Merge branch 'master' of github.com:Faerbit/swp
This commit is contained in:
commit
23abffb3ee
BIN
Blenderfiles/torch.blend
Normal file
BIN
Blenderfiles/torch.blend
Normal file
Binary file not shown.
@ -5,7 +5,7 @@
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>0.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<scale>0.75</scale>
|
||||
<scale>1.0</scale>
|
||||
<mass>8.0</mass>
|
||||
</object>
|
||||
</composition>
|
||||
@ -17,8 +17,8 @@
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>1.0</yOffset>
|
||||
<zOffset>2.0</zOffset>
|
||||
<scale>1.0</scale>
|
||||
<mass>2.0</mass>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
</composition>
|
||||
|
||||
@ -35,7 +35,7 @@
|
||||
</composition>
|
||||
|
||||
<composition>
|
||||
<typeID>99</typeID>
|
||||
<typeID>80</typeID>
|
||||
<object>
|
||||
<modelPath>torch.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
@ -55,14 +55,15 @@
|
||||
</light>
|
||||
</composition>
|
||||
|
||||
<!-- Block on 2 Pillars -->
|
||||
<composition>
|
||||
<typeID>100</typeID>
|
||||
<typeID>99</typeID>
|
||||
<object>
|
||||
<modelPath>column.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>0.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<scale>1.0</scale>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
<object>
|
||||
@ -70,7 +71,7 @@
|
||||
<xOffset>2.0</xOffset>
|
||||
<yOffset>0.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<scale>1.0</scale>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
<object>
|
||||
@ -78,7 +79,7 @@
|
||||
<xOffset>1.0</xOffset>
|
||||
<yOffset>3.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<scale>1.0</scale>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
</composition>
|
||||
@ -126,9 +127,9 @@
|
||||
<specularFactor>0.4</specularFactor>
|
||||
<shininess>2.0</shininess>
|
||||
<physicType>Box</physicType>
|
||||
<width>1.0</width>
|
||||
<width>5.0</width>
|
||||
<height>1.0</height>
|
||||
<length>3.0</length>
|
||||
<length>1.8</length>
|
||||
</objectData>
|
||||
|
||||
<objectData>
|
||||
|
@ -13,6 +13,7 @@ uniform sampler2D uTexture;
|
||||
uniform sampler2DShadow shadowMap_near;
|
||||
uniform sampler2DShadow shadowMap_middle;
|
||||
uniform sampler2DShadow shadowMap_far;
|
||||
uniform samplerCubeShadow shadowMap_cube;
|
||||
uniform vec3 ambientColor;
|
||||
uniform float ambientFactor;
|
||||
uniform float diffuseFactor;
|
||||
@ -49,7 +50,7 @@ vec2 poissonDisk[16] = vec2[](
|
||||
vec2( 0.14383161, -0.14100790 )
|
||||
);
|
||||
|
||||
float sampleShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
|
||||
float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
|
||||
float visibility = 1.0;
|
||||
float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0)));
|
||||
bias = clamp(bias, 0.0, 0.01);
|
||||
@ -68,6 +69,11 @@ float sampleShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
|
||||
return visibility;
|
||||
}
|
||||
|
||||
float samplePointShadow(samplerCubeShadow shadowMap, vec3 lightDirection) {
|
||||
float bias = 0.005;
|
||||
return texture(shadowMap, vec4(lightDirection.xyz , length(lightDirection) - bias));
|
||||
}
|
||||
|
||||
float distanceToBorder(vec2 vector) {
|
||||
float xDistance = min(vector.x, 1.0-vector.x);
|
||||
float yDistance = min(vector.y, 1.0-vector.y);
