Merge branch 'master' of github.com:Faerbit/swp
Conflicts: camera.cc graphics.cc
This commit is contained in:
commit
0a0dcd90f8
2
.gitignore
vendored
2
.gitignore
vendored
@ -1,3 +1,5 @@
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|||||||
binaries
|
binaries
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||||||
build
|
build
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||||||
Makefile
|
Makefile
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||||||
|
CMakeLists.txt.user
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||||||
|
*.cbp
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||||||
|
2069
Geometry/Sphere.obj
Normal file
2069
Geometry/Sphere.obj
Normal file
File diff suppressed because it is too large
Load Diff
BIN
Geometry/stoneTexture.png
Normal file
BIN
Geometry/stoneTexture.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.1 MiB |
@ -4,8 +4,8 @@ uniform mat4 modelMatrix;
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|||||||
uniform mat4 viewMatrix;
|
uniform mat4 viewMatrix;
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||||||
uniform mat4 projectionMatrix;
|
uniform mat4 projectionMatrix;
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||||||
|
|
||||||
in vec3 aNormal;
|
|
||||||
in vec3 aPosition;
|
in vec3 aPosition;
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||||||
|
in vec3 aNormal;
|
||||||
in vec2 aTexCoord;
|
in vec2 aTexCoord;
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||||||
|
|
||||||
out vec3 vNormal;
|
out vec3 vNormal;
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||||||
|
24
camera.cc
24
camera.cc
@ -33,6 +33,30 @@ void Camera::setRotation(glm::vec2 rotation) {
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|||||||
|
|
||||||
void Camera::updateRotation(glm::vec2 rotation) {
|
void Camera::updateRotation(glm::vec2 rotation) {
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this->rotation += rotation;
|
this->rotation += rotation;
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|
if((this->rotation.x + rotation.x) >= 1.57f) {
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|
this->rotation.x = 1.57;
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|
this->rotation.y += rotation.y;
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|
}
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|
else if ((this->rotation.x + rotation.x) <= -1.57f) {
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|
this->rotation.x = -1.57f;
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|
this->rotation.y += rotation.y;
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|
}
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|
else {
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|
this-> rotation += rotation;
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|
}
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|
updatePosition();
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|
}
|
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|
|
||||||
|
void Camera:: updateDistance(float distance) {
|
||||||
|
if (this->distance + distance <= 1.0f) {
|
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|
this->distance = 1.0f;
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|
}
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|
else if (this->distance + distance >= 30.0f) {
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|
this->distance = 30.f;
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||||||
|
}
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||||||
|
else {
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|
this->distance += distance;
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||||||
|
}
|
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updatePosition();
|
updatePosition();
|
||||||
}
|
}
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||||||
|
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||||||
|
@ -10,6 +10,7 @@ class Camera {
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~Camera();
|
~Camera();
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float getDistance();
|
float getDistance();
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void setDistance(float distance);
|
void setDistance(float distance);
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|
void updateDistance(float distance); //adds to current distance
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glm::vec2 getRotation();
|
glm::vec2 getRotation();
|
||||||
void setRotation(glm::vec2 rotation);
|
void setRotation(glm::vec2 rotation);
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void updateRotation(glm::vec2 rotation); //adds to current rotation
|
void updateRotation(glm::vec2 rotation); //adds to current rotation
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||||||
|
13
entity.cc
13
entity.cc
@ -1,6 +1,11 @@
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|||||||
#include "entity.hh"
|
#include "entity.hh"
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|
|
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Entity::Entity(glm::vec3 position, glm::vec3 rotation) {
|
Entity::Entity(glm::vec3 position, glm::vec3 rotation) {
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|
this->position = position;
|
||||||
|
setRotation(rotation);
|
||||||
|
}
|
||||||
|
|
||||||
|
Entity::Entity(glm::vec3 position, glm::mat4 rotation) {
|
||||||
this->position = position;
|
this->position = position;
|
||||||
this->rotation = rotation;
|
this->rotation = rotation;
|
||||||
}
|
}
|
||||||
@ -15,7 +20,7 @@ glm::vec3 Entity::getPosition() {
|
|||||||
return position;
|
return position;
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::vec3 Entity::getRotation() {
|
glm::mat4 Entity::getRotation() {
|
||||||
return rotation;
|
