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Before Width: | Height: | Size: 223 KiB After Width: | Height: | Size: 35 KiB |
@ -1,7 +1,8 @@
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#version 150
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uniform mat4 uViewMatrix;
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uniform mat4 uProjectionMatrix;
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uniform mat4 modelMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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in vec3 aNormal;
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in vec3 aPosition;
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@ -13,8 +14,8 @@ out vec4 fragPosition;
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void main()
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{
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fragPosition = uViewMatrix * vec4(aPosition, 1.0);
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vNormal = inverse(transpose(mat3(uViewMatrix))) * aNormal;
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fragPosition = modelMatrix * vec4(aPosition, 1.0);
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vNormal = inverse(transpose(mat3(modelMatrix))) * aNormal;
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vTexCoord = aTexCoord;
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gl_Position = uProjectionMatrix * uViewMatrix * vec4(aPosition, 1.0);
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(aPosition, 1.0);
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}
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34
camera.cc
Normal file
34
camera.cc
Normal file
@ -0,0 +1,34 @@
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#include "camera.hh"
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Camera::Camera(glm::vec3 rotation, float distance) {
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this->rotation = rotation;
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this->distance = distance;
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}
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Camera::Camera() {
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rotation = glm::vec3(0.0f, 0.0f, 0.0f);
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distance = 1.0f;
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}
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Camera::~Camera() {
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}
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float Camera::getDistance() {
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return distance;
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}
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void Camera::setDistance(float distance) {
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this->distance = distance;
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}
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glm::vec3 Camera::getRotation() {
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return rotation;
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}
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void Camera::setRotation(glm::vec3 rotation) {
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this->rotation = rotation;
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}
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void Camera::updateRotation(glm::vec3 rotation) {
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this->rotation += rotation;;
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}
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21
camera.hh
Normal file
21
camera.hh
Normal file
@ -0,0 +1,21 @@
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#ifndef CAMERA_HH_INCLUDED
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#define CAMERA_HH_INCLUDED
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#include <ACGL/Math/Math.hh>
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class Camera {
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public:
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Camera(glm::vec3 rotation, float distance);
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Camera();
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~Camera();
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float getDistance();
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void setDistance(float distance);
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glm::vec3 getRotation();
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void setRotation(glm::vec3 rotation);
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void updateRotation(glm::vec3 rotation); //adds to current rotation
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private:
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float distance;
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glm::vec3 rotation;
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};
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#endif
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12
entity.cc
12
entity.cc
@ -14,3 +14,15 @@ Entity::~Entity(){
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glm::vec3 Entity::getPosition() {
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return position;
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}
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glm::vec3 Entity::getRotation() {
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return rotation;
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}
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void Entity::setPosition(glm::vec3 position) {
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this->position = position;
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}
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void Entity::setRotation(glm::vec3 rotation) {
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this->rotation = rotation;
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}
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23
graphics.cc
23
graphics.cc
@ -38,15 +38,18 @@ void deleteCustomResources()
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// we have memory management via reference counting, so nothing to do here
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}
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void draw( float runTime )
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void draw(float runTime)
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{
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// update Level first TODO: move this with the rest of the stuff that doesn't belong here to main
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level.update(runTime);
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// clear the framebuffer:
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// set view and projection matrix:
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glm::mat4 viewMatrix = glm::translate(glm::vec3(0.0f, -1.0f, -2.0f)) * glm::rotate<float>(1.0472f * runTime, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale<float>(glm::vec3(0.25f));
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shader->setUniform( "uViewMatrix", viewMatrix );
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shader->setUniform( "uProjectionMatrix", buildFrustum(75.0, 0.1, 100.0, (float)g_windowSize.x/(float)g_windowSize.y) );
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//set view and projection matrix
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shader->setUniform("projectionMatrix", buildFrustum(75.0, 0.1, 100.0, (float)g_windowSize.x/(float)g_windowSize.y) );
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// the + (0,1,0) compensates bunny doesn't have its center at it's center
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shader->setUniform("viewMatrix", buildViewMatrix());
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//set lighting parameters
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if (level.getLights().size() > 0) {
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@ -101,3 +104,13 @@ glm::mat4 buildFrustum( float phiInDegree, float _near, float _far, float aspect
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return glm::frustum(left, right, bottom, top, _near, _far);
