Added wind simulation.
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b313bd0645
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2fce9296a7
@ -45,6 +45,7 @@ uniform vec4 fogColorNight;
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uniform vec3 cameraCenter;
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uniform vec3 cameraCenter;
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uniform bool movingTexture;
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uniform bool movingTexture;
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uniform vec2 movement;
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uniform vec2 movement;
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uniform vec2 movingTextureOffset;
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uniform float time;
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uniform float time;
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vec2 poissonDisk[16] = vec2[](
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vec2 poissonDisk[16] = vec2[](
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@ -249,7 +250,7 @@ void main()
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vec4 textureColor = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 textureColor = vec4(0.0, 0.0, 0.0, 1.0);
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if (movingTexture == true) {
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if (movingTexture == true) {
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textureColor = texture(uTexture, vec2(vTexCoord.x + movement.x * time, vTexCoord.y + movement.y * time)).rgba;
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textureColor = texture(uTexture, vec2(vTexCoord.x + movingTextureOffset.x, vTexCoord.y + movingTextureOffset.y)).rgba;
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}
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}
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else {
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else {
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textureColor = texture(uTexture, vTexCoord).rgba;
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textureColor = texture(uTexture, vTexCoord).rgba;
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48
graphics.cc
48
graphics.cc
@ -10,6 +10,7 @@
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using namespace ACGL::OpenGL;
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using namespace ACGL::OpenGL;
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const double lightUpdateDelay = 0.5f;
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const double lightUpdateDelay = 0.5f;
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const double windUpdateDelay = 0.5f;
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Graphics::Graphics(glm::uvec2 windowSize, float nearPlane,
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Graphics::Graphics(glm::uvec2 windowSize, float nearPlane,
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float farPlane, int cube_size,
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float farPlane, int cube_size,
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@ -45,7 +46,14 @@ void Graphics::init(Level* level) {
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// update lights on creation
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// update lights on creation
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lastUpdate = -lightUpdateDelay;
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lastLightUpdate = -lightUpdateDelay;
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lastWindUpdate = - windUpdateDelay;
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windTarget = 0.0f;
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wind = glm::vec2(0.0f, 0.0f);
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windDirection = glm::vec2(-1.0f, -1.0f);
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windDirectionTarget = glm::vec2(-1.0f, -1.0f);
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textureMovementPosition = glm::vec2(0.0, 0.0);
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// construct VAO to give shader correct Attribute locations
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// construct VAO to give shader correct Attribute locations
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SharedArrayBuffer ab = SharedArrayBuffer(new ArrayBuffer());
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SharedArrayBuffer ab = SharedArrayBuffer(new ArrayBuffer());
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@ -218,11 +226,11 @@ void Graphics::render(double time)
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fullscreen_quad->render();
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fullscreen_quad->render();
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}
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}
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else {
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else {
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double nextUpdate = lastUpdate + lightUpdateDelay;
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double nextLightUpdate = lastLightUpdate + lightUpdateDelay;
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if (time >= nextUpdate)
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if (time >= nextLightUpdate)
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{
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{
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updateLights();
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updateLights();
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lastUpdate = time;
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lastLightUpdate = time;
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}
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}
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// At first render shadows
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// At first render shadows
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depthCubeShader->use();
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depthCubeShader->use();
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@ -292,7 +300,34 @@ void Graphics::render(double time)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//wind
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//wind
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glm::vec2 wind = glm::vec2(0.0f, 0.0f);
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double nextWindUpdate = lastWindUpdate + lightUpdateDelay;
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if (time >= nextWindUpdate)
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{
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const float windTargetEnd = 0.7f;
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windTarget = static_cast<float>(rand()) / static_cast<float>(RAND_MAX/pow(windTargetEnd, 2));
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windTarget = sqrt(windTarget);
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windTarget *= 0.8f*pow(sin(0.1f*time), 2) +0.2f;
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const float windDirectionXEnd = 0.5f;
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float windDirectionX = static_cast<float>(rand()) / static_cast<float>(RAND_MAX/pow(windDirectionXEnd, 2));
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windDirectionX = sqrt(windDirectionX);
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const float windDirectionYEnd = 0.5f;
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float windDirectionY = static_cast<float>(rand()) / static_cast<float>(RAND_MAX/pow(windDirectionYEnd, 2));
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windDirectionY = sqrt(windDirectionY);
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windDirectionTarget = glm::vec2(windDirectionX, windDirectionY);
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lastWindUpdate = time;
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}
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const float windApproachSpeed= 0.0005f;
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if (windApproachSpeed*static_cast<float>(time)>1.0f) {
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wind = glm::normalize(windDirection)*windTarget;
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windDirection = windDirectionTarget;
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}
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else {
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windDirection.x = windDirection.x + windApproachSpeed*static_cast<float>(time)*windDirectionTarget.x - windDirection.x;
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windDirection.y = windDirection.y + windApproachSpeed*static_cast<float>(time)*windDirectionTarget.y - windDirection.x;
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wind = wind + (windApproachSpeed*static_cast<float>(time)) * (glm::normalize(windDirection)*windTarget - wind);
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}
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//set view and projection matrix
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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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glm::mat4 lightingViewProjectionMatrix = glm::perspective(1.571f, (float)windowSize.x/(float)windowSize.y, 0.1f, farPlane) * buildViewMatrix(level);
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@ -342,7 +377,10 @@ void Graphics::render(double time)
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// set Material Parameters
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// set Material Parameters
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lightingShader->setUniform("ambientColor", level->getAmbientLight());
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lightingShader->setUniform("ambientColor", level->getAmbientLight());
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lightingShader->setUniform("camera", level->getPhysics()->getCameraPosition());
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lightingShader->setUniform("camera", level->getPhysics()->getCameraPosition());
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textureMovementPosition += wind/5.0f;
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lightingShader->setUniform("movingTextureOffset", textureMovementPosition);
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lightingShader->setUniform("movement", wind);
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lightingShader->setUniform("movement", wind);
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lightingShader->setUniform("time", (float) time);
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lightingShader->setUniform("time", (float) time);
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// render the level
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// render the level
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@ -30,7 +30,13 @@ class Graphics {
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void updateClosestLights();
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void updateClosestLights();
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bool compareLightDistances(Light a, Light b);
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bool compareLightDistances(Light a, Light b);
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void saveDepthBufferToDisk(int face, std::string);
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void saveDepthBufferToDisk(int face, std::string);
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double lastUpdate;
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double lastLightUpdate;
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double lastWindUpdate;
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float windTarget;
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glm::vec2 wind;
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glm::vec2 windDirection;
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glm::vec2 windDirectionTarget;
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glm::vec2 textureMovementPosition;
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glm::uvec2 windowSize;
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glm::uvec2 windowSize;
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float nearPlane;
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float nearPlane;
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float farPlane;
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float farPlane;
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