return rotation;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -24,5 +29,11 @@ void Entity::setPosition(glm::vec3 position) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Entity::setRotation(glm::vec3 rotation) {
|
void Entity::setRotation(glm::vec3 rotation) {
|
||||||
|
this->rotation = glm::rotate(rotation.x, glm::vec3(1.0f, 0.0f, 0.0f))
|
||||||
|
* glm::rotate(rotation.y, glm::vec3(0.0f, 1.0f, 0.0f))
|
||||||
|
* glm::rotate(rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||||
|
}
|
||||||
|
|
||||||
|
void Entity::setRotation(glm::mat4 rotation) {
|
||||||
this->rotation = rotation;
|
this->rotation = rotation;
|
||||||
}
|
}
|
||||||
|
@ -6,15 +6,17 @@
|
|||||||
class Entity {
|
class Entity {
|
||||||
public:
|
public:
|
||||||
Entity(glm::vec3 position, glm::vec3 rotation);
|
Entity(glm::vec3 position, glm::vec3 rotation);
|
||||||
|
Entity(glm::vec3 position, glm::mat4 rotation);
|
||||||
Entity();
|
Entity();
|
||||||
~Entity();
|
~Entity();
|
||||||
void setPosition(glm::vec3 positon);
|
void setPosition(glm::vec3 positon);
|
||||||
void setRotation(glm::vec3 rotation);
|
void setRotation(glm::vec3 rotation);
|
||||||
|
void setRotation(glm::mat4 rotation);
|
||||||
glm::vec3 getPosition();
|
glm::vec3 getPosition();
|
||||||
glm::vec3 getRotation();
|
glm::mat4 getRotation();
|
||||||
private:
|
private:
|
||||||
glm::vec3 position;
|
glm::vec3 position;
|
||||||
glm::vec3 rotation;
|
glm::mat4 rotation;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
@ -17,6 +17,8 @@ subject to the following restrictions:
|
|||||||
#ifndef BT_OBJECT_ARRAY__
|
#ifndef BT_OBJECT_ARRAY__
|
||||||
#define BT_OBJECT_ARRAY__
|
#define BT_OBJECT_ARRAY__
|
||||||
|
|
||||||
|
#pragma GCC diagnostic ignored "-Wunused-variable"
|
||||||
|
|
||||||
#include "btScalar.h" // has definitions like SIMD_FORCE_INLINE
|
#include "btScalar.h" // has definitions like SIMD_FORCE_INLINE
|
||||||
#include "btAlignedAllocator.h"
|
#include "btAlignedAllocator.h"
|
||||||
|
|
||||||
|
@ -68,7 +68,7 @@ bool Graphics::createWindow()
|
|||||||
glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, true );
|
glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, true );
|
||||||
|
|
||||||
// define whether the window can get resized:
|
// define whether the window can get resized:
|
||||||
glfwWindowHint(GLFW_RESIZABLE, false);
|
glfwWindowHint(GLFW_RESIZABLE, true);
|
||||||
|
|
||||||
// non-decorated windows can be used as splash screens:
|
// non-decorated windows can be used as splash screens:
|
||||||
//glfwWindowHint( GLFW_DECORATED, false );
|
//glfwWindowHint( GLFW_DECORATED, false );
|
||||||
@ -142,13 +142,6 @@ void Graphics::setWindowSize(glm::uvec2 windowSize) {
|
|||||||
this->windowSize = windowSize;
|
this->windowSize = windowSize;
|
||||||
}
|
}
|
||||||
|
|
||||||
void resizeCallback(Graphics* graphics, int newWidth, int newHeight)
|
|
||||||
{
|
|
||||||
// store the new window size and adjust the viewport:
|
|
||||||
graphics->setWindowSize(glm::uvec2( newWidth, newHeight));
|
|
||||||
glViewport( 0, 0, newWidth, newHeight);
|
|
||||||
}
|
|
||||||
|
|
||||||
glm::mat4 Graphics::buildFrustum( float phiInDegree, float _near, float _far, float aspectRatio) {
|
glm::mat4 Graphics::buildFrustum( float phiInDegree, float _near, float _far, float aspectRatio) {
|
||||||
|
|
||||||
float phiHalfInRadians = 0.5*phiInDegree * (M_PI/180.0);
|
float phiHalfInRadians = 0.5*phiInDegree * (M_PI/180.0);
|
||||||
|
@ -11,8 +11,6 @@ class Graphics {
|
|||||||
Graphics(glm::uvec2 windowSize, float nearPlane, float farPlane);
|
Graphics(glm::uvec2 windowSize, float nearPlane, float farPlane);
|
||||||
Graphics();
|
Graphics();
|
||||||
void render(Level* level, ACGL::OpenGL::SharedShaderProgram shader);
|
void render(Level* level, ACGL::OpenGL::SharedShaderProgram shader);
|
||||||
// gets called at window resize:
|
|
||||||
void resizeCallback( GLFWwindow *, int newWidth, int newHeight );
|
|
||||||
// to build the projection matrix:
|
// to build the projection matrix:
|
||||||
glm::mat4 buildFrustum( float phiInDegree, float near, float far, float aspectRatio);
|
glm::mat4 buildFrustum( float phiInDegree, float near, float far, float aspectRatio);
|
||||||
glm::mat4 buildViewMatrix(Level* level);
|
glm::mat4 buildViewMatrix(Level* level);
|
||||||
@ -28,6 +26,4 @@ class Graphics {
|
|||||||
GLFWwindow* window;
|
GLFWwindow* window;
|
||||||
};
|
};
|
||||||
|
|
||||||
void resizeCallback(Graphics* graphics, int newWidth, int newHeight);
|
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
48
level.cc
48
level.cc
@ -1,5 +1,7 @@
|
|||||||
#include "level.hh"
|
#include "level.hh"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Level::Level(std::string filePath){
|
Level::Level(std::string filePath){
|
||||||
this->filePath = filePath;
|
this->filePath = filePath;
|
||||||
this->terrain = Terrain(filePath + "/terrain");
|
this->terrain = Terrain(filePath + "/terrain");
|
||||||
@ -12,31 +14,40 @@ Level::~Level() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
|
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
|
// currently hard coded should later read this stuff out of a file
|
||||||
this->camera = Camera(glm::vec2(-0.8f, 0.0f), 3.0f);
|
this->camera = Camera(glm::vec2(-0.8f, 0.0f), 3.0f);
|
||||||
// load the geometry of the stanford bunny and build a VAO:
|
// load the geometry of the stanford bunny and build a VAO:
|
||||||
Model model = Model("Bunny.obj", 0.25f);
|
Model model = Model("Sphere.obj", 0.75f);
|
||||||
// load a texture:
|
// load a texture:
|
||||||
Material material = Material("clownfishBunny.png", 0.1f, 0.5f, 0.5f, 3.0f);
|
Material material = Material("stoneTexture.png", 0.1f, 0.5f, 0.5f, 3.0f);
|
||||||
//Create object
|
//Create object
|
||||||
Object object = Object(model, material, glm::vec3(0.0f, 0.0f, -2.0f),
|
Object object = Object(model, material, glm::vec3(0.0f, 5.0f, 0.0f),
|
||||||
glm::vec3(0.0f, 1.0472f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