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}
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glm::mat4 buildViewMatrix() {
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glm::vec4 cameraVector = glm::vec4(0.0f, 0.0f, level.getCamera().getDistance(), 0.0f);
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// rotate vector
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glm::mat4 rotationMatrix = glm::rotate<float>(level.getCamera().getRotation()[0], glm::vec3(1.0f, 0.0f, 0.0f)) *
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glm::rotate<float>(level.getCamera().getRotation()[1], glm::vec3(0.0f, 1.0f, 0.0f)) * glm::rotate<float>(level.getCamera().getRotation()[2], glm::vec3(0.0f, 0.0f, 1.0f));
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cameraVector = rotationMatrix * cameraVector;
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//construct lookAt (cameraPosition = cameraCenter + cameraVector
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return glm::lookAt(level.getCameraCenter()->getPosition() + glm::vec3(cameraVector), level.getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f));
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}
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@ -13,7 +13,7 @@ void initCustomResources();
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void deleteCustomResources();
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// gets called ech frame, runTime is in seconds:
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void draw( float runTime );
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void draw(float runTime);
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// gets called at window resize:
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void resizeCallback( GLFWwindow *, int newWidth, int newHeight );
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@ -21,4 +21,6 @@ void resizeCallback( GLFWwindow *, int newWidth, int newHeight );
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// to build the projection matrix:
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glm::mat4 buildFrustum( float phiInDegree, float near, float far, float aspectRatio);
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glm::mat4 buildViewMatrix();
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#endif
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|
29
level.cc
29
level.cc
@ -12,33 +12,38 @@ Level::~Level() {
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}
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void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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//this->terrain.load();
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// currently hard coded should later read this stuff out of a file
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this->camera = Camera(glm::vec3(-0.8f, 0.0f, 0.0f), 3.0f);
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// load the geometry of the stanford bunny and build a VAO:
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Model model = Model("Bunny.obj");
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Model model = Model("Bunny.obj", 0.25f);
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// load a texture:
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Material material = Material("clownfishBunny.png", 0.1f, 0.5f, 0.5f, 3.0f);
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//Create object
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Object object = Object(model, material, glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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Object object = Object(model, material, glm::vec3(0.0f, -1.0f, -2.0f),
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glm::vec3(0.0f, 1.0472f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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objects.push_back(object);
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cameraCenter = &objects[0];
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//set lighting parameters
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ambientLight = glm::vec3(1.0f, 1.0f, 1.0f);
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Light light = Light(glm::vec3(-3.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f), 2.0f);
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lights.push_back(light);
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Light light2 = Light(glm::vec3(3.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), 2.0f);
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lights.push_back(light2);
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// load terrain
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this->terrain.load();
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}
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void Level::render() {
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for(unsigned int i = 0; i<objects.size(); i++) {
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objects[i].render();
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}
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//this->terrain.render();
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this->terrain.render();
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}
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void Level::update(float runTime) {
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// rotate bunny
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cameraCenter->setRotation(glm::vec3(0.0f, 1.0472f * runTime, 0.0f));
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}
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glm::vec3 Level::getAmbientLight() {
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@ -48,3 +53,11 @@ glm::vec3 Level::getAmbientLight() {
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std::vector<Light> Level::getLights() {
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return lights;
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}
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Camera Level::getCamera() {
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return camera;
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}
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Object* Level::getCameraCenter() {
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return cameraCenter;
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}
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6
level.hh
6
level.hh
@ -7,6 +7,7 @@
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#include "entity.hh"
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#include "terrain.hh"
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#include "material.hh"
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#include "camera.hh"
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class Level {
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public:
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@ -14,14 +15,19 @@ class Level {
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Level();
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~Level();
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void load(ACGL::OpenGL::SharedShaderProgram shader); // Shader is necessary for correct texture assigning
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void update(float runTime);
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void render();
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glm::vec3 getAmbientLight();
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std::vector<Light> getLights();
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Object* getCameraCenter();
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Camera getCamera();
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private:
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std::string filePath;
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std::vector<Object> objects;
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std::vector<Light> lights;
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glm::vec3 ambientLight;
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Object* cameraCenter;
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Camera camera;