|
||||
@ -92,8 +98,10 @@ void main()
|
||||
}
|
||||
|
||||
// point lights
|
||||
float visibility = 1.0;
|
||||
for(int i = 0; i<lightCount; i++) {
|
||||
float distance = distance(lightSources[i], vec3(fragPosition));
|
||||
vec3 lightDirection = vec3(fragPosition) - lightSources[i];
|
||||
float distance = length(lightDirection);
|
||||
// only take lights into account with meaningful contribution
|
||||
if (distance > 0.001f) {
|
||||
vec3 lightVector = normalize(lightSources[i]-vec3(fragPosition));
|
||||
@ -103,21 +111,21 @@ void main()
|
||||
vec3 cameraVector = normalize(camera - vec3(fragPosition));
|
||||
specularColor += clamp(pow((dot((cameraVector+lightVector),normalize(vNormal))/(length(cameraVector+lightVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
|
||||
*specularFactor*intensity*lightColors[i];
|
||||
visibility = samplePointShadow(shadowMap_cube, lightDirection);
|
||||
}
|
||||
}
|
||||
|
||||
// shadows
|
||||
float visibility = 1.0;
|
||||
if (distanceToBorder(shadowCoord_middle.xy) <= 0.5 && distanceToBorder(shadowCoord_middle.xy) > 0.0) {
|
||||
if (distanceToBorder(shadowCoord_near.xy) <= 0.5 && distanceToBorder(shadowCoord_near.xy) > 0.0) {
|
||||
visibility = sampleShadow(shadowMap_near, shadowCoord_near);
|
||||
visibility *= sampleDirectionalShadow(shadowMap_near, shadowCoord_near);
|
||||
}
|
||||
else {
|
||||
visibility = sampleShadow(shadowMap_middle, shadowCoord_middle);
|
||||
visibility *= sampleDirectionalShadow(shadowMap_middle, shadowCoord_middle);
|
||||
}
|
||||
}
|
||||
else {
|
||||
visibility = sampleShadow(shadowMap_far, shadowCoord_far);
|
||||
visibility *= sampleDirectionalShadow(shadowMap_far, shadowCoord_far);
|
||||
}
|
||||
|
||||
specularColor *= visibility;
|
||||
|
@ -2,7 +2,7 @@
|
||||
|
||||
uniform mat4 modelMatrix;
|
||||
uniform mat4 modelViewProjectionMatrix;
|
||||
uniform mat4 shadowMVPs[35];
|
||||
uniform mat4 shadowMVPs[5];
|
||||
|
||||
in vec3 aPosition;
|
||||
in vec3 aNormal;
|
||||
|
12
graphics.cc
12
graphics.cc
@ -70,8 +70,10 @@ void Graphics::init(Level* level) {
|
||||
framebuffer_far->setDepthTexture(depthTexture_far);
|
||||
framebuffer_far->validate();
|
||||
|
||||
depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(level->getLights()->size());
|
||||
for (unsigned int i = 0; i<depth_cubeMaps.size(); i++) {
|
||||
/*depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(level->getLights()->size());
|
||||
for (unsigned int i = 0; i<depth_cubeMaps.size(); i++) {*/
|
||||
depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(1);
|
||||
for (unsigned int i = 0; i<1; i++) {
|
||||
depth_cubeMaps.at(i) = SharedTextureCubeMap(new TextureCubeMap(glm::vec2(cube_size, cube_size), GL_DEPTH_COMPONENT16));
|
||||
depth_cubeMaps.at(i)->setMinFilter(GL_NEAREST);
|
||||
depth_cubeMaps.at(i)->setMagFilter(GL_NEAREST);
|
||||
@ -102,14 +104,14 @@ void Graphics::render()
|
||||
glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, -1.0f)};
|
||||
|
||||
framebuffer_cube->bind();
|
||||
for (unsigned int i_pointlight = 0; i_pointlight<level->getLights()->size(); i_pointlight++) {
|
||||
//for (unsigned int i_pointlight = 0; i_pointlight<level->getLights()->size(); i_pointlight++) {
|
||||
for (unsigned int i_pointlight = 0; i_pointlight<1; i_pointlight++) {