|
glm::vec3(0.0f, 1.0472f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
|
||||||
glm::vec3(0.0f, 0.0f, 0.0f), shader);
|
glm::vec3(0.0f, 0.0f, 0.0f), shader);
|
||||||
|
//add player to phy
|
||||||
|
this->physics.addPlayer(0.75f,0.0f,5.0f,0.0f,1.0f,0);
|
||||||
|
|
||||||
|
physics.addStaticGroundPlane();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//set lighting parameters
|
//set lighting parameters
|
||||||
ambientLight = glm::vec3(1.0f, 1.0f, 1.0f);
|
ambientLight = glm::vec3(1.0f, 1.0f, 1.0f);
|
||||||
Light light = Light(glm::vec3(-3.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 2.0f);
|
Light light = Light(glm::vec3(-3.0f, 6.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
|
||||||
lights.push_back(light);
|
lights.push_back(light);
|
||||||
Light light2 = Light(glm::vec3(3.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 2.0f);
|
Light light2 = Light(glm::vec3(3.0f, 6.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
|
||||||
lights.push_back(light2);
|
lights.push_back(light2);
|
||||||
|
|
||||||
|
|
||||||
// load terrain
|
// load terrain
|
||||||
this->terrain.load();
|
this->terrain.load();
|
||||||
Model terrainModel = this->terrain.getModel();
|
Model terrainModel = Model(this->terrain.getModel());
|
||||||
// load a texture:
|
// load a texture:
|
||||||
Material terrainMaterial = Material("clownfishBunny.png", 0.1f, 0.7f, 0.3f, 1.0f);
|
Material terrainMaterial = Material("terrainTexture.png", 0.1f, 0.8f, 0.2f, 3.0f);
|
||||||
//Create object
|
//Create object
|
||||||
Object terrainObject = Object(terrainModel, terrainMaterial,
|
Object terrainObject = Object(terrainModel, terrainMaterial,
|
||||||
glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), 0.0f, -0.5f*(float)this->terrain.getHeightmapWidth()),
|
glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), 0.0f, -0.5f*(float)this->terrain.getHeightmapWidth()),
|
||||||
@ -51,13 +62,30 @@ void Level::render() {
|
|||||||
for(unsigned int i = 0; i<objects.size(); i++) {
|
for(unsigned int i = 0; i<objects.size(); i++) {
|
||||||
objects[i].render();
|
objects[i].render();
|
||||||
}
|
}
|
||||||
// this->terrain.render();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Level::update(float runTime, glm::vec2 mouseDelta) {
|
void Level::update(float runTime, glm::vec2 mouseDelta, bool wPressed, bool aPressed, bool dPressed, bool sPressed) {
|
||||||
// rotate bunny
|
// rotate bunny
|
||||||
//cameraCenter->setRotation(glm::vec3(0.0f, 1.0472f * runTime, 0.0f));
|
//cameraCenter->setRotation(glm::vec3(0.0f, 1.0472f * runTime, 0.0f));
|
||||||
camera.updateRotation(mouseDelta/50.0f);
|
// Ignore first two mouse updates, because they are incorrect
|
||||||
|
static int i = 0;
|
||||||
|
if (i <2) {
|
||||||
|
i++;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
camera.updateRotation(mouseDelta/100.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
if(wPressed)
|
||||||
|
{
|
||||||
|
//physics.rollForward(camera.getRotation);
|
||||||
|
}
|
||||||
|
|
||||||
|
physics.takeUpdateStep(runTime);
|
||||||
|
|
||||||
|
objects[0].setPosition(physics.getPos(0));
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::vec3 Level::getAmbientLight() {
|
glm::vec3 Level::getAmbientLight() {
|
||||||
|
4
level.hh
4
level.hh
@ -8,6 +8,7 @@
|
|||||||
#include "terrain.hh"
|
#include "terrain.hh"
|
||||||
#include "material.hh"
|
#include "material.hh"
|
||||||
#include "camera.hh"
|
#include "camera.hh"
|
||||||
|
#include "physics.hh"
|
||||||
|
|
||||||
class Level {
|
class Level {
|
||||||
public:
|
public:
|
||||||
@ -15,7 +16,7 @@ class Level {
|
|||||||
Level();
|
Level();
|
||||||
~Level();
|
~Level();
|
||||||
void load(ACGL::OpenGL::SharedShaderProgram shader); // Shader is necessary for correct texture assigning
|
void load(ACGL::OpenGL::SharedShaderProgram shader); // Shader is necessary for correct texture assigning
|
||||||
void update(float runTime, glm::vec2 mouseDelta);
|
void update(float runTime, glm::vec2 mouseDelta,bool wPressed, bool aPressed,bool sPressed, bool dPressed);
|
||||||
void render();
|
void render();
|
||||||
glm::vec3 getAmbientLight();
|
glm::vec3 getAmbientLight();
|
||||||
std::vector<Light> getLights();
|
std::vector<Light> getLights();
|
||||||
@ -27,6 +28,7 @@ class Level {
|
|||||||
std::vector<Light> lights;
|
std::vector<Light> lights;
|
||||||
glm::vec3 ambientLight;
|
glm::vec3 ambientLight;
|
||||||
Object* cameraCenter;
|
Object* cameraCenter;
|
||||||
|
Physics physics;
|
||||||
Camera camera;
|
Camera camera;
|
||||||
Terrain terrain;
|
Terrain terrain;
|
||||||
};
|
};
|
||||||
|
6096
lodepng.cpp
Normal file
6096
lodepng.cpp
Normal file
File diff suppressed because it is too large
Load Diff
67
main.cc
67
main.cc
@ -16,13 +16,6 @@
|
|||||||
#include <ACGL/OpenGL/glloaders/extensions.hh>
|
#include <ACGL/OpenGL/glloaders/extensions.hh>
|
||||||
#include <ACGL/Base/Settings.hh>
|
#include <ACGL/Base/Settings.hh>
|
||||||
|
|
||||||
#include "model.hh"
|
|
||||||
|
|
||||||
using namespace std;
|
|
||||||
using namespace ACGL::OpenGL;
|
|
||||||
using namespace ACGL::Base;
|
|
||||||
using namespace ACGL::Utils;
|
|
||||||
|
|
||||||
Application::Application() {
|
Application::Application() {
|
||||||
graphics = Graphics(glm::uvec2(1024, 786), 0.1f, 100.0f);
|
graphics = Graphics(glm::uvec2(1024, 786), 0.1f, 100.0f);
|
||||||
}
|
}
|
||||||
@ -47,13 +40,17 @@ void Application::init()
|
|||||||
ACGL::Base::Settings::the()->setTexturePath("Geometry/");
|
ACGL::Base::Settings::the()->setTexturePath("Geometry/");
|
||||||
ACGL::Base::Settings::the()->setGeometryPath("Geometry/");
|
ACGL::Base::Settings::the()->setGeometryPath("Geometry/");
|
||||||
|
|
||||||
// load Model to give shader correct Attribute locations
|
// construct VAO to give shader correct Attribute locations
|
||||||
// TODO look up if this is really necessary, since this looks really stupid.
