Merge branch 'master' of https://github.com/Faerbit/swp
This commit is contained in:
commit
2568a2a69f
@ -264,6 +264,7 @@ std::vector<int> Converter::newComposition(int type, float posX, float posZ){
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XMLElement* trigger = doc->NewElement("trigger");
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newComposition->InsertEndChild(trigger);
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XMLElement* name = doc->NewElement("name");
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XMLElement* undo = doc->NewElement("undo");
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XMLElement* xPosition = doc->NewElement("xPosition");
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XMLElement* yPosition = doc->NewElement("yPosition");
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XMLElement* zPosition = doc->NewElement("zPosition");
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@ -278,6 +279,7 @@ std::vector<int> Converter::newComposition(int type, float posX, float posZ){
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XMLElement* toChangeObjNum = doc->NewElement("toChangeObjNum");
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name->SetText("-");
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undo->SetText("false");
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xPosition->SetText("0");
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yPosition->SetText("0");
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zPosition->SetText("0");
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@ -292,6 +294,7 @@ std::vector<int> Converter::newComposition(int type, float posX, float posZ){
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toChangeObjNum->SetText("0");
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trigger->InsertEndChild(name);
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trigger->InsertEndChild(undo);
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trigger->InsertEndChild(xPosition);
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trigger->InsertEndChild(yPosition);
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trigger->InsertEndChild(zPosition);
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@ -11921,18 +11921,19 @@
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<idBlue>105</idBlue>
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<typeID>20</typeID>
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<trigger>
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<name>-</name>
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<name>resetPlayer</name>
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<undo>false</undo>
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<xPosition>0</xPosition>
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<yPosition>0</yPosition>
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<yPosition>-100000</yPosition>
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<zPosition>0</zPosition>
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<targetIdGreen>-</targetIdGreen>
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<targetIdBlue>-</targetIdBlue>
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<distance>1.0</distance>
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<distance>100015</distance>
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<isBiggerThan>false</isBiggerThan>
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<objectNum>0</objectNum>
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<luaScript>-</luaScript>
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<luaScript>resetPlayer.lua</luaScript>
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<toChangeIdGreen>0</toChangeIdGreen>
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<toChangeIdBlue>0</toChangeIdBlue>
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<toChangeIdBlue>105</toChangeIdBlue>
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<toChangeObjNum>0</toChangeObjNum>
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</trigger>
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</composition>
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@ -12114,7 +12115,7 @@
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</terrain>
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<skydome>
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<texture>skydome.png</texture>
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<texture>skydomeNew.png</texture>
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</skydome>
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<physics>
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17
data/levels/scripts/resetPlayer.lua
Normal file
17
data/levels/scripts/resetPlayer.lua
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@ -0,0 +1,17 @@
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local global = require( "global" )
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if(global.triggeredResetPlayer == nil) then
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global.triggeredResetPlayer = false
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end
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function trigger(objectToChange)
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if(global.triggeredResetPlayer == false) then
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if(not level) then
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print("No level found in Lua!")
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return
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end
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level:resetPlayer()
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--global.triggeredResetPlayer = true
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print("reset player")
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end
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end
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18
data/shader/skydome.fsh
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18
data/shader/skydome.fsh
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@ -0,0 +1,18 @@
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#version 150
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in vec2 vTexCoord;
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in vec4 fragPosition;
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out vec4 oColor;
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uniform sampler2D uTexture;
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uniform float farPlane;
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uniform vec4 fogColor;
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uniform vec3 cameraCenter;
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void main() {
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float distanceCameraCenter = distance(cameraCenter, vec3(fragPosition));
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float fogFactor = clamp((1.0 - ((farPlane - 35.0) -distanceCameraCenter)/30.0), 0.0, 1.0);
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fogFactor *= clamp((1.0-((fragPosition.y-40.0)/30.0)), 0.0, 1.0);
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oColor = mix(texture(uTexture, vTexCoord), fogColor, fogFactor);
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}
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17
data/shader/skydome.vsh
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17
data/shader/skydome.vsh
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@ -0,0 +1,17 @@
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#version 150
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in vec3 aPosition;
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in vec3 aNormal;
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in vec2 aTexCoord;
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uniform mat4 modelMatrix;
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uniform mat4 modelViewProjectionMatrix;
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out vec2 vTexCoord;
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out vec4 fragPosition;
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void main() {
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fragPosition = modelMatrix * vec4(aPosition, 1.0);
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vTexCoord = aTexCoord;
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gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0);
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}
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18
graphics.cc
18
graphics.cc
@ -70,6 +70,9 @@ void Graphics::init(Level* level) {
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lightingShader = ShaderProgramCreator("phong").attributeLocations(
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vao->getAttributeLocations()).create();
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skydomeShader = ShaderProgramCreator("skydome").attributeLocations(
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vao->getAttributeLocations()).create();
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depthShader = ShaderProgramCreator("depth")
