diff --git a/CMakeLists.txt b/CMakeLists.txt index a180e9b8..ff2bfd6a 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -148,7 +148,7 @@ set(SOURCES sources/System/Shaders/ShaderModelSystem.hpp sources/System/Shaders/ShaderDrawable2DSystem.cpp sources/System/Shaders/ShaderDrawable2DSystem.hpp - sources/Component/Shaders/Items/BombExplosionShaderComponent.cpp sources/Component/Shaders/Items/BombExplosionShaderComponent.hpp) + sources/Component/Shaders/Items/BombExplosionShaderComponent.cpp sources/Component/Shaders/Items/BombExplosionShaderComponent.hpp sources/Component/Shaders/Items/WhiteShaderComponent.cpp sources/Component/Shaders/Items/WhiteShaderComponent.hpp) add_executable(bomberman sources/main.cpp ${SOURCES} diff --git a/assets/shaders/mask.vs b/assets/shaders/bomb.vs similarity index 100% rename from assets/shaders/mask.vs rename to assets/shaders/bomb.vs diff --git a/assets/shaders/mask.fs b/assets/shaders/explosion.fs similarity index 100% rename from assets/shaders/mask.fs rename to assets/shaders/explosion.fs diff --git a/assets/shaders/explosion.vs b/assets/shaders/explosion.vs new file mode 100644 index 00000000..26dd04b1 --- /dev/null +++ b/assets/shaders/explosion.vs @@ -0,0 +1,114 @@ +#version 100 + +// Classic Perlin 3D Noise +// by Stefan Gustavson +// +vec4 permute(vec4 x) { + return mod(((x * 34.0) + 1.0) * x, 289.0); +} +vec4 taylorInvSqrt(vec4 r) { + return 1.79284291400159 - 0.85373472095314 * r; +} +vec3 fade(vec3 t) { + return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); +} + +float cnoise(vec3 P) { + vec3 Pi0 = floor(P); // Integer part for indexing + vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 + Pi0 = mod(Pi0, 289.0); + Pi1 = mod(Pi1, 289.0); + vec3 Pf0 = fract(P); // Fractional part for interpolation + vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 + vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); + vec4 iy = vec4(Pi0.yy, Pi1.yy); + vec4 iz0 = Pi0.zzzz; + vec4 iz1 = Pi1.zzzz; + + vec4 ixy = permute(permute(ix) + iy); + vec4 ixy0 = permute(ixy + iz0); + vec4 ixy1 = permute(ixy + iz1); + + vec4 gx0 = ixy0 / 7.0; + vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5; + gx0 = fract(gx0); + vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); + vec4 sz0 = step(gz0, vec4(0.0)); + gx0 -= sz0 * (step(0.0, gx0) - 0.5); + gy0 -= sz0 * (step(0.0, gy0) - 0.5); + + vec4 gx1 = ixy1 / 7.0; + vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5; + gx1 = fract(gx1); + vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); + vec4 sz1 = step(gz1, vec4(0.0)); + gx1 -= sz1 * (step(0.0, gx1) - 0.5); + gy1 -= sz1 * (step(0.0, gy1) - 0.5); + + vec3 g000 = vec3(gx0.x, gy0.x, gz0.x); + vec3 g100 = vec3(gx0.y, gy0.y, gz0.y); + vec3 g010 = vec3(gx0.z, gy0.z, gz0.z); + vec3 g110 = vec3(gx0.w, gy0.w, gz0.w); + vec3 g001 = vec3(gx1.x, gy1.x, gz1.x); + vec3 g101 = vec3(gx1.y, gy1.y, gz1.y); + vec3 g011 = vec3(gx1.z, gy1.z, gz1.z); + vec3 g111 = vec3(gx1.w, gy1.w, gz1.w); + + vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); + g000 *= norm0.x; + g010 *= norm0.y; + g100 *= norm0.z; + g110 *= norm0.w; + vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); + g001 *= norm1.x; + g011 *= norm1.y; + g101 *= norm1.z; + g111 *= norm1.w; + + float n000 = dot(g000, Pf0); + float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); + float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); + float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); + float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); + float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); + float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); + float n111 = dot(g111, Pf1); + + vec3 fade_xyz = fade(Pf0); + vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); + vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); + float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); + return 2.2 * n_xyz; +} + +// Input vertex attributes +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; +attribute vec3 vertexNormal; +attribute vec4 vertexColor; + +// Input uniform values +uniform mat4 mvp; +uniform float frame; +uniform vec3 center; + +uniform float radius; + +// Output vertex attributes (to fragment shader) +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec4 fragColor; +varying vec3 fragNormal; + +// NOTE: Add here your custom variables + +void main() { + // Send vertex attributes to fragment shader + fragPosition = vertexPosition + vertexPosition * vec3(cnoise(vec3(vertexNormal + vec3(frame))) * 0.5); + fragColor = vertexColor; + fragNormal = vertexNormal; + fragTexCoord = vertexTexCoord; + // Calculate final vertex position + gl_Position = mvp * vec4(fragPosition , radius); + //gl_Position = vec4(vertexNormal, 1.0); +} \ No newline at end of file diff --git a/assets/shaders/white.fs b/assets/shaders/white.fs new file mode 100644 index 00000000..cde80534 --- /dev/null +++ b/assets/shaders/white.fs @@ -0,0 +1,34 @@ +#version 330 