|
ACGL::OpenGL::SharedArrayBuffer ab = std::make_shared<ACGL::OpenGL::ArrayBuffer>();
|
||||||
Model model = Model("Bunny.obj");
|
ab->defineAttribute("aPosition", GL_FLOAT, 3);
|
||||||
|
ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
|
||||||
|
ab->defineAttribute("aNormal", GL_FLOAT, 3);
|
||||||
|
ACGL::OpenGL::SharedVertexArrayObject vao = std::make_shared<ACGL::OpenGL::VertexArrayObject>();
|
||||||
|
vao->attachAllAttributes(ab);
|
||||||
|
|
||||||
// look up all shader files starting with 'phong' and build a ShaderProgram from it:
|
// look up all shader files starting with 'phong' and build a ShaderProgram from it:
|
||||||
shader = ACGL::OpenGL::ShaderProgramCreator("phong").attributeLocations(
|
shader = ACGL::OpenGL::ShaderProgramCreator("phong").attributeLocations(
|
||||||
model.getReference()->getAttributeLocations()).create();
|
vao->getAttributeLocations()).create();
|
||||||
shader->use();
|
shader->use();
|
||||||
|
|
||||||
// load Level
|
// load Level
|
||||||
@ -63,10 +60,12 @@ void Application::init()
|
|||||||
openGLCriticalError();
|
openGLCriticalError();
|
||||||
}
|
}
|
||||||
|
|
||||||
/**********************************************************************************************************************
|
void resizeCallback(GLFWwindow* window, int newWidth, int newHeight)
|
||||||
* Returns true if a window with the desired context could get created.
|
{
|
||||||
* Requested OpenGL version gets set by ACGL defines.
|
// store the new window size and adjust the viewport:
|
||||||
*/
|
app.getGraphics()->setWindowSize(glm::uvec2( newWidth, newHeight));
|
||||||
|
glViewport( 0, 0, newWidth, newHeight);
|
||||||
|
}
|
||||||
|
|
||||||
static void keyCallback(GLFWwindow* _window, int _key, int, int _action, int)
|
static void keyCallback(GLFWwindow* _window, int _key, int, int _action, int)
|
||||||
{
|
{
|
||||||
@ -75,10 +74,14 @@ static void keyCallback(GLFWwindow* _window, int _key, int, int _action, int)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static void scrollCallback(GLFWwindow* window, double xoffset, double yoffset) {
|
||||||
|
app.getLevel()->getCamera()->updateDistance(-(float)yoffset);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
int main( int argc, char *argv[] )
|
int main( int argc, char *argv[] )
|
||||||
{
|
{
|
||||||
Application app = Application();
|
//Application app = Application();
|
||||||
|
|
||||||
/////////////////////////////////////////////////////////////////////////////////////
|
/////////////////////////////////////////////////////////////////////////////////////
|
||||||
// Create OpenGL capable window:
|
// Create OpenGL capable window:
|
||||||
@ -91,12 +94,15 @@ int main( int argc, char *argv[] )
|
|||||||
/////////////////////////////////////////////////////////////////////////////////////
|
/////////////////////////////////////////////////////////////////////////////////////
|
||||||
// Set window title to binary name (without the path):
|
// Set window title to binary name (without the path):
|
||||||
//
|
//
|
||||||
std::vector<std::string> tmp = StringHelpers::split( std::string( argv[0] ), '/' );
|
std::vector<std::string> tmp = ACGL::Utils::StringHelpers::split( std::string( argv[0] ), '/' );
|
||||||
glfwSetWindowTitle(app.getGraphics()->getWindow(), tmp[tmp.size()-1].c_str() );
|
glfwSetWindowTitle(app.getGraphics()->getWindow(), tmp[tmp.size()-1].c_str() );
|
||||||
// Ensure we can capture the escape key being pressed below
|
// Ensure we can capture the escape key being pressed below
|
||||||
glfwSetInputMode(app.getGraphics()->getWindow(), GLFW_STICKY_KEYS, 1 );
|
glfwSetInputMode(app.getGraphics()->getWindow(), GLFW_STICKY_KEYS, 1);
|
||||||
//glfwSetWindowSizeCallback(app.getGraphics(), resizeCallback);
|
// Hide mouse cursor
|
||||||
|
glfwSetInputMode(app.getGraphics()->getWindow(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||||
|
glfwSetWindowSizeCallback(app.getGraphics()->getWindow(), resizeCallback);
|
||||||
glfwSetKeyCallback(app.getGraphics()->getWindow(), keyCallback );
|
glfwSetKeyCallback(app.getGraphics()->getWindow(), keyCallback );
|
||||||
|
glfwSetScrollCallback(app.getGraphics()->getWindow(), scrollCallback );
|
||||||
|
|
||||||
// Enable vertical sync (on cards that support it) with parameter 1 - 0 means off
|
// Enable vertical sync (on cards that support it) with parameter 1 - 0 means off
|
||||||
glfwSwapInterval( 0 );
|
glfwSwapInterval( 0 );
|
||||||
@ -113,13 +119,21 @@ int main( int argc, char *argv[] )
|
|||||||
const double FPSdelay = 2.0;
|
const double FPSdelay = 2.0;
|
||||||
double startTimeInSeconds = glfwGetTime();
|
double startTimeInSeconds = glfwGetTime();
|
||||||
double showNextFPS = startTimeInSeconds + FPSdelay;
|
double showNextFPS = startTimeInSeconds + FPSdelay;
|
||||||
|
|
||||||
|
double lastUpdate=0.0f;
|
||||||
|
|
||||||
|
int stateW = glfwGetKey(app.getGraphics()->getWindow(), GLFW_KEY_W);
|
||||||
|
int stateA = glfwGetKey(app.getGraphics()->getWindow(), GLFW_KEY_A);
|
||||||
|
int stateS = glfwGetKey(app.getGraphics()->getWindow(), GLFW_KEY_S);
|
||||||
|
int stateD = glfwGetKey(app.getGraphics()->getWindow(), GLFW_KEY_D);
|
||||||
|
|
||||||
do {
|
do {
|
||||||
double now = glfwGetTime();
|
|
||||||
|
|
||||||
|
double now = glfwGetTime()- startTimeInSeconds;
|
||||||
|
|
||||||
if (showNextFPS <= now) {
|
if (showNextFPS <= now) {
|
||||||
stringstream sstream (stringstream::in | stringstream::out);
|
std::stringstream sstream (std::stringstream::in | std::stringstream::out);
|
||||||
sstream << setprecision(1) << std::fixed
|
sstream << std::setprecision(1) << std::fixed
|
||||||