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.attributeLocations(vao->getAttributeLocations()).create();
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@ -236,6 +239,17 @@ void Graphics::render(double time)
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framebuffer_light->bind();
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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 lightingViewProjectionMatrix = glm::perspective(1.571f, (float)windowSize.x/(float)windowSize.y, 0.1f, farPlane) * buildViewMatrix(level);
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//render skydome
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skydomeShader->use();
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// set fog Parameters
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skydomeShader->setUniform("farPlane", farPlane);
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skydomeShader->setUniform("fogColor", level->getFogColour());
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skydomeShader->setUniform("cameraCenter", level->getCameraCenter()->getPosition());
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level->getSkydome()->render(skydomeShader, false, true, &lightingViewProjectionMatrix);
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lightingShader->use();
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//set lighting parameters
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@ -273,9 +287,6 @@ void Graphics::render(double time)
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lightingShader->setUniform("ambientColor", level->getAmbientLight());
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lightingShader->setUniform("camera", level->getPhysics()->getCameraPosition());
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//set view and projection matrix
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glm::mat4 lightingViewProjectionMatrix = glm::perspective(1.571f, (float)windowSize.x/(float)windowSize.y, 0.1f, farPlane) * buildViewMatrix(level);
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// render the level
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level->render(lightingShader, true, &lightingViewProjectionMatrix, &depthBiasVPs);
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@ -285,7 +296,6 @@ void Graphics::render(double time)
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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// draw with colors
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flameShader->setUniform("viewProjectionMatrix", lightingViewProjectionMatrix);
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flameShader->setUniform("modelViewProjectionMatrix", lightingViewProjectionMatrix);
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@ -31,6 +31,7 @@ class Graphics {
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float farPlane;
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std::vector<Light> closestLights;
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SharedShaderProgram lightingShader;
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SharedShaderProgram skydomeShader;
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SharedShaderProgram depthCubeShader;
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SharedShaderProgram depthShader;
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SharedShaderProgram flameShader;
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20
level.cc
20
level.cc
@ -38,6 +38,7 @@ void Level::load() {
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.addFunction("deleteObject", &Level::deleteObject)
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.addFunction("getObjectCount", &Level::getPhysicsObjectsVectorSize)
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.addFunction("moveObject", &Level::moveObject)
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.addFunction("resetPlayer", &Level::resetPlayer)
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.endClass();
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//Push the level to Lua as a global variable
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luabridge::push(luaState, this);
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@ -49,9 +50,11 @@ void Level::load() {
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void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
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glm::mat4* viewProjectionMatrix, std::vector<glm::mat4>* shadowVPs) {
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for(unsigned int i = 0; i<objects.size(); i++) {
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// do not project shadow of skydome
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if(lightingPass || (objects.at(i) != skydome)) {
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objects.at(i)->render(shader, lightingPass, viewProjectionMatrix, shadowVPs);
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if (lightingPass) {
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objects.at(i)->render(shader, lightingPass, true, viewProjectionMatrix, shadowVPs);
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}
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else {
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objects.at(i)->render(shader, lightingPass, false, viewProjectionMatrix, shadowVPs);
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}
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}
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}
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@ -185,7 +188,12 @@ void Level::deleteObject(int objectIndex){
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void Level::resetPlayer(){
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Loader loader = Loader();
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glm::vec3 newPosition = loader.reloadPlayerPosition(xmlFilePath, this);
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//TODO cameraCenter.setPosition(newPosition);
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physics.forceMove(newPosition, playerIndex);
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physics.forceMoveCamera(newPosition + glm::vec3(1,0,0));
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}
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void Level::setPlayerIndex(int index){
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playerIndex = index;
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}
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void Level::setStrength(float strength) {
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@ -247,3 +255,7 @@ lua_State* Level::getLuaState() {
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Terrain* Level::getTerrain() {
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return &terrain;
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}
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Object* Level::getSkydome() {
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return skydome;
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}
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3
level.hh
3
level.hh
@ -36,6 +36,7 @@ class Level {
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glm::vec4 getFogColour();
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void setSkydomeSize(float size);
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float getSkydomeSize();
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Object* getSkydome();
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std::vector<Object*>* getObjects();
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std::vector<Object*>* getPhysicsObjects();
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void deleteObject(int objectIndex);
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@ -56,6 +57,7 @@ class Level {
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lua_State* getLuaState();
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Terrain* getTerrain();
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void resetPlayer();
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void setPlayerIndex(int index);
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private:
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lua_State* luaState=nullptr;
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std::vector<Object*> objects;
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@ -66,6 +68,7 @@ class Level {
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glm::vec4 fogColour;
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Light directionalLight;
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Object* cameraCenter;
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int playerIndex;
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Object* skydome;
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Physics physics;
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Camera camera;
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@ -85,7 +85,6 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
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Material skydomeMaterial = Material(skydomeTexture, 0.7f, 0.0f, 0.0f, 0.0f);