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Terrain terrain;
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};
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15
model.cc
15
model.cc
@ -1,8 +1,15 @@
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#include "model.hh"
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Model::Model(std::string filePath, float scale) {
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reference = ACGL::OpenGL::VertexArrayObjectCreator(filePath).create();
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reference->bind();
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this->scale = scale;
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}
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Model::Model(std::string filePath) {
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reference = ACGL::OpenGL::VertexArrayObjectCreator(filePath).create();
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reference->bind();
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this->scale = 1.0f;
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}
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Model::Model(){
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@ -14,3 +21,11 @@ Model::~Model() {
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ACGL::OpenGL::SharedVertexArrayObject Model::getReference() {
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return reference;
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}
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void Model::setScale(float scale) {
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this->scale = scale;
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}
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float Model::getScale() {
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return scale;
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}
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6
model.hh
6
model.hh
@ -6,12 +6,16 @@
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class Model {
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public:
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Model(std::string filePath, float scale);
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Model(std::string filePath);
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Model();
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Model();
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~Model();
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ACGL::OpenGL::SharedVertexArrayObject getReference();
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void setScale(float scale);
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float getScale();
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private:
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ACGL::OpenGL::SharedVertexArrayObject reference;
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float scale;
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};
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#endif
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11
object.cc
11
object.cc
@ -3,7 +3,7 @@
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Object::Object(Model model, Material material, glm::vec3 position, glm::vec3 rotation,
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glm::vec3 velocity, glm::vec3 angularVelocity, ACGL::OpenGL::SharedShaderProgram shader) :
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Entity(position, rotation) {
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this->model = model.getReference();
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this->model = model;
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this->material = material;
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this->velocity = velocity;
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this->angularVelocity = angularVelocity;
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@ -17,10 +17,17 @@ Object::~Object() {
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}
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void Object::render() {
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// set lightning parameters for this object
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shader->setUniform("ambientFactor", material.getAmbientFactor());
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shader->setUniform("diffuseFactor", material.getDiffuseFactor());
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shader->setUniform("specularFactor", material.getSpecularFactor());
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shader->setUniform("shininess", material.getShininess());
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shader->setTexture("uTexture", material.getReference(), 0);
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model->render();
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// set model matrix
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glm::mat4 rotationMatrix = glm::rotate<float>(this->getRotation()[0], glm::vec3(1.0f, 0.0f, 0.0f)) *
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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));
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glm::mat4 modelMatrix = glm::translate(this->getPosition()) * rotationMatrix * glm::scale<float>(glm::vec3(model.getScale()));
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shader->setUniform( "modelMatrix", modelMatrix);
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// draw
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model.getReference()->render();
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}
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@ -14,11 +14,11 @@ class Object : public Entity {
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Object(Model model, Material material, glm::vec3 position, glm::vec3 rotation,
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glm::vec3 velocity, glm::vec3 angularVelocity,
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ACGL::OpenGL::SharedShaderProgram shader);
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Object();
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Object();
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~Object();
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void render();
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private:
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ACGL::OpenGL::SharedVertexArrayObject model;
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Model model;
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Material material;
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glm::vec3 velocity;
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glm::vec3 angularVelocity;
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|
88
terrain.cc
88
terrain.cc
@ -12,29 +12,25 @@ Terrain::~Terrain() {
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void Terrain::load() {
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std::ifstream terrain_png(this->filePath + "/heightmap.png"); //TODO: filepath organization
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this->filePath = "../Levels/LevelTest/terrain"; //TODO remove this, its only for testing
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std::ifstream terrain_png(this->filePath + "/heightmap.png");
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unsigned int rowNum, columnNum, heightmapValue;
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terrain_png.seekg(16); //skip part of the header
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terrain_png.seekg(16); //skip part of the header
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terrain_png.read((char *)&this->heightmapWidth, 4); //read width
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terrain_png.read((char *)&this->heightmapHeight, 4); //read height
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this->heightmapWidth = ntohl(this->heightmapWidth); //convert from network to host byte order
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this->heightmapHeight = ntohl(this->heightmapHeight);
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/* //alternate implementation that does NOT work at all
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char temp[2];4???