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; +uniform float white; + +// NOTE: Add here your custom variables + +void main() +{ + // Texel color fetching from texture sampler + vec4 texelColor = texture2D(texture0, fragTexCoord); + + if (white > texelColor.r) + texelColor.r = white; + if (white > texelColor.g) + texelColor.g = white; + if (white > texelColor.b) + texelColor.b = white; + + // Convert texel color to grayscale using NTSC conversion weights + //float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); + + gl_FragColor = texelColor; + // Calculate final fragment color + //gl_FragColor = vec4(gray, gray, gray, texelColor.a); +} \ No newline at end of file diff --git a/sources/Component/Shaders/Items/BombExplosionShaderComponent.hpp b/sources/Component/Shaders/Items/BombExplosionShaderComponent.hpp index 751004d9..99f214e7 100644 --- a/sources/Component/Shaders/Items/BombExplosionShaderComponent.hpp +++ b/sources/Component/Shaders/Items/BombExplosionShaderComponent.hpp @@ -32,7 +32,6 @@ namespace BBM //! @inherit WAL::Component *clone(WAL::Entity &entity) const override; - //! @brief ctor explicit BombExplosionShaderComponent(WAL::Entity &entity); diff --git a/sources/Component/Shaders/Items/WhiteShaderComponent.cpp b/sources/Component/Shaders/Items/WhiteShaderComponent.cpp new file mode 100644 index 00000000..638ffc91 --- /dev/null +++ b/sources/Component/Shaders/Items/WhiteShaderComponent.cpp @@ -0,0 +1,18 @@ +// +// Created by cbihan on 16/06/2021. +// + +#include "WhiteShaderComponent.hpp" + +namespace BBM +{ + WhiteShaderComponent::WhiteShaderComponent(WAL::Entity &entity) : + Component(entity) + { + } + + WAL::Component *WhiteShaderComponent::clone(WAL::Entity &entity) const + { + return new WhiteShaderComponent(this->_entity); + } +} \ No newline at end of file diff --git a/sources/Component/Shaders/Items/WhiteShaderComponent.hpp b/sources/Component/Shaders/Items/WhiteShaderComponent.hpp new file mode 100644 index 00000000..6c969818 --- /dev/null +++ b/sources/Component/Shaders/Items/WhiteShaderComponent.hpp @@ -0,0 +1,45 @@ +// +// Created by cbihan on 16/06/2021. +// + +#pragma once + + +#include "Component/Component.hpp" +#include + +using namespace std::chrono_literals; + +namespace BBM +{ + class WhiteShaderComponent : public WAL::Component + { + public: + //! @brief Transparency + float whiteValue = 0; + + //! @brief used to increase & decrease white value + float balance = 1; + + //! @brief The clock to use + std::chrono::nanoseconds clock = 0ns; + + + //! @inherit + WAL::Component *clone(WAL::Entity &entity) const override; + + //! @brief ctor + explicit WhiteShaderComponent(WAL::Entity &entity); + + //! @brief Default copy ctor + WhiteShaderComponent(const WhiteShaderComponent &) = default; + + //! @brief Default dtor + ~WhiteShaderComponent() override = default; + + //! @brief Default assignment operator + WhiteShaderComponent &operator=(const WhiteShaderComponent &) = delete; + }; + +} + diff --git a/sources/System/BombHolder/BombHolderSystem.cpp b/sources/System/BombHolder/BombHolderSystem.cpp index 17a92885..846e1b13 100644 --- a/sources/System/BombHolder/BombHolderSystem.cpp +++ b/sources/System/BombHolder/BombHolderSystem.cpp @@ -16,6 +16,7 @@ #include "Component/Shaders/ShaderComponent.hpp" #include "Component/Collision/CollisionComponent.hpp" #include "Component/Tag/TagComponent.hpp" +#include "Component/Shaders/Items/WhiteShaderComponent.hpp" float glob = 0; @@ -50,7 +51,7 @@ namespace BBM wal.getScene()->scheduleNewEntity("explosion") .addComponent(position) .addComponent() - .addComponent("assets/shaders/mask.fs", "assets/shaders/mask.vs", [](WAL::Entity &entity, WAL::Wal &wal, std::chrono::nanoseconds dtime) { + .addComponent("assets/shaders/explosion.fs", "assets/shaders/explosion.vs", [](WAL::Entity &entity, WAL::Wal &wal, std::chrono::nanoseconds dtime) { auto &ctx = entity.getComponent(); auto &shader = entity.getComponent(); @@ -131,6 +132,33 @@ namespace BBM auto &bombDetails = entity.getComponent(); BombHolderSystem::_dispatchExplosion(pos.position, wal, bombDetails.explosionRadius); }) + .addComponent("assets/shaders/white.fs", "", [](WAL::Entity &entity, WAL::Wal &wal, std::chrono::nanoseconds dtime) { + auto &ctx = entity.getComponent(); + auto &shader = entity.getComponent(); + auto &timer = entity.getComponent(); + + if (ctx.whiteValue >= 1) + ctx.balance = -1; + if (ctx.whiteValue <= 0) + ctx.balance = 1; + auto nbMilliSec = duration_cast(timer.ringIn).count(); + + float step; + + if (nbMilliSec > 1000) { + step = 0.07; + } else if (nbMilliSec > 500) { + step = 0.15; + } else if (nbMilliSec > 100) { + step = 0.26; + } else { + step = 0.5; + } + + ctx.whiteValue += static_cast(step * ctx.balance); + shader.shader.setShaderUniformVar("white", ctx.whiteValue); + }) + .addComponent() .addComponent>() .addComponent(holder.damage, holder.explosionRadius, id) .addComponent(BombHolderSystem::explosionTimer, &BombHolderSystem::_bombExplosion)