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Object* skydomeObject = new Object(skydomeModel, skydomeMaterial, glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), true);
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level->addObject(skydomeObject);
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level->setSkydomeObject(skydomeObject);
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//load lighting parameters
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@ -259,6 +258,7 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
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if(compositionType == 20){
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level->setCameraCenter(object);
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level->setPlayerIndex(objectIdentifier[1]);
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}
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}//objectData found
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}//finding the objectData
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@ -14,18 +14,22 @@ Object::~Object() {
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}
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void Object::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
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glm::mat4* viewProjectionMatrix, std::vector<glm::mat4>* additionalMatrices) {
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bool texturePass, glm::mat4* viewProjectionMatrix,
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std::vector<glm::mat4>* additionalMatrices) {
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if (!renderable) {
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return;
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}
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glm::mat4 modelMatrix = glm::translate(getPosition()) * getRotation() * glm::scale<float>(glm::vec3(model.getScale()));
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if(texturePass) {
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shader->setTexture("uTexture", material.getReference(), 0);
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shader->setUniform("modelMatrix", modelMatrix);
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}
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if (lightingPass) {
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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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// set model matrix
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shader->setUniform("modelMatrix", modelMatrix);
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// set shadowMVPs
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@ -16,7 +16,8 @@ class Object : public Entity {
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Object();
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~Object();
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void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
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glm::mat4* viewProjcetionMatrix, std::vector<glm::mat4>* additionalMatrices);
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bool texturePass, glm::mat4* viewProjcetionMatrix,
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std::vector<glm::mat4>* additionalMatrices=0);
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private:
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Model model;
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Material material;
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30
physics.cc
30
physics.cc
@ -414,6 +414,26 @@ void Physics::addSphere(float rad, Entity entity, float mass, float dampningL, f
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throw std::invalid_argument( "Bodies out of Sync" );
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}
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void Physics::prepareCollisionDetection()
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{
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playerTerrainCol = playerObjectColision = false;
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int numManifods = world->getDispatcher()->getNumManifolds();
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for (int i=0;i<numManifods;i++)
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{
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}
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}
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bool Physics::playerWithGround()
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{
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return playerTerrainCol;
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}
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bool Physics::playerWithObject()
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{
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return playerObjectColision;
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}
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void Physics::addCamera() //Camera Creator automatically called when player is created
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{
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btSphereShape* sphere = new btSphereShape(0.2f); //we use this to make a more interesting camera, that does not interpenetrate with the terrain/objects
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@ -496,7 +516,7 @@ void Physics::updateCameraPos(glm::vec2 mouseMovement, float strength, float dis
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currentDirection = compare;
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}
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currentDirection = currentDirection.rotate(btVector3(0,1,0),mouseMovement.y/100);
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currentDirection = currentDirection.rotate(btVector3(0,1,0),-mouseMovement.y/100);
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currentDirection.normalize();
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}
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@ -557,6 +577,14 @@ void Physics::addStaticGroundPlane()
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void Physics::forceMove(glm::vec3 newPosition, unsigned indice)//ugly, but needed for reset
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{
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bodies[indice]->setCenterOfMassTransform(btTransform(btQuaternion(0,0,0,1),btVector3(newPosition.x,newPosition.y,newPosition.z)));
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bodies[indice]->setLinearVelocity(btVector3(0,0,0));
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}
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void Physics::forcePlayer(glm::vec3 newPosition)//ugly, but needed for reset
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{
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playerBall->setCenterOfMassTransform(btTransform(btQuaternion(0,0,0,1),btVector3(newPosition.x,newPosition.y,newPosition.z)));
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playerBall->setLinearVelocity(btVector3(0,0,0));
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forceMoveCamera(newPosition + glm::vec3(currentDirection.x()*cameraDistance,currentDirection.y()*cameraDistance,currentDirection.z()*cameraDistance));
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}
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void Physics::forceMoveCamera(glm::vec3 newPosition)
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@ -74,6 +74,10 @@ class Physics {
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void forceMove(glm::vec3 newPosition, unsigned indice);
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void forceMoveCamera(glm::vec3 newPosition);
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void addConvexBody(Entity entity, std::string path, float mass, float dampningL, float dampningA, unsigned indice, float scaling, bool rotate);
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void prepareCollisionDetection();
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bool playerWithGround();
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bool playerWithObject();
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void forcePlayer(glm::vec3 newPosition);
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struct positionConstraint{btRigidBody* body; float strength; btVector3 position;};
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@ -98,6 +102,8 @@ class Physics {
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int counter = 0;
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std::string geometryPath;
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float cameraDistance = 5; //distance of the camera to the player.
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bool playerTerrainCol = false;
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bool playerObjectColision = false;
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};
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enum collisionTypes{
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|
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Block a user