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terrain_png.read(temp, 4); //read width
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this->heightmapWidth = (temp[1]<<0) | (temp[0]<<8); //convert from network to host byte order
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terrain_png.read(temp, 4); //read height
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this->heightmapHeight = (temp[1]<<0) | (temp[0]<<8); //convert from network to host byte order
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*/
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char temp[4];
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terrain_png.read(temp, 4); //read width
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this->heightmapWidth = (temp[3]<<0) | (temp[2]<<8) | (temp[1]<<16) | (temp[0]<<24); //convert from network to host byte order
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terrain_png.read(temp, 4); //read height
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this->heightmapHeight = (temp[3]<<0) | (temp[2]<<8) | (temp[1]<<16) | (temp[0]<<24); //convert from network to host byte order
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heightmap = new float*[this->heightmapHeight]; //initialize the heightmap
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for(rowNum = 0; rowNum < this->heightmapHeight; rowNum++){ //read in the heightmap
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heightmap = new float*[this->heightmapHeight]; //initialize the heightmap
|
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for(rowNum = 0; rowNum < this->heightmapHeight; rowNum++){ //read in the heightmap
|
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heightmap[rowNum] = new float[this->heightmapWidth];
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for(columnNum = 0; columnNum < this->heightmapWidth; columnNum++){
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terrain_png.read((char *)&heightmapValue, 1);
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heightmap[rowNum][columnNum] = (float)heightmapValue / 5;
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heightmap[rowNum][columnNum] = (float)heightmapValue / 256;
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}
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||||
}
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||||
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@ -45,24 +41,32 @@ void Terrain::load() {
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void Terrain::makeTriangleMesh(){
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ACGL::OpenGL::SharedArrayBuffer arrayBuffer = ACGL::OpenGL::SharedArrayBuffer();
|
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arrayBuffer->defineAttribute("pos", GL_FLOAT, 3); //TODO: ArrayBuffer for the texture coordinates
|
||||
ACGL::OpenGL::SharedArrayBuffer ab = std::make_shared<ACGL::OpenGL::ArrayBuffer>();
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ab->defineAttribute("pos", GL_FLOAT, 3); //TODO: ArrayBuffer for the texture coordinates
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unsigned int rowNum=0, columnNum=0; //initializing:
|
||||
unsigned int rowNum=0, columnNum=0, dataCount=0; //initializing:
|
||||
bool movingRight = true, isUp = true;
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while(rowNum < this->heightmapHeight){ //traversing the Triangle Strip!