<< tmp[tmp.size()-1] << " - FPS: " << frameCount / (now-showNextFPS + FPSdelay) << " " << 1000 * (now-showNextFPS + FPSdelay)/frameCount << " msec";
|
<< tmp[tmp.size()-1] << " - FPS: " << frameCount / (now-showNextFPS + FPSdelay) << " " << 1000 * (now-showNextFPS + FPSdelay)/frameCount << " msec";
|
||||||
glfwSetWindowTitle(app.getGraphics()->getWindow(), sstream.str().c_str() );
|
glfwSetWindowTitle(app.getGraphics()->getWindow(), sstream.str().c_str() );
|
||||||
showNextFPS = now + FPSdelay;
|
showNextFPS = now + FPSdelay;
|
||||||
@ -130,10 +144,13 @@ int main( int argc, char *argv[] )
|
|||||||
glfwGetCursorPos(app.getGraphics()->getWindow(), &xpos, &ypos);
|
glfwGetCursorPos(app.getGraphics()->getWindow(), &xpos, &ypos);
|
||||||
glfwSetCursorPos(app.getGraphics()->getWindow(), app.getGraphics()->getWindowSize().x/2, app.getGraphics()->getWindowSize().y/2);
|
glfwSetCursorPos(app.getGraphics()->getWindow(), app.getGraphics()->getWindowSize().x/2, app.getGraphics()->getWindowSize().y/2);
|
||||||
|
|
||||||
app.getLevel()->update(now - startTimeInSeconds, glm::vec2((float)ypos-app.getGraphics()->getWindowSize().y/2,
|
app.getLevel()->update(now - lastUpdate,
|
||||||
(float)xpos-app.getGraphics()->getWindowSize().x/2));
|
glm::vec2((float)ypos-app.getGraphics()->getWindowSize().y/2,
|
||||||
|
(float)xpos-app.getGraphics()->getWindowSize().x/2),
|
||||||
|
stateW == GLFW_PRESS,stateA == GLFW_PRESS,stateS == GLFW_PRESS,stateD == GLFW_PRESS);
|
||||||
|
lastUpdate = now;
|
||||||
app.getGraphics()->render(app.getLevel(), app.getShader());
|
app.getGraphics()->render(app.getLevel(), app.getShader());
|
||||||
|
|
||||||
openGLCriticalError();
|
openGLCriticalError();
|
||||||
|
|
||||||
// MacOS X will not swap correctly is another FBO is bound:
|
// MacOS X will not swap correctly is another FBO is bound:
|
||||||
|
1
main.hh
1
main.hh
@ -25,4 +25,5 @@ class Application {
|
|||||||
ACGL::OpenGL::SharedShaderProgram shader;
|
ACGL::OpenGL::SharedShaderProgram shader;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
Application app;
|
||||||
#endif
|
#endif
|
||||||
|
@ -24,9 +24,7 @@ void Object::render() {
|
|||||||
shader->setUniform("shininess", material.getShininess());
|
shader->setUniform("shininess", material.getShininess());
|
||||||
shader->setTexture("uTexture", material.getReference(), 0);
|
shader->setTexture("uTexture", material.getReference(), 0);
|
||||||
// set model matrix
|
// set model matrix
|
||||||
glm::mat4 rotationMatrix = glm::rotate<float>(this->getRotation()[0], glm::vec3(1.0f, 0.0f, 0.0f)) *
|
glm::mat4 modelMatrix = glm::translate(getPosition()) * getRotation() * glm::scale<float>(glm::vec3(model.getScale()));
|
||||||
glm::rotate<float>(this->getRotation()[1], glm::vec3(0.0f, 1.0f, 0.0f)) * glm::rotate<float>(this->getRotation()[2], glm::vec3(0.0f, 0.0f, 1.0f));
|
|
||||||
glm::mat4 modelMatrix = glm::translate(this->getPosition()) * rotationMatrix * glm::scale<float>(glm::vec3(model.getScale()));
|
|
||||||
shader->setUniform( "modelMatrix", modelMatrix);
|
shader->setUniform( "modelMatrix", modelMatrix);
|
||||||
// draw
|
// draw
|
||||||
model.getReference()->render();
|
model.getReference()->render();
|
||||||
|
50
physics.cc
50
physics.cc
@ -1,7 +1,5 @@
|
|||||||
#include "physics.hh"
|
#include "physics.hh"
|
||||||
|
|
||||||
#include <vector>
|
|
||||||
|
|
||||||
|
|
||||||
btDynamicsWorld* world; //contains physical attributes of the world.
|
btDynamicsWorld* world; //contains physical attributes of the world.
|
||||||
btDispatcher* dispatcher; //
|
btDispatcher* dispatcher; //
|
||||||
@ -12,8 +10,16 @@ btConstraintSolver* solver; //solver for forces and impulses.
|
|||||||
std::vector<btRigidBody*> bodies; //list of all bodies. bodies are also in world, but save again to ease cleaning up process.
|
std::vector<btRigidBody*> bodies; //list of all bodies. bodies are also in world, but save again to ease cleaning up process.
|
||||||
btRigidBody* playerBall;
|
btRigidBody* playerBall;
|
||||||
btRigidBody* terrainBody;
|
btRigidBody* terrainBody;
|
||||||
|
btRigidBody* staticGroundBody;
|
||||||
|
|
||||||
void init()
|
|
||||||
|
Physics::Physics() {
|
||||||
|
}
|
||||||
|
|
||||||
|
Physics::~Physics() {
|
||||||
|
}
|
||||||
|
|
||||||
|
void Physics::init()
|
||||||
{
|
{
|
||||||
colConfig = new btDefaultCollisionConfiguration();
|
colConfig = new btDefaultCollisionConfiguration();
|
||||||
dispatcher = new btCollisionDispatcher(colConfig);
|
dispatcher = new btCollisionDispatcher(colConfig);
|
||||||
@ -21,17 +27,15 @@ void init()
|
|||||||
solver = new btSequentialImpulseConstraintSolver();
|
solver = new btSequentialImpulseConstraintSolver();
|
||||||
world = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,colConfig);
|
world = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,colConfig);
|
||||||
|
|
||||||
world->setGravity(btVector3(0,-10,-0));
|
world->setGravity(btVector3(0,-10,-0));
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void takeUpdateStep(float timeDiff)
|
void Physics::takeUpdateStep(float timeDiff)
|
||||||
{
|
{
|
||||||
world->stepSimulation(timeDiff);
|
world->stepSimulation(timeDiff);
|
||||||
}
|
}
|
||||||
|
|
||||||
void addTerrain(int width, int length, float** heightData)
|
void Physics::addTerrain(int width, int length, float** heightData)
|
||||||
{
|
{
|
||||||
float* heightfield = new float[width * length];
|
float* heightfield = new float[width * length];
|
||||||
int highest = -999999, j = 0, i = 0;
|
int highest = -999999, j = 0, i = 0;
|
||||||
@ -70,7 +74,17 @@ void addTerrain(int width, int length, float** heightData)
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void addPlayer(float rad, float x, float y, float z, float mass, unsigned indice)
