Added loading of lights, adjusted Compositions.xml and Level0.png to test it.

This commit is contained in:
Steffen Fündgens 2014-12-08 15:19:50 +01:00
parent 030f2f3bdd
commit 2790bddd11
4 changed files with 53 additions and 82 deletions

View File

@ -32,7 +32,7 @@
</composition>
<composition>
<typeID>80</typeID>
<typeID>99</typeID>
<object>
<modelPath>torch.obj</modelPath>
<xOffset>0.0</xOffset>
@ -42,17 +42,17 @@
</object>
<light>
<xOffset>0.0</xOffset>
<yOffset>1.0</yOffset>
<yOffset>3</yOffset>
<zOffset>0.0</zOffset>
<rColour>1.0</rColour>
<gColour>1.0</gColour>
<bColour>1.0</bColour>
<intensity>5.0</intensity>
<intensity>4.0</intensity>
</light>
</composition>
<composition>
<typeID>99</typeID>
<typeID>100</typeID>
<object>
<modelPath>column.obj</modelPath>
<xOffset>0.0</xOffset>

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@ -26,20 +26,6 @@
<typeID>99</typeID>
</composition>
<composition>
<scale>1.0</scale>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<manualPos>false</manualPos>
<xPos>2.500000</xPos>
<yOffset>0.0</yOffset>
<zPos>-2.500000</zPos>
<idGreen>1</idGreen>
<idBlue>7</idBlue>
<typeID>99</typeID>
</composition>
<composition>
<scale>1.0</scale>
<xRot>0.0</xRot>
@ -54,34 +40,6 @@
<typeID>99</typeID>
</composition>
<composition>
<scale>1.0</scale>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<manualPos>false</manualPos>
<xPos>-0.500000</xPos>
<yOffset>0.0</yOffset>
<zPos>1.500000</zPos>
<idGreen>1</idGreen>
<idBlue>5</idBlue>
<typeID>99</typeID>
</composition>
<composition>
<scale>1.0</scale>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<manualPos>false</manualPos>
<xPos>-0.500000</xPos>
<yOffset>0.0</yOffset>
<zPos>-1.500000</zPos>
<idGreen>1</idGreen>
<idBlue>4</idBlue>
<typeID>99</typeID>
</composition>
<composition>
<scale>1.0</scale>
<xRot>0.0</xRot>
@ -95,31 +53,3 @@
<idBlue>3</idBlue>
<typeID>99</typeID>
</composition>
<composition>
<scale>1.0</scale>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<manualPos>false</manualPos>
<xPos>-3.500000</xPos>
<yOffset>0.0</yOffset>
<zPos>-3.500000</zPos>
<idGreen>1</idGreen>
<idBlue>2</idBlue>
<typeID>99</typeID>
</composition>
<composition>
<scale>1.0</scale>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<manualPos>false</manualPos>
<xPos>-4.500000</xPos>
<yOffset>0.0</yOffset>
<zPos>-4.500000</zPos>
<idGreen>1</idGreen>
<idBlue>1</idBlue>
<typeID>99</typeID>
</composition>