|
||||
// render each side of the cube
|
||||
for (int i_face = 0; i_face<6; i_face++) {
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i_face, depth_cubeMaps.at(i_pointlight)->getObjectName(), 0);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * glm::lookAt(level->getLights()->at(i_pointlight).getPosition(),
|
||||
level->getLights()->at(i_pointlight).getPosition() + looking_directions[i_face], glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
depthShader->setUniform("viewProjectionMatrix", depthViewProjectionMatrix_face);
|
||||
level->render(depthShader, false, &depthViewProjectionMatrix_face);
|
||||
if (!framebuffer_cube->isFrameBufferObjectComplete()) {
|
||||
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
|
||||
@ -182,6 +184,8 @@ void Graphics::render()
|
||||
}
|
||||
glUniform1fv(lightingShader->getUniformLocation("lightIntensities"),
|
||||
sizeof(lightIntensities), (GLfloat*) lightIntensities);
|
||||
|
||||
lightingShader->setTexture("shadowMap_cube", depth_cubeMaps.at(0), 4);
|
||||
}
|
||||
// set directional Light
|
||||
if(level->getDirectionalLight()) {
|
||||
|
124
physics.cc
124
physics.cc
@ -1,4 +1,5 @@
|
||||
#include "physics.hh"
|
||||
#include "extern/bullet/Extras/Serialize/BulletWorldImporter/btBulletWorldImporter.h"
|
||||
|
||||
|
||||
Physics::Physics() {
|
||||
@ -23,6 +24,44 @@ void Physics::takeUpdateStep(float timeDiff)
|
||||
world->stepSimulation(timeDiff);
|
||||
}
|
||||
|
||||
//TERRAIN SUBSET
|
||||
void Physics::addTerrainTriangles(int width, int length, float** heightData)
|
||||
{//not working correctly something with offset wrong?
|
||||
btTriangleMesh* trimesh = new btTriangleMesh();
|
||||
for(int i = 0; i < width-1;i++)
|
||||
{
|
||||
for(int j = 0; j < length-1; j++)
|
||||
{
|
||||
btVector3 v0(i,heightData[j][i],j);
|
||||
btVector3 v1(i+1,heightData[j][i+1],j);
|
||||
btVector3 v2(i,heightData[j+1][i],j+1);
|
||||
|
||||
trimesh->addTriangle(v0,v1,v2);
|
||||
}
|
||||
}
|
||||
for(int i = 1; i < width;i++)
|
||||
{
|
||||
for(int j = 1; j < length; j++)
|
||||
{
|
||||
btVector3 v0(i,heightData[j][i],j);
|
||||
btVector3 v1(i-1,heightData[j][i-1],j);
|
||||
btVector3 v2(i,heightData[j-1][i],j-1);
|
||||
|
||||
trimesh->addTriangle(v0,v1,v2);
|
||||
}
|
||||
}
|
||||
|
||||
btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(trimesh, true);
|
||||
btRigidBody* tBody = new btRigidBody(0, new btDefaultMotionState(),shape);
|
||||
|
||||
tBody->getWorldTransform().setOrigin(btVector3(-length/2,0,-width/2));
|
||||
|
||||
terrainBody = tBody;
|
||||
|
||||
world->addRigidBody(tBody);
|
||||
|
||||
}
|
||||
|
||||
void Physics::addTerrain(int width, int length, float** heightData)
|
||||
{
|
||||
|
||||
@ -50,7 +89,7 @@ void Physics::addTerrain(int width, int length, float** heightData)
|
||||
|
||||
terrainBody = tBody;
|
||||
|
||||
world->addRigidBody(terrainBody);
|
||||
world->addRigidBody(terrainBody, COL_TERRAIN, COL_TERRAIN | COL_OBJECTS);
|
||||
}
|
||||
|
||||
void Physics::addStaticGroundPlane()
|
||||
@ -63,6 +102,8 @@ void Physics::addStaticGroundPlane()
|
||||
world->addRigidBody(staticGroundBody);
|
||||
}
|
||||
|
||||
|
||||
//players and objects
|
||||
void Physics::addPlayer(float rad, Entity entity, float mass, unsigned indice)
