Saxum/level.cc

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#include "level.hh"
Level::Level(std::string filePath){
this->filePath = filePath;
this->terrain = Terrain(filePath + "/terrain");
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skydomeSize = 50.0f;
}
Level::Level() {
}
Level::~Level() {
}
void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
this->physics = Physics();
this->physics.init();
// currently hard coded should later read this stuff out of a file
this->camera = Camera(glm::vec2(-0.8f, 0.0f), 3.0f);
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//add player
Model model = Model("MarbleSmooth.obj", 0.75f);
Material material = Material("marbleTexture_small.png", 0.1f, 0.5f, 0.5f, 3.0f);
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Object object = Object(model, material, glm::vec3(0.0f, 10.0f, 0.0f),
glm::vec3(0.0f, 0.0f, 0.0f), shader);
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objects.push_back(object);
this->physics.addPlayer(1.25f,object,8.0f,1);
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Model skydomeModel = Model("skydome.obj", skydomeSize);
Material skydomeMaterial = Material("skydome.png", 0.7f, 0.0f, 0.0f, 0.0f);
Object skydomeObject = Object(skydomeModel, skydomeMaterial, glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 0.0f, 0.0f), shader);
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objects.push_back(skydomeObject);
skydome = skydomeObject;
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Model torchModel = Model("torch.obj", 0.75f);
Material torchMaterial = Material("torchTexture.png", 0.1f, 0.3f, 0.7f, 10.0f);
//Create object
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Object torchObject = Object(torchModel, torchMaterial, glm::vec3(-3.0f, 6.0f, 0.0f),
glm::vec3(0.0f, 1.0472f, 0.0f), shader);
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objects.push_back(torchObject);
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Model blockModel = Model("Block.obj", 1.0f);
Material blockMaterial = Material("blockTexture_small.png", 0.1f, 0.6, 0.4f, 2.0f);
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Object blockObject = Object(blockModel, blockMaterial, glm::vec3(2.0f, 7.0f, 2.0f),
glm::vec3(0.0f, 0.0f, 0.0f), shader);
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objects.push_back(blockObject);
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physics.addBox(1,1,1,blockObject,0,2);
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Model columnModel = Model("Column.obj", 1.0f);
Material columnMaterial = Material("columnTexture_small.png", 0.1f, 0.6, 0.4f, 2.0f);
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Object columnObject = Object(columnModel, columnMaterial, glm::vec3(-2.0f, 7.0f, -2.0f),
glm::vec3(0.0f, 0.0f, 0.0f), shader);
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objects.push_back(columnObject);
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//make non physics objects
//set lighting parameters
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ambientLight = glm::vec3(1.0f, 1.0f, 1.0f);
fogColor = glm::vec4(0.10f, 0.14f, 0.14f, 1.0f);
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directionalLight = Light(glm::vec3(-0.1f, 0.8f, -0.9f), glm::vec3(1.0f, 1.0f, 0.9f), 0.2f);
Light light = Light(glm::vec3(-3.0f, 7.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 5.0f);
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lights.push_back(light);
Light light2 = Light(glm::vec3(3.0f, 7.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
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lights.push_back(light2);
// load terrain
this->terrain.load();
Model terrainModel = Model(this->terrain.getModel());
// load a texture:
Material terrainMaterial = Material("seamlessTerrain.png", 0.1f, 0.8f, 0.2f, 3.0f);
//Create object
Object terrainObject = Object(terrainModel, terrainMaterial,
glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), 0.0f, -0.5f*(float)this->terrain.getHeightmapWidth()),
glm::vec3(0.0f, 0.0f, 0.0f), shader);
objects.push_back(terrainObject);
cameraCenter = &objects[0];
skybox = &objects[1];
//addTerrainPhysic
physics.addTerrain(terrain.getHeightmapWidth(), terrain.getHeightmapHeight(), terrain.getHeightmap());
}
void Level::render() {
for(unsigned int i = 0; i<objects.size(); i++) {
objects[i].render();
}
}
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void Level::update(float runTime, glm::vec2 mouseDelta, bool wPressed, bool aPressed, bool sPressed, bool dPressed) {
// rotate bunny
//cameraCenter->setRotation(glm::vec3(0.0f, 1.0472f * runTime, 0.0f));
// Ignore first two mouse updates, because they are incorrect
static int i = 0;
if (i <2) {
i++;
}
else {
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mouseDelta.x = -mouseDelta.x;
camera.updateRotation(mouseDelta/100.0f);
}
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float str = 20;
if(wPressed){
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physics.rollForward(camera.getVector(),str);
}
if(aPressed) {
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physics.rollLeft(camera.getVector(),str);
}
if(sPressed) {
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physics.rollBack(camera.getVector(),str);
}
if(dPressed){
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physics.rollRight(camera.getVector(),str);
}
physics.takeUpdateStep(runTime);
objects[0].setPosition(physics.getPos(0));
objects[0].setRotation(physics.getRotation(0));
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skydome->setPosition(glm::vec3(cameraCenter->getPosition().x,
0.0f, cameraCenter->getPosition().z));
}
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glm::vec3 Level::getAmbientLight() {
return ambientLight;
}
std::vector<Light> Level::getLights() {
return lights;
}
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Camera* Level::getCamera() {
return &camera;
}
Object* Level::getCameraCenter() {
return cameraCenter;
}
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Light* Level::getDirectionalLight() {
return &directionalLight;
}
glm::vec4 Level::getFogColor() {
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return fogColor;
}
glm::vec3 Level::getCameraPosition() {
return cameraCenter->getPosition() + camera.getVector();
}
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void Level::setSkydomeSize(float size) {
skydomeSize = size;
}