View File

@ -100,8 +100,8 @@ void Level::load() {
errorCheck(error);
error = thisComposition->FirstChildElement("scale")->QueryFloatText(&compScale);
errorCheck(error);
//Model model = Model(modelPath, objectScale * compScale);
//Material material;
Model model = Model(modelPath, objectScale * compScale);
Material material;
XMLElement* objectData = compositions->FirstChildElement("objectData");
for(; objectData; objectData=objectData->NextSiblingElement("objectData")){
const char* charDataModelPath = objectData->FirstChildElement("modelPath")->GetText();
@ -124,7 +124,7 @@ void Level::load() {
printf("XMLError: No texturePath found in objectData.\n");
}
std::string texturePath = charTexturePath;
//material = Material(texturePath, ambientFactor, diffuseFactor, specularFactor, shininess);
material = Material(texturePath, ambientFactor, diffuseFactor, specularFactor, shininess);
}
}
float compXPos, compYOffset, compZPos;
@ -157,8 +157,8 @@ void Level::load() {
* glm::rotate(compRot.z, glm::vec3(0.0f, 0.0f, 1.0f))
* glm::vec4(objectOffset, 0);
glm::vec3 objectPosition = compPos + glm::vec3(rotatedObjectOffset.x,rotatedObjectOffset.y,rotatedObjectOffset.z);
//Object* object = new Object(model, material, objectPosition, compRot);
//objects.push_back(object);
Object* object = new Object(model, material, objectPosition, compRot);
objects.push_back(object);
//TODO if object has physics: physicObjects.push_back(object); //should not all objects have physics in the end?
//TODO add object to physics
//if(compositionType == 20){
@ -168,7 +168,48 @@ void Level::load() {
}
XMLElement* light = composition->FirstChildElement("light");
for(; light; light=light->NextSiblingElement("light")){
//TODO add lights
glm::vec3 compRot, lightOffset, lightColour;
float compScale, compXPos, compYOffset, compZPos, lightIntensity;
error = thisComposition->FirstChildElement("scale")->QueryFloatText(&compScale);
errorCheck(error);
error = light->FirstChildElement("xOffset")->QueryFloatText(&lightOffset[0]);
errorCheck(error);
error = light->FirstChildElement("yOffset")->QueryFloatText(&lightOffset[1]);
errorCheck(error);
error = light->FirstChildElement("zOffset")->QueryFloatText(&lightOffset[2]);
errorCheck(error);
error = thisComposition->FirstChildElement("xPos")->QueryFloatText(&compXPos);
errorCheck(error);
error = thisComposition->FirstChildElement("yOffset")->QueryFloatText(&compYOffset);
errorCheck(error);
error = thisComposition->FirstChildElement("zPos")->QueryFloatText(&compZPos);
errorCheck(error);
error = thisComposition->FirstChildElement("xRot")->QueryFloatText(&compRot[0]);
errorCheck(error);
error = thisComposition->FirstChildElement("yRot")->QueryFloatText(&compRot[1]);
errorCheck(error);
error = thisComposition->FirstChildElement("zRot")->QueryFloatText(&compRot[2]);
errorCheck(error);
error = light->FirstChildElement("rColour")->QueryFloatText(&lightColour[0]);
errorCheck(error);
error = light->FirstChildElement("gColour")->QueryFloatText(&lightColour[1]);
errorCheck(error);
error = light->FirstChildElement("bColour")->QueryFloatText(&lightColour[2]);
errorCheck(error);
error = light->FirstChildElement("intensity")->QueryFloatText(&lightIntensity);
errorCheck(error);
glm::vec3 compPos = glm::vec3(compXPos,
compYOffset+terrain.getHeightmap()[int(compXPos-0.5+0.5*terrain.getHeightmapHeight())]
[int(compZPos-0.5+0.5*terrain.getHeightmapWidth())],
compZPos);
lightOffset = lightOffset * compScale;
glm::vec4 rotatedLightOffset = glm::rotate(compRot.x, glm::vec3(1.0f, 0.0f, 0.0f))
* glm::rotate(compRot.y, glm::vec3(0.0f, 1.0f, 0.0f))
* glm::rotate(compRot.z, glm::vec3(0.0f, 0.0f, 1.0f))
* glm::vec4(lightOffset, 0);
glm::vec3 lightPosition = compPos + glm::vec3(rotatedLightOffset.x,rotatedLightOffset.y,rotatedLightOffset.z);
Light light = Light(lightPosition, lightColour, lightIntensity);
lights.push_back(light);
}
}
}
@ -227,9 +268,9 @@ void Level::load() {
fogColor = glm::vec4(0.10f, 0.14f, 0.14f, 1.0f);
directionalLight = Light(glm::vec3(-1.0f, 1.5f, 1.0f), glm::vec3(1.0f, 1.0f, 0.9f), 0.2f);
Light light = Light(glm::vec3(-3.0f, 7.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 5.0f);
lights.push_back(light);
//lights.push_back(light);
Light light2 = Light(glm::vec3(3.0f, 7.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
lights.push_back(light2);
//lights.push_back(light2);
}