalar>
<Velocity X="2" Y="2"/> <Velocity X="2" Y="2"/>
<ColorByDistance>0</ColorByDistance> <ColorByDistance>false</ColorByDistance>
<!--<ReverseAnimation>0</ReverseAnimation>-->
<!--<Wireframe>0</Wireframe>--> <!--<Wireframe>0</Wireframe>-->
<ExponentialAccelaration>0</ExponentialAccelaration> <ExponentialAccelaration>false</ExponentialAccelaration>
<Pulsate>false</Pulsate>
<Reverse>false</Reverse>
<ColorDistanceScalar>1.0</ColorDistanceScalar>
</ExplosionEffect> </ExplosionEffect>
@@ -44,15 +44,21 @@
<xs:element name="ColorByDistance" type="t:bool" minOccurs="0"> <xs:element name="ColorByDistance" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Change the color by its moved distance instead of by its time</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Change the color by its moved distance instead of by its time</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<!--<xs:element name="ReverseAnimation" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Implosions are cooler</xs:documentation></xs:annotation>
</xs:element>-->
<!--<xs:element name="Wireframe" type="t:bool" minOccurs="0"> <!--<xs:element name="Wireframe" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Enable/disable wireframe</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Enable/disable wireframe</xs:documentation></xs:annotation>
</xs:element>--> </xs:element>-->
<xs:element name="ExponentialAccelaration" type="t:bool" minOccurs="0"> <xs:element name="ExponentialAccelaration" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Linear/Exponential accelaration</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Linear/Exponential accelaration</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="Pulsate" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Pulsate the effect</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Reverse" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Reverse the effect</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ColorDistanceScalar" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Scale the distance of the color change</xs:documentation></xs:annotation>
</xs:element>
</xs:all> </xs:all>
</xs:complexType> </xs:complexType>
</xs:element> </xs:element>
+88 -116
View File
@@ -15,6 +15,11 @@ uniform float RandomnessScalar;
uniform vec2 Velocity; uniform vec2 Velocity;
uniform bool ColorByDistance; uniform bool ColorByDistance;
uniform bool ExponentialAccelaration; uniform bool ExponentialAccelaration;
uniform bool Reverse;
uniform float ColorDistanceScalar;
//uniform bool Gravity;
//uniform bool Rotation;
//uniform bool MaxRadius;
in VertexData{ in VertexData{
vec3 Position; vec3 Position;
@@ -41,32 +46,43 @@ out VertexData{
layout(triangles) in; layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out; layout(triangle_strip, max_vertices = 3) out;
float EqualTo(float x, float y) {
return 1.0 - abs(sign(x - y));
}
float NotEqualTo(float x, float y) {
return abs(sign(x - y));
}
float GreaterThan(float x, float y) {
return max(sign(x - y), 0.0);
}
float LessThan(float x, float y) {
return max(sign(y - x), 0.0);
}
float GreaterEqualTo(float x, float y) {
return 1.0 - LessThan(x, y);
}
float LessEqualTo(float x, float y) {
return 1.0 - GreaterThan(x, y);
}
// returns a "random" number based on input parameter // returns a "random" number based on input parameter
float GetRandomNumber(int polygon_index) float GetRandomNumber(int polygon_index)
{ {
int randomIndex = int(mod(polygon_index, 50)); return RandomNumbers[int(mod(polygon_index, 50))];
return RandomNumbers[randomIndex];
} }
float randomNumber = 0.0; vec3 CalcCenterOfTriangle(vec3 vertex0, vec3 vertex1, vec3 vertex2)
float randomDistance = 0.0;
void main()
{ {
// calculate middle of vectors // calculate middle of vectors
vec3 v1 = Input[1].Position - Input[0].Position; vec3 dir1 = normalize(vertex1 - vertex0);
vec3 v2 = Input[2].Position - Input[0].Position; vec3 dir2 = normalize(vertex2 - vertex0);