|
||||
{
|
||||
if(bodies.size() == indice)
|
||||
@ -79,6 +120,8 @@ void Physics::addPlayer(float rad, Entity entity, float mass, unsigned indice)
|
||||
|
||||
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia);
|
||||
|
||||
info.m_friction = 5;
|
||||
|
||||
playerBall = new btRigidBody(info);
|
||||
|
||||
playerBall->setDamping(0.1f,0.3f);
|
||||
@ -93,6 +136,77 @@ void Physics::addPlayer(float rad, Entity entity, float mass, unsigned indice)
|
||||
|
||||
}
|
||||
|
||||
void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA,unsigned indice)
|
||||
{//TODO look at convexHullShapes
|
||||
|
||||
if(bodies.size() == indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" );
|
||||
|
||||
std::vector< unsigned int > vertexIndices;
|
||||
std::vector< btVector3 > temp_vertices;
|
||||
|
||||
path = "../Levels/Geometry/" + path;
|
||||
FILE * file = fopen(path.c_str(), "r");
|
||||
if( file == NULL ){
|
||||
printf("Impossible to open the file !\n");
|
||||
}
|
||||
|
||||
while( 1 ){
|
||||
|
||||
char lineHeader[128];
|
||||
// read the first word of the line
|
||||
int res = fscanf(file, "%s", lineHeader);
|
||||
if (res == EOF)
|
||||
break; // EOF = End Of File. Quit the loop.
|
||||
// else : parse lineHeader
|
||||
if ( strcmp( lineHeader, "v" ) == 0 ){
|
||||
glm::vec3 vertex;
|
||||
fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z );
|
||||
temp_vertices.push_back(btVector3(vertex.x,vertex.y,vertex.z));
|
||||
}
|
||||
else if ( strcmp( lineHeader, "f" ) == 0 ){
|
||||
std::string vertex1, vertex2, vertex3;
|
||||
unsigned int vertexIndex[3], uvIndex[3], normalIndex[3];
|
||||
int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2] );
|
||||
vertexIndices.push_back(vertexIndex[0]);
|
||||
vertexIndices.push_back(vertexIndex[1]);
|
||||
vertexIndices.push_back(vertexIndex[2]);
|
||||
}
|
||||
}
|
||||
printf("olla");
|
||||
//finally start making body
|
||||
btTriangleMesh* triMesh = new btTriangleMesh();
|
||||
|
||||
for(unsigned i = 2; i < vertexIndices.size();i++)
|
||||
{
|
||||
triMesh->addTriangle(temp_vertices[vertexIndices[i]],temp_vertices[vertexIndices[i-1]],temp_vertices[vertexIndices[i-2]]);
|
||||
}
|
||||
|
||||
btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(triMesh,true);
|
||||
|
||||
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
|
||||
|
||||
btVector3 inertia(0,0,0);
|
||||
if(mass != 0.0)
|
||||
{
|
||||
shape->calculateLocalInertia((btScalar)mass,inertia);
|
||||
}
|
||||
|
||||
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,shape,inertia);
|
||||
|
||||
btRigidBody* body = new btRigidBody(info);
|
||||
|
||||
body->setDamping(dampningL,dampningA);
|
||||
|
||||
bodies.push_back(body);
|
||||
|
||||
world->addRigidBody(body);
|
||||
|
||||
|
||||
if(bodies.size() != indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" );
|
||||
}
|
||||
|
||||
void Physics::addBox(float width, float height, float length, Entity entity, float mass, unsigned indice)
|
||||
{
|
||||
|
||||
@ -138,7 +252,7 @@ void Physics::addSphere(float rad, Entity entity, float mass, unsigned indice)
|
||||
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
|
||||
|
||||
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia);
|
||||
//info.
