Files
axyz/resources/Shaders/ExplosionEffect.geom.glsl
T
2016-02-26 17:40:35 +01:00

204 lines
5.9 KiB
GLSL

#version 430
#define MAX_SPLITS 4
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;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}Input[];
out VertexData{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}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));
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;
Output.PositionLightSpace = Input[i].PositionLightSpace;
// 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 = EndColor;
Output.ExplosionPercentageElapsed = 0.0;
}
else
{
Output.ExplosionColor = EndColor;
Output.ExplosionPercentageElapsed = 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;
Output.Tangent = Input[i].Tangent;
Output.BiTangent = Input[i].BiTangent;
Output.PositionLightSpace = Input[i].PositionLightSpace;
// no change in position, pass through vertex
gl_Position = gl_in[i].gl_Position;
EmitVertex();
}
}
//EndPrimitive();
}