more fine tuning and removed test code.

This commit is contained in:
Andreas Ortmann 2016-09-30 22:30:50 +02:00
parent 03998dc74a
commit e1102e3231
2 changed files with 9 additions and 12 deletions

View file

@ -26,8 +26,8 @@ void main()
decay = ageMod / halfAge; decay = ageMod / halfAge;
// faster particles are smaller // faster particles are smaller
float speedScale = (1.0 - 0.8*length(in_velocity)/maxVelocity); float scaleBySpeed = (1.0 - 0.95*length(in_velocity)/maxVelocity);
float finalSize = size * speedScale; float finalSize = size * scaleBySpeed;
vec2 base = in_vertex; vec2 base = in_vertex;
vec3 p = finalSize*vec3(base, 0.0); vec3 p = finalSize*vec3(base, 0.0);
vec3 offset = (0.2*age + log(1.0+age*5.0)) * in_velocity + in_position; vec3 offset = (0.2*age + log(1.0+age*5.0)) * in_velocity + in_position;

View file

@ -51,9 +51,9 @@ namespace endofthejedi {
// TODO: add dust particles // TODO: add dust particles
// TODO: add little rocks flying around // TODO: add little rocks flying around
//glClearColor(0.0, 0.0, 0.0, 1.0); glClearColor(0.0, 0.0, 0.0, 1.0);
float s = 0.1; //float s = 0.1;
glClearColor(s, s, s, 1.0); //glClearColor(s, s, s, 1.0);
m_shader.bind(); m_shader.bind();
@ -69,10 +69,8 @@ namespace endofthejedi {
renderPlanets(); renderPlanets();
renderShips(); renderShips();
renderMissiles(); renderMissiles();
renderParticles(); renderParticles();
renderTraces();
//renderTraces();
//glColor3f(1.0, 0.0, 0.0); //glColor3f(1.0, 0.0, 0.0);
//glBegin(GL_QUADS); //glBegin(GL_QUADS);
@ -97,7 +95,7 @@ namespace endofthejedi {
{ {
//float particleRadius = 0.005; //float particleRadius = 0.005;
//float particleRadius = 0.003; //float particleRadius = 0.003;
float particleRadius = 0.007; float particleRadius = 0.005;
// TODO: use this as shader input too and make the area 2x around this // TODO: use this as shader input too and make the area 2x around this
// so that it stays hot/yellow for 2/3 of the time // so that it stays hot/yellow for 2/3 of the time
@ -142,7 +140,7 @@ namespace endofthejedi {
} }
if (!gotIt) { if (!gotIt) {
addExplosionEffect(expl->id, expl->position, 500, 0.5); addExplosionEffect(expl->id, expl->position, 1000, 1.0);
} }
} }
@ -247,8 +245,7 @@ namespace endofthejedi {
glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Ship *ship) glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Ship *ship)
{ {
// TODO: rotate them before shooting, that looks better // TODO: rotate them before shooting, that looks better
//glm::mat4 mat = computeModelMatrix(ship->position, m_state->shipRadius()); glm::mat4 mat = computeModelMatrix(ship->position, m_state->shipRadius());
glm::mat4 mat = computeModelMatrix(ship->position, 5.0*m_state->shipRadius());
// XXX model is flipped // XXX model is flipped
//glm::mat4 mat = computeModelMatrix(ship->position, 0.3); //glm::mat4 mat = computeModelMatrix(ship->position, 0.3);