Added wind simulation.

This commit is contained in:
Fabian Klemp 2015-03-09 14:14:17 +01:00
parent b313bd0645
commit 2fce9296a7
3 changed files with 52 additions and 7 deletions

View File

@ -45,6 +45,7 @@ uniform vec4 fogColorNight;
uniform vec3 cameraCenter;
uniform bool movingTexture;
uniform vec2 movement;
uniform vec2 movingTextureOffset;
uniform float time;
vec2 poissonDisk[16] = vec2[](
@ -249,7 +250,7 @@ void main()
vec4 textureColor = vec4(0.0, 0.0, 0.0, 1.0);
if (movingTexture == true) {
textureColor = texture(uTexture, vec2(vTexCoord.x + movement.x * time, vTexCoord.y + movement.y * time)).rgba;
textureColor = texture(uTexture, vec2(vTexCoord.x + movingTextureOffset.x, vTexCoord.y + movingTextureOffset.y)).rgba;
}
else {
textureColor = texture(uTexture, vTexCoord).rgba;

View File

@ -10,6 +10,7 @@
using namespace ACGL::OpenGL;
const double lightUpdateDelay = 0.5f;
const double windUpdateDelay = 0.5f;
Graphics::Graphics(glm::uvec2 windowSize, float nearPlane,
float farPlane, int cube_size,
@ -45,7 +46,14 @@ void Graphics::init(Level* level) {
// update lights on creation
lastUpdate = -lightUpdateDelay;
lastLightUpdate = -lightUpdateDelay;
lastWindUpdate = - windUpdateDelay;
windTarget = 0.0f;
wind = glm::vec2(0.0f, 0.0f);
windDirection = glm::vec2(-1.0f, -1.0f);
windDirectionTarget = glm::vec2(-1.0f, -1.0f);
textureMovementPosition = glm::vec2(0.0, 0.0);
// construct VAO to give shader correct Attribute locations
SharedArrayBuffer ab = SharedArrayBuffer(new ArrayBuffer());
@ -218,11 +226,11 @@ void Graphics::render(double time)
fullscreen_quad->render();
}
else {
double nextUpdate = lastUpdate + lightUpdateDelay;
if (time >= nextUpdate)
double nextLightUpdate = lastLightUpdate + lightUpdateDelay;
if (time >= nextLightUpdate)
{
updateLights();
lastUpdate = time;
lastLightUpdate = time;
}
// At first render shadows
depthCubeShader->use();
@ -292,7 +300,34 @@ void Graphics::render(double time)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//wind
glm::vec2 wind = glm::vec2(0.0f, 0.0f);
double nextWindUpdate = lastWindUpdate + lightUpdateDelay;
if (time >= nextWindUpdate)
{
const float windTargetEnd = 0.7f;
windTarget = static_cast<float>(rand()) / static_cast<float>(RAND_MAX/pow(windTargetEnd, 2));
windTarget = sqrt(windTarget);
windTarget *= 0.8f*pow(sin(0.1f*time), 2) +0.2f;
const float windDirectionXEnd = 0.5f;
float windDirectionX = static_cast<float>(rand()) / static_cast<float>(RAND_MAX/pow(windDirectionXEnd, 2));
windDirectionX = sqrt(windDirectionX);
const float windDirectionYEnd = 0.5f;
float windDirectionY = static_cast<float>(rand()) / static_cast<float>(RAND_MAX/pow(windDirectionYEnd, 2));
windDirectionY = sqrt(windDirectionY);
windDirectionTarget = glm::vec2(windDirectionX, windDirectionY);
lastWindUpdate = time;
}
const float windApproachSpeed= 0.0005f;
if (windApproachSpeed*static_cast<float>(time)>1.0f) {
wind = glm::normalize(windDirection)*windTarget;
windDirection = windDirectionTarget;
}
else {
windDirection.x = windDirection.x + windApproachSpeed*static_cast<float>(time)*windDirectionTarget.x - windDirection.x;
windDirection.y = windDirection.y + windApproachSpeed*static_cast<float>(time)*windDirectionTarget.y - windDirection.x;
wind = wind + (windApproachSpeed*static_cast<float>(time)) * (glm::normalize(windDirection)*windTarget - wind);
}
//set view and projection matrix
glm::mat4 lightingViewProjectionMatrix = glm::perspective(1.571f, (float)windowSize.x/(float)windowSize.y, 0.1f, farPlane) * buildViewMatrix(level);
@ -342,7 +377,10 @@ void Graphics::render(double time)
// set Material Parameters
lightingShader->setUniform("ambientColor", level->getAmbientLight());
lightingShader->setUniform("camera", level->getPhysics()->getCameraPosition());
textureMovementPosition += wind/5.0f;
lightingShader->setUniform("movingTextureOffset", textureMovementPosition);
lightingShader->setUniform("movement", wind);
lightingShader->setUniform("time", (float) time);
// render the level

View File

@ -30,7 +30,13 @@ class Graphics {
void updateClosestLights();
bool compareLightDistances(Light a, Light b);
void saveDepthBufferToDisk(int face, std::string);
double lastUpdate;
double lastLightUpdate;
double lastWindUpdate;
float windTarget;
glm::vec2 wind;
glm::vec2 windDirection;
glm::vec2 windDirectionTarget;
glm::vec2 textureMovementPosition;
glm::uvec2 windowSize;
float nearPlane;
float farPlane;