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float newPos[3];
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||||
newPos[0] = (float)rowNum;
|
||||
newPos[1] = (float)columnNum;
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||||
newPos[2] = heightmap[rowNum][columnNum];
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arrayBuffer->setDataElements(1, &newPos);
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int numVertices = (this->heightmapHeight - 1) * (this->heightmapWidth * 2 + 1) + 1;
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||||
float* abData = new float[numVertices * 3];
|
||||
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while(rowNum < this->heightmapHeight){ //traversing the Triangle Strip!
|
||||
abData[dataCount] = (float)rowNum;
|
||||
abData[dataCount+1] = heightmap[rowNum][columnNum];
|
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abData[dataCount+2] = (float)columnNum;
|
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dataCount += 3;
|
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if (isUp){
|
||||
rowNum = rowNum + 1;
|
||||
isUp = false;
|
||||
}else if (movingRight){
|
||||
if (columnNum == this->heightmapWidth - 1){
|
||||
arrayBuffer->setDataElements(1, &newPos);
|
||||
arrayBuffer->setDataElements(1, &newPos);
|
||||
abData[dataCount] = (float)rowNum;
|
||||
abData[dataCount+1] = heightmap[rowNum][columnNum];
|
||||
abData[dataCount+2] = (float)columnNum;
|
||||
dataCount += 3;
|
||||
abData[dataCount] = (float)rowNum;
|
||||
abData[dataCount+1] = heightmap[rowNum][columnNum];
|
||||
abData[dataCount+2] = (float)columnNum;
|
||||
dataCount += 3;
|
||||
movingRight = false;
|
||||
rowNum = rowNum + 1;
|
||||
} else{
|
||||
@ -72,8 +76,14 @@ void Terrain::makeTriangleMesh(){
|
||||
}
|
||||
}else{
|
||||
if (columnNum == 0){
|
||||
arrayBuffer->setDataElements(1, &newPos);
|
||||
arrayBuffer->setDataElements(1, &newPos);
|
||||
abData[dataCount] = (float)rowNum;
|
||||
abData[dataCount+1] = heightmap[rowNum][columnNum];
|
||||
abData[dataCount+2] = (float)columnNum;
|
||||
dataCount += 3;
|
||||
abData[dataCount] = (float)rowNum;
|
||||
abData[dataCount+1] = heightmap[rowNum][columnNum];
|
||||
abData[dataCount+2] = (float)columnNum;
|
||||
dataCount += 3;
|
||||
movingRight = true;
|
||||
rowNum = rowNum + 1;
|
||||
}else{
|
||||
@ -84,11 +94,27 @@ void Terrain::makeTriangleMesh(){
|
||||
}
|
||||
}
|
||||
|
||||
this->triangleMesh = ACGL::OpenGL::SharedVertexArrayObject();
|
||||
ab->setDataElements(numVertices, abData);
|
||||
this->triangleMesh = std::make_shared<ACGL::OpenGL::VertexArrayObject>();
|
||||
this->triangleMesh->bind();
|
||||
this->triangleMesh->setMode(GL_TRIANGLE_STRIP);
|
||||
this->triangleMesh->attachAllAttributes(arrayBuffer);
|
||||
this->triangleMesh->attachAllAttributes(ab);
|
||||
//TODO unbind?
|
||||
|
||||
|
||||
|
||||
//TODO remove this TestCode (that doesnt even work yet...):
|
||||
/* ACGL::OpenGL::SharedArrayBuffer tex = std::make_shared<ACGL::OpenGL::ArrayBuffer>();
|
||||
tex->defineAttribute("color", GL_FLOAT, 3);
|
||||
float* texData = new float[numVertices*3];
|
||||
for (int i=0; i<numVertices*3; i++){
|
||||
texData[i] = 1.0;
|
||||
}
|
||||
tex->setDataElements(numVertices, texData);
|
||||
this->triangleMesh->attachAllAttributes(tex);
|
||||
*/
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Terrain::render() {
|
||||
|
@ -4,7 +4,6 @@
|
||||
#include <string>
|
||||
#include "material.hh"
|
||||
#include <fstream>
|
||||
#include <netinet/in.h>
|
||||
#include <ACGL/OpenGL/Objects/VertexArrayObject.hh>
|
||||
|
||||
class Terrain {
|
||||
|
Loading…
Reference in New Issue
Block a user