|
||||
|
||||
|
||||
btRigidBody* body = new btRigidBody(info);
|
||||
|
||||
@ -154,7 +268,7 @@ void Physics::addSphere(float rad, Entity entity, float mass, unsigned indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" );
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
void Physics::addTriangleMeshBody(Entity entity, float mass, float dampningL, float dampningA,unsigned indice)
|
||||
{
|
||||
btTriangleMesh* trimesh = new btTriangleMesh();
|
||||
@ -180,7 +294,7 @@ void Physics::addTriangleMeshBody(Entity entity, float mass, float dampningL, fl
|
||||
|
||||
body->setDamping(dampningL,dampningA);
|
||||
|
||||
}
|
||||
}*/
|
||||
|
||||
void Physics::addCamera(float rad, float distance)
|
||||
{
|
||||
@ -206,6 +320,8 @@ void Physics::addCamera(float rad, float distance)
|
||||
world->addConstraint(pdc);
|
||||
}
|
||||
|
||||
|
||||
//update functions
|
||||
glm::vec3 Physics::getCameraPosition()
|
||||
{
|
||||
btVector3 origin = cameraBody->getCenterOfMassPosition();
|
||||
|
19
physics.hh
19
physics.hh
@ -4,6 +4,8 @@
|
||||
#include <ACGL/Base/Settings.hh>
|
||||
#include <ACGL/Math/Math.hh>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <stdio.h>
|
||||
|
||||
#include "entity.hh"
|
||||
|
||||
@ -17,6 +19,8 @@
|
||||
#include "extern/bullet/src/BulletCollision/CollisionShapes/btStaticPlaneShape.h"
|
||||
#include "extern/bullet/src/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h"
|
||||
#include "extern/bullet/src/BulletCollision/CollisionShapes/btTriangleMesh.h"
|
||||
#include "extern/bullet/src/BulletCollision/CollisionShapes/btCollisionShape.h"
|
||||
#include "extern/bullet/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h"
|
||||
|
||||
#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btConstraintSolver.h"
|
||||
#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"//YAY!
|
||||
@ -51,20 +55,21 @@ class Physics {
|
||||
void addStaticGroundPlane();
|
||||
void addCamera(float rad,float distance); //Do NOT impliment before Player has been created;
|
||||
glm::vec3 getCameraPosition();
|
||||
void addTriangleMeshBody(Entity entity, float mass, float dampningL, float dampningA,unsigned indice);
|
||||
void addRigidBodyFromFile(Entity entity, float mass, float dampningL, float dampningA, std::string modelLocation,unsigned indice);
|
||||
void addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA,unsigned indice);
|
||||
void addTerrain(int width, int length, float** heightData);
|
||||
void addTerrainTriangles(int width, int length, float** heightData); //add the terrain as a trimesh instead of a heightmap
|
||||
void addPlayer(float rad, Entity entity, float mass, unsigned indice); //use these AFTER physicObjects.push_back(object)! if mass == 0 then the object is unmoveable
|
||||
void addSphere(float rad, Entity entity, float mass, unsigned indice); //The Indice should be set to physicObjects.size()
|
||||
void addBox(float width, float height, float length, Entity entity, float mass, unsigned indice); //this is used to ensuer that the system is synchronized
|
||||
|
||||
private:
|
||||
btRigidBody* playerBall; //allows for quicker access to the ball
|
||||
btRigidBody* playerBall; //allows for easier access to the ball
|
||||
btRigidBody* terrainBody; //duh
|
||||
btRigidBody* cameraBody;
|
||||
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.
|
||||
btDispatcher* dispatcher; //
|
||||
btCollisionConfiguration* colConfig; //defines the type of collision detection.
|
||||
@ -72,6 +77,12 @@ class Physics {
|
||||
btConstraintSolver* solver; //solver for forces and impulses.
|
||||
};
|
||||
|
||||
enum collisionTypes{
|
||||
COL_NOTHING = 0,
|
||||
COL_TERRAIN = 1,
|
||||
COL_OBJECTS = 2,
|
||||
COL_OBJECTS_NO_TERRAIN = 4
|
||||
};
|
||||
|
||||
class btDistanceConstraint : public btPoint2PointConstraint
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user