vec3 v3 = Input[2].Position - (v1 / 2);
vec3 v4 = Input[1].Position - (v2 / 2);
// calculate intersection vec3 vecA = vertex2 - vertex1; //o2 - o1
// 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); vec3 vecB = cross(dir1, dir2);
mat3 matrisA = mat3(vecA, dir2, vecB); mat3 matrisA = mat3(vecA, dir2, vecB);
@@ -77,133 +93,89 @@ void main()
float s = determinant(matrisA) / lengthA; float s = determinant(matrisA) / lengthA;
// center position of triangle // center position of triangle
vec3 centerOfTriangle = Input[1].Position + (s * dir1); return vertex1 + (s * dir1);
}
void PassThingsThrough(int index)
{
// pass through vertex data
Output.Normal = Input[index].Normal;
Output.Position = Input[index].Position;
Output.TextureCoordinate = Input[index].TextureCoordinate;
Output.Tangent = Input[index].Tangent;
Output.BiTangent = Input[index].BiTangent;
Output.ExplosionColor = EndColor;
}
void main()
{
vec3 centerOfTriangle = CalcCenterOfTriangle(Input[0].Position, Input[1].Position, Input[2].Position);
// center position of triangle to origin vector // center position of triangle to origin vector
vec3 origin2TriangleCenterVector = centerOfTriangle - ExplosionOrigin; vec3 origin2TriangleCenterVector = centerOfTriangle - ExplosionOrigin;
vec3 normalizedOrigin2TriangleCenterVector = normalize(origin2TriangleCenterVector); vec3 normalizedOrigin2TriangleCenterVector = normalize(origin2TriangleCenterVector);
// distance between origin and the center of the current triangle
float origin2TriangleCenterDistance = length(origin2TriangleCenterVector);
// time percentage until end of explosion (0.0-1.0) // time percentage until end of explosion (0.0-1.0)
float timePercetage = TimeSinceDeath / ExplosionDuration; 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 // get a random number if randomness is enabled, otherwise the random distance will be zero and won't affect the other algorithms
if (Randomness == true) float randomDistance = float(Randomness) * GetRandomNumber(gl_PrimitiveIDIn) * RandomnessScalar;
{
randomDistance = GetRandomNumber(gl_PrimitiveIDIn) * RandomnessScalar;
}
vec2 randomVelocity = Velocity * (randomDistance + 1.0); vec2 randomVelocity = Velocity * (randomDistance + 1.0);
// accelaration to use on current frame. is a interpolation between start and end value // accelaration to use on current frame. is a interpolation between start and end value
float currentVelocity = mix(randomVelocity.x, randomVelocity.y, timePercetage); float currentVelocity = mix(randomVelocity.x, randomVelocity.y, timePercetage);
if (ExponentialAccelaration == true) // if the accelaration should be exponential
{ currentVelocity = currentVelocity * max(currentVelocity * float(ExponentialAccelaration), 1.0);
currentVelocity = pow(currentVelocity, 2) / 2.0;
}
// distance between origin and the center of the current triangle // the distance the blast has moved since the beginning, i.e. its radius
float origin2TriangleCenterDistance = length(origin2TriangleCenterVector); float blastWave = TimeSinceDeath * currentVelocity;
// the distance from origin to the triangle center with eventual randomness added // the distance from origin to the triangle center with eventual randomness added
float fullDistanceWithRandomness = origin2TriangleCenterDistance + randomDistance; float origin2TriangleCenterDistanceWithRandomness = origin2TriangleCenterDistance + randomDistance;
// vector from the triangle center to the explosion's shockwave vec3 triangleCenter2ExplosionRadius = (normalizedOrigin2TriangleCenterVector * blastWave) - (normalizedOrigin2TriangleCenterVector * origin2TriangleCenterDistanceWithRandomness);
vec3 triangleCenter2ExplosionRadius = (normalizedOrigin2TriangleCenterVector * (TimeSinceDeath * currentVelocity)) - (normalizedOrigin2TriangleCenterVector * fullDistanceWithRandomness);
// if the triangle is inside the blast radius... // if the triangle is inside the blast's radius...