|
void Physics::addStaticGroundPlane()
|
||||||
|
{
|
||||||
|
btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0, 1, 0), 0);
|
||||||
|
btDefaultMotionState* groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, 0, 0)));
|
||||||
|
btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0, groundMotionState, groundShape, btVector3(0, 0, 0));
|
||||||
|
staticGroundBody = new btRigidBody(groundRigidBodyCI);
|
||||||
|
|
||||||
|
world->addRigidBody(staticGroundBody);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Physics::addPlayer(float rad, float x, float y, float z, float mass, unsigned indice)
|
||||||
{
|
{
|
||||||
if(bodies.size() != indice)
|
if(bodies.size() != indice)
|
||||||
throw std::invalid_argument( "Bodies out of Sync" );
|
throw std::invalid_argument( "Bodies out of Sync" );
|
||||||
@ -98,7 +112,7 @@ void addPlayer(float rad, float x, float y, float z, float mass, unsigned indice
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void addSphere(float rad, float x, float y, float z, float mass, unsigned indice)
|
void Physics::addSphere(float rad, float x, float y, float z, float mass, unsigned indice)
|
||||||
{
|
{
|
||||||
if(bodies.size() != indice)
|
if(bodies.size() != indice)
|
||||||
throw std::invalid_argument( "Bodies out of Sync" );
|
throw std::invalid_argument( "Bodies out of Sync" );
|
||||||
@ -126,30 +140,34 @@ void addSphere(float rad, float x, float y, float z, float mass, unsigned indice
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::vec3 getPos(int i)
|
glm::vec3 Physics::getPos(int i)
|
||||||
{
|
{
|
||||||
btVector3 origin = bodies[i]->getCenterOfMassPosition();
|
btVector3 origin = bodies[i]->getCenterOfMassPosition();
|
||||||
glm::vec3 save(origin.getX(),origin.getY(),origin.getZ());
|
glm::vec3 save(origin.getX(),origin.getY(),origin.getZ());
|
||||||
return save;
|
return save;
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::mat4 getRotation(int i)
|
glm::mat4 Physics::getRotation(int i)
|
||||||
{
|
{
|
||||||
btQuaternion quat = bodies[i]->getOrientation();
|
btQuaternion quat = bodies[i]->getOrientation();
|
||||||
|
|
||||||
glm::mat4 matrix = glm::rotate(
|
glm::mat4 matrix = glm::rotate(
|
||||||
matrix,
|
|
||||||
quat.getAngle(),
|
quat.getAngle(),
|
||||||
glm::vec3(quat.getAxis().getX(), quat.getAxis().getY(), quat.getAxis().getZ())
|
glm::vec3(quat.getAxis().getX(), quat.getAxis().getY(), quat.getAxis().getZ())
|
||||||
);
|
);
|
||||||
return matrix;
|
return matrix;
|
||||||
}
|
}
|
||||||
|
|
||||||
void rollForward(glm::mat3 rotCamera)
|
void Physics::rollForward(glm::vec3 camPos)
|
||||||
{
|
{
|
||||||
glm::vec3 saveVector= glm::vec3(1,0,0) * rotCamera;
|
btVector3 pos(camPos.x,camPos.y,camPos.z);
|
||||||
|
pos -= playerBody->getCenterOfMassPosition();
|
||||||
|
pos.cross(btVector3(0,1,0));
|
||||||
|
playerBall->applyTorque(pos);
|
||||||
|
|
||||||
|
/* glm::vec3 saveVector= glm::vec3(1,0,0) * rotCamera;
|
||||||
saveVector = glm::cross(glm::vec3(0,1,0),saveVector);
|
saveVector = glm::cross(glm::vec3(0,1,0),saveVector);
|
||||||
playerBall->applyTorque(btVector3(saveVector[0],saveVector[1],saveVector[2]));
|
playerBall->applyTorque(btVector3(saveVector[0],saveVector[1],saveVector[2]));*/
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -11,6 +11,7 @@
|
|||||||
|
|
||||||
#include "extern/bullet/src/BulletCollision/CollisionShapes/btSphereShape.h"
|
#include "extern/bullet/src/BulletCollision/CollisionShapes/btSphereShape.h"
|
||||||
#include "extern/bullet/src/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h"
|
#include "extern/bullet/src/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h"
|
||||||
|
#include "extern/bullet/src/BulletCollision/CollisionShapes/btStaticPlaneShape.h"
|
||||||
|
|
||||||
#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btConstraintSolver.h"
|
#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btConstraintSolver.h"
|
||||||
#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"//YAY!
|
#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"//YAY!
|
||||||
@ -31,14 +32,15 @@
|
|||||||
|
|
||||||
class Physics {
|
class Physics {
|
||||||
public:
|
public:
|
||||||
Physics();
|
Physics();
|
||||||
~Physics();
|
~Physics();
|
||||||
void init();
|
void init();
|
||||||
void takeUpdateStep(float timeDiff);
|
void takeUpdateStep(float timeDiff);
|
||||||
void rollForward(glm::vec3 camPos, float strength);
|
void rollForward(glm::vec3 camPos, float strength);
|
||||||
glm::vec3 getPos(int i);
|
glm::vec3 getPos(int i);
|
||||||
glm::mat4 getRotation(int i);
|
glm::mat4 getRotation(int i);
|
||||||
void rollForward(glm::mat3 rotCamera);
|
void rollForward(glm::vec3 camPos);
|
||||||
|
void addStaticGroundPlane();
|
||||||
void addTerrain(int width, int length, float** heightData);
|
void addTerrain(int width, int length, float** heightData);
|
||||||
void addPlayer(float rad, float x, float y, float z, float mass, unsigned indice);
|
void addPlayer(float rad, float x, float y, float z, float mass, unsigned indice);
|
||||||
void addSphere(float rad, float x, float y, float z, float mass, unsigned indice);
|
void addSphere(float rad, float x, float y, float z, float mass, unsigned indice);
|
||||||
@ -47,6 +49,7 @@ class Physics {
|
|||||||
btRigidBody* playerBody;
|
btRigidBody* playerBody;
|
||||||
btRigidBody* terrainBody;
|
btRigidBody* terrainBody;
|
||||||
std::vector<btRigidBody*> bodies; //list of all bodies. bodies are also in world, but save again to ease cleaning up process.
|
std::vector<btRigidBody*> bodies; //list of all bodies. bodies are also in world, but save again to ease cleaning up process.
|
||||||
|
btRigidBody* staticGroundBody;
|
||||||
|
|
||||||
|
|
||||||
btDynamicsWorld* world; //contains physical attributes of the world.
|
btDynamicsWorld* world; //contains physical attributes of the world.
|
||||||
|
155
terrain.cc
155
terrain.cc
@ -1,4 +1,5 @@
|
|||||||
#include "terrain.hh"
|
#include "terrain.hh"
|
||||||
|
#include "lodepng.h"
|
||||||
|
|
||||||
Terrain::Terrain(std::string filePath){
|
Terrain::Terrain(std::string filePath){
|
||||||
this->filePath = filePath;
|
this->filePath = filePath;
|
||||||
@ -12,28 +13,21 @@ Terrain::~Terrain() {
|
|||||||
|
|
||||||
|
|
||||||
void Terrain::load() {
|
void Terrain::load() {
|
||||||
this->filePath = "../Levels/LevelTest/terrain"; //TODO remove this, its only for testing
|
filePath = "../Levels/LevelTest/terrain/"; //TODO remove this, its only for testing
|
||||||
|
|
||||||
std::ifstream terrain_png(this->filePath + "/heightmap.png");
|
std::vector<unsigned char> image; //the raw pixels
|
||||||
unsigned int rowNum, columnNum, heightmapValue;
|
unsigned error = lodepng::decode(image, heightmapWidth, heightmapHeight, filePath + "heightmap.png");
|
||||||
|
if (error) {
|
||||||
terrain_png.seekg(16); //skip part of the header
|
std::cout << "decoder error " << error << ": " << lodepng_error_text(error) << std::endl;
|
||||||
|
}
|
||||||
char temp[4];
|
this->heightmap = new float*[this->heightmapHeight]; //initialize the heightmap
|
||||||
terrain_png.read(temp, 4); //read width
|
for(unsigned int rowNum = 0; rowNum < this->heightmapHeight; rowNum++){ //read in the heightmap
|
||||||
this->heightmapWidth = (temp[3]<<0) | (temp[2]<<8) | (temp[1]<<16) | (temp[0]<<24); //convert from network to host byte order
|
this->heightmap[rowNum] = new float[this->heightmapWidth];
|
||||||
terrain_png.read(temp, 4); //read height
|
for(unsigned int columnNum = 0; columnNum < this->heightmapWidth; columnNum++){
|
||||||
this->heightmapHeight = (temp[3]<<0) | (temp[2]<<8) | (temp[1]<<16) | (temp[0]<<24); //convert from network to host byte order
|
this->heightmap[rowNum][columnNum] = (float)(image[(rowNum*heightmapWidth+columnNum)*4]) / 32;
|
||||||
|
|
||||||
heightmap = new float*[this->heightmapHeight]; //initialize the heightmap
|
|
||||||
for(rowNum = 0; rowNum < this->heightmapHeight; rowNum++){ //read in the heightmap
|
|
||||||
heightmap[rowNum] = new float[this->heightmapWidth];
|
|
||||||
for(columnNum = 0; columnNum < this->heightmapWidth; columnNum++){
|
|
||||||
terrain_png.read((char *)&heightmapValue, 1);
|
|
||||||
heightmap[rowNum][columnNum] = (float)heightmapValue / 256;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
this->makeTriangleMesh();
|
this->makeTriangleMesh();
|
||||||
heightmapChanged = false; //no need to make a TriangleMesh again before rendering
|
heightmapChanged = false; //no need to make a TriangleMesh again before rendering
|
||||||
|
|
||||||
@ -42,48 +36,53 @@ void Terrain::load() {
|
|||||||
void Terrain::makeTriangleMesh(){
|
void Terrain::makeTriangleMesh(){
|
||||||
|
|
||||||
ACGL::OpenGL::SharedArrayBuffer ab = std::make_shared<ACGL::OpenGL::ArrayBuffer>();
|
ACGL::OpenGL::SharedArrayBuffer ab = std::make_shared<ACGL::OpenGL::ArrayBuffer>();
|
||||||
ab->defineAttribute("aPosition", GL_FLOAT, 3); //TODO: ArrayBuffer for the texture coordinates
|
// Do NOT change the order of this!
|
||||||
ab->defineAttribute("aNormal", GL_FLOAT, 3);
|
ab->defineAttribute("aPosition", GL_FLOAT, 3);
|
||||||
ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
|
ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
|
||||||
|
ab->defineAttribute("aNormal", GL_FLOAT, 3);
|
||||||
|
|
||||||
unsigned int rowNum=0, columnNum=0, dataCount=0, abNumFloats=8; //initializing:
|
unsigned int rowNum=0, columnNum=0, dataCount=0, abNumFloats=8; //initializing:
|
||||||
bool movingRight = true, isUp = true;
|
bool movingRight = true, isUp = true;
|
||||||
int numVertices = (this->heightmapHeight - 1) * (this->heightmapWidth * 2 + 1) + 1;
|
int numVertices = (this->heightmapHeight - 1) * (this->heightmapWidth * 2 + 1) + 1;
|
||||||
float* abData = new float[numVertices * abNumFloats];
|
float* abData = new float[numVertices * floatsPerVertex];
|
||||||
|
|
||||||
while(rowNum < this->heightmapHeight){ //traversing the Triangle Strip!
|
while(rowNum < this->heightmapHeight){ //traversing the Triangle Strip!