if (fullDistanceWithRandomness <= (TimeSinceDeath * currentVelocity)) float isInsideBlastRadius = LessEqualTo(origin2TriangleCenterDistanceWithRandomness, blastWave);
// calculate the max distance (s) the triangle will move
float accelaration = (randomVelocity.y - randomVelocity.x) / ExplosionDuration;
float maxDistance = (randomVelocity.x * ExplosionDuration) + (0.5 * accelaration * ExplosionDuration * ExplosionDuration);
// if explosion color should be affected by distance instead of time...
if (ColorByDistance == true)
{ {
float maxRadius = max(TimeSinceDeath * currentVelocity, (ExplosionDuration * currentVelocity)); Output.ExplosionPercentageElapsed = (length(triangleCenter2ExplosionRadius) / maxDistance) * isInsideBlastRadius * ColorDistanceScalar;
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));
float te = (length(triangleCenter2ExplosionRadius) / s);
Output.ExplosionColor = EndColor;
Output.ExplosionPercentageElapsed = te;
}
else
{
Output.ExplosionColor = EndColor;
Output.ExplosionPercentageElapsed = 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;
Output.Tangent = Input[i].Tangent;
Output.BiTangent = Input[i].BiTangent;
for (int j = 0; j < MAX_SPLITS; j++)
{
Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
}
// 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 else
{ {
// if explosion color should be affected by distance instead of time... Output.ExplosionPercentageElapsed = timePercetage;
if (ColorByDistance == true) }
{
Output.ExplosionColor = EndColor;
Output.ExplosionPercentageElapsed = 0.0;
}
else
{
Output.ExplosionColor = EndColor;
Output.ExplosionPercentageElapsed = timePercetage;
} vec3 ExplodedPosition;
for (int i = 0; i < gl_in.length(); i++)
{
// move the triangle to the blast radius
ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * isInsideBlastRadius);
// for every vertex on the triangle... // pass through vertex data
for(int i = 0; i < gl_in.length(); i++) PassThingsThrough(i);
{ for (int j = 0; j < MAX_SPLITS; j++)
// pass through vertex data {
Output.Normal = Input[i].Normal; Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
Output.Position = Input[i].Position; }
Output.TextureCoordinate = Input[i].TextureCoordinate;
Output.Tangent = Input[i].Tangent;
Output.BiTangent = Input[i].BiTangent;
for (int j = 0; j < MAX_SPLITS; j++) for (int j = 0; j < MAX_SPLITS; j++)
{ {
Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j]; Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
} }
// no change in position, pass through vertex // convert to window space
gl_Position = gl_in[i].gl_Position; gl_Position = P * V * M * vec4(ExplodedPosition, 1.0);
EmitVertex(); EmitVertex();
}
} }
//EndPrimitive();
} }
+10 -1
View File
@@ -1319,7 +1319,12 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin)); glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
GLERROR("Bind 6 uniform"); 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"); GLERROR("Bind 7 uniform");
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration); glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration);
GLERROR("Bind 8 uniform"); GLERROR("Bind 8 uniform");
@@ -1337,6 +1342,10 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
GLERROR("Bind 14 uniform"); GLERROR("Bind 14 uniform");
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration); glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration);
GLERROR("Bind 15 uniform"); 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)); glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
GLERROR("Bind 16 uniform"); GLERROR("Bind 16 uniform");
+10 -7
View File
@@ -7,12 +7,15 @@ void ExplosionEffectSystem::UpdateComponent(EntityWrapper& entity, ComponentWrap
delay = std::max(0.0, delay - dt); delay = std::max(0.0, delay - dt);
} }
if (delay <= 0) { if (delay <= 0) {
double& timeSinceDeath = component["TimeSinceDeath"]; double& timeSinceDeath = component["TimeSinceDeath"];
timeSinceDeath += (double)component["Speed"] * dt; timeSinceDeath += (double)component["Speed"] * dt;
if (timeSinceDeath < 0 || timeSinceDeath > (double)component["ExplosionDuration"]) { if (timeSinceDeath < 0) {
timeSinceDeath = 0.0; timeSinceDeath = 0.0;
} }
} else if (timeSinceDeath >(double)component["ExplosionDuration"]) {
timeSinceDeath = (double)component["ExplosionDuration"];
}
}
} }