|
||||||
set_abData(abData, dataCount, rowNum, columnNum);
|
set_abData(abData, dataCount, rowNum, columnNum);
|
||||||
dataCount += abNumFloats;
|
dataCount += floatsPerVertex;
|
||||||
if (isUp){
|
if (isUp){
|
||||||
rowNum = rowNum + 1;
|
rowNum = rowNum + 1;
|
||||||
isUp = false;
|
isUp = false;
|
||||||
}else if (movingRight){
|
|
||||||
if (columnNum == this->heightmapWidth - 1){
|
|
||||||
set_abData(abData, dataCount, rowNum, columnNum);
|
|
||||||
dataCount += abNumFloats;
|
|
||||||
set_abData(abData, dataCount, rowNum, columnNum);
|
|
||||||
dataCount += abNumFloats;
|
|
||||||
movingRight = false;
|
|
||||||
rowNum = rowNum + 1;
|
|
||||||
} else{
|
|
||||||
rowNum = rowNum - 1;
|
|
||||||
columnNum = columnNum + 1;
|
|
||||||
isUp = true;
|
|
||||||
}
|
|
||||||
}else{
|
|
||||||
if (columnNum == 0){
|
|
||||||
set_abData(abData, dataCount, rowNum, columnNum);
|
|
||||||
dataCount += abNumFloats;
|
|
||||||
set_abData(abData, dataCount, rowNum, columnNum);
|
|
||||||
dataCount += abNumFloats;
|
|
||||||
movingRight = true;
|
|
||||||
rowNum = rowNum + 1;
|
|
||||||
}else{
|
|
||||||
rowNum = rowNum - 1;
|
|
||||||
columnNum = columnNum - 1;
|
|
||||||
isUp = true;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
else if (movingRight) {
|
||||||
|
if (columnNum == this->heightmapWidth - 1) {
|
||||||
|
set_abData(abData, dataCount, rowNum, columnNum);
|
||||||
|
dataCount += abNumFloats;
|
||||||
|
set_abData(abData, dataCount, rowNum, columnNum);
|
||||||
|
dataCount += abNumFloats;
|
||||||
|
movingRight = false;
|
||||||
|
rowNum = rowNum + 1;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
rowNum = rowNum - 1;
|
||||||
|
columnNum = columnNum + 1;
|
||||||
|
isUp = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
if (columnNum == 0){
|
||||||
|
set_abData(abData, dataCount, rowNum, columnNum);
|
||||||
|
dataCount += abNumFloats;
|
||||||
|
set_abData(abData, dataCount, rowNum, columnNum);
|
||||||
|
dataCount += abNumFloats;
|
||||||
|
movingRight = true;
|
||||||
|
rowNum = rowNum + 1;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
rowNum = rowNum - 1;
|
||||||
|
columnNum = columnNum - 1;
|
||||||
|
isUp = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
ab->setDataElements(numVertices, abData);
|
ab->setDataElements(numVertices, abData);
|
||||||
@ -101,33 +100,34 @@ void Terrain::set_abData(float* abData, unsigned int dataCount, unsigned int row
|
|||||||
abData[dataCount+1] = heightmap[rowNum][columnNum];
|
abData[dataCount+1] = heightmap[rowNum][columnNum];
|
||||||
abData[dataCount+2] = (float)columnNum;
|
abData[dataCount+2] = (float)columnNum;
|
||||||
|
|
||||||
|
//set Texture Coordinate
|
||||||
|
abData[dataCount+3] = (float)(rowNum % 2);
|
||||||
|
abData[dataCount+4] = (float)(columnNum % 2);
|
||||||
|
|
||||||
//setNormal
|
//setNormal
|
||||||
if (rowNum==0 || rowNum==(this->heightmapHeight-1) || columnNum==0 || columnNum==(this->heightmapWidth-1)){
|
if (rowNum==0 || rowNum==(this->heightmapHeight-1) || columnNum==0 || columnNum==(this->heightmapWidth-1)){
|
||||||
abData[dataCount+3] = 0.0;
|
|
||||||
abData[dataCount+4] = 1.0;
|
|
||||||
abData[dataCount+5] = 0.0;
|
abData[dataCount+5] = 0.0;
|
||||||
}else{
|
abData[dataCount+6] = 1.0;
|
||||||
glm::vec3 sumNormals;
|
abData[dataCount+7] = 0.0;
|
||||||
for (int i=-1; i<2; i+=1){
|
}
|
||||||
for (int j=-1; j<2; j+=1){
|
else {
|
||||||
glm::vec3 vecA, vecB, normal;
|
glm::vec3 sumNormals = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||||
vecA = glm::vec3((float)i, (heightmap[rowNum+i][columnNum] - heightmap[rowNum][columnNum]), 0.0f);
|
for (int i=-1; i<2; i+=2) {
|
||||||
vecB = glm::vec3(0.0f, (heightmap[rowNum][columnNum+j] - heightmap[rowNum][columnNum]), (float)j);
|
for (int j=-1; j<2; j+=2) {
|
||||||
normal = glm::normalize(glm::cross(vecA, vecB));
|
glm::vec3 vecA, vecB, normal;
|
||||||
if(i+j==0)
|
vecA = glm::vec3((float)i, (heightmap[rowNum+i][columnNum] - heightmap[rowNum][columnNum]), 0.0f);
|
||||||
normal = normal*(-1.0f);
|
vecB = glm::vec3(0.0f, (heightmap[rowNum][columnNum+j] - heightmap[rowNum][columnNum]), (float)j);
|
||||||
sumNormals += normal;
|
normal = glm::normalize(glm::cross(vecA, vecB));
|
||||||
}
|
if(i+j!=0)
|
||||||
}
|
normal = normal*(-1.0f);
|
||||||
sumNormals = sumNormals*0.111f;
|
sumNormals += normal;
|
||||||
abData[dataCount+3] = sumNormals[0];
|
}
|
||||||
abData[dataCount+4] = sumNormals[1];
|
}
|
||||||
abData[dataCount+5] = sumNormals[2];
|
sumNormals = glm::normalize(sumNormals);
|
||||||
|
abData[dataCount+5] = sumNormals[0];
|
||||||
|
abData[dataCount+6] = sumNormals[1];
|
||||||
|
abData[dataCount+7] = sumNormals[2];
|
||||||
}
|
}
|
||||||
|
|
||||||
//set Texture Coordinate
|
|
||||||
abData[dataCount+6] = (float)(rowNum % 2);
|
|
||||||
abData[dataCount+7] = (float)(columnNum % 2);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Model Terrain::getModel(){
|
Model Terrain::getModel(){
|
||||||
@ -145,14 +145,3 @@ unsigned int Terrain::getHeightmapHeight(){
|
|||||||
unsigned int Terrain::getHeightmapWidth(){
|
unsigned int Terrain::getHeightmapWidth(){
|
||||||
return this->heightmapWidth;
|
return this->heightmapWidth;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
@ -3,7 +3,6 @@
|
|||||||
|
|
||||||
#include <string>
|
#include <string>
|
||||||
#include "material.hh"
|
#include "material.hh"
|
||||||
#include <fstream>
|
|
||||||
#include <ACGL/OpenGL/Objects/VertexArrayObject.hh>
|
#include <ACGL/OpenGL/Objects/VertexArrayObject.hh>
|
||||||
#include "model.hh"
|
#include "model.hh"
|
||||||
class Terrain {
|
class Terrain {
|
||||||
|
Loading…
Reference in New Issue
Block a user