Merge branch 'master' of github.com:Faerbit/swp
This commit is contained in:
commit
4b63dc0664
@ -66,8 +66,12 @@ float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
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}
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}
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float samplePointShadow(samplerCubeShadow shadowMap, vec3 lightDirection) {
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float samplePointShadow(samplerCubeShadow shadowMap, vec3 lightDirection) {
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float nearPlane = 0.1;
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float A = -(farPlane+nearPlane)/(farPlane-nearPlane);
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float B = -2*(farPlane*nearPlane)/(farPlane - nearPlane);
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float compValue = 0.5*(-A*length(lightDirection) + B)/length(lightDirection) + 0.5;
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float bias = 0.005;
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float bias = 0.005;
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return texture(shadowMap, vec4(lightDirection.xyz , length(lightDirection) - bias));
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return texture(shadowMap, vec4(lightDirection.xyz , compValue - bias));
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}
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}
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float distanceToBorder(vec2 vector) {
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float distanceToBorder(vec2 vector) {
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@ -48,8 +48,8 @@ void Camera::updateRotation(glm::vec2 rotation) {
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}
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}
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void Camera:: updateDistance(float distance) {
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void Camera:: updateDistance(float distance) {
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if (this->distance + distance <= 1.0f) {
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if (this->distance + distance <= 2.5f) {
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this->distance = 1.0f;
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this->distance = 2.5f;
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}
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}
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else if (this->distance + distance >= 30.0f) {
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else if (this->distance + distance >= 30.0f) {
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this->distance = 30.f;
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this->distance = 30.f;
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2
level.cc
2
level.cc
@ -429,7 +429,7 @@ 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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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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for(unsigned int i = 0; i<objects.size(); i++) {
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// do not project shadow of skydome
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// do not project shadow of skydome
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if(lightingPass || (objects.at(i) != skydome && i!=0)) {
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if(lightingPass || (objects.at(i) != skydome /*&& i!=0*/)) {
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objects.at(i)->render(shader, lightingPass, viewProjectionMatrix, shadowVPs);
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objects.at(i)->render(shader, lightingPass, viewProjectionMatrix, shadowVPs);
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}
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}
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}
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}
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BIN
slides/images/demo_m3.png
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BIN
slides/images/demo_m3.png
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After Width: | Height: | Size: 827 KiB |
BIN
slides/slides_m3.pdf
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slides/slides_m3.pdf
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125
slides/slides_m3.tex
Executable file
125
slides/slides_m3.tex
Executable file
@ -0,0 +1,125 @@
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%*****************************************************************************%
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% This LaTeX-Template is based on the beamer package: %
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% http://latex-beamer.sourceforge.net %
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% %
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% For further details on how to create beamer slides you can check their %
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% documentation: %
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% http://mirror.ctan.org/macros/latex/contrib/beamer/doc/beameruserguide.pdf %
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% %
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% The layout fits the current standard of the acg color scheme. %
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% Version: 1.0 %
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% Authors: Lars Krecklau <krecklau@informatik.rwth-aachen.de> %
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%*****************************************************************************%
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\documentclass{beamer}
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\usepackage{graphicx}
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\usepackage[german]{babel}
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% Place in these lines your title and the author's names:
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\newcommand{\myTitle}{Milestone 3 - Marble Race Game - Group C}
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\newcommand{\myAutors}{Fabian Klemp, Steffen F\"undgens, Simon Froitzheim, Jasper Manousek}
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\newcommand{\myAutorsFoot}{\myAutors}
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% If you want to draw images by latex:
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% http://www.texample.net/tikz/
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\usepackage{tikz}
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\usetikzlibrary{arrows,shapes}
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% Apply the acg layout
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\include{layoutacg}
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% Setup the title page
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\title{\myTitle}
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\author{\myAutors}
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\institute{RWTH Aachen University}
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\date{\today}
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\subject{\myTitle}
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\begin{document}
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\begin{frame}
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\titlepage
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\end{frame}
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\section{\myTitle}
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\subsection{Steffen}
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\begin{frame}
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\begin{itemize}
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\item Triggers:
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\begin{itemize}
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\item Trigger Scripts are now written in Lua
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\item No more hardcoded trigger events
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\item Could be changed at runtime
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\end{itemize}
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\uncover<2->{Converter
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\begin{itemize}
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\item Added various features
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\end{itemize}}
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\uncover<3->{ Future Work:
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\begin{itemize}
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\item Debug Converter
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\item Implement a seperate loading thread (split up level and only load closest stuff)
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\end{itemize}}
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\end{itemize}
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\end{frame}
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\subsection{Japser}
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\begin{frame}
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\begin{itemize}
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\item Physics:
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\begin{itemize}
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\item Added spring constraints (can be used by Doors and Buttons for example)
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\item Implemented collision masks
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\item General collision fixes
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\end{itemize}
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\uncover<2->{ Future Work:
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\begin{itemize}
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\item Make Physics more roboust
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\item Camera collision(already started)
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\end{itemize}}
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\end{itemize}
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\end{frame}
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\subsection{Simon}
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\begin{frame}
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\begin{itemize}
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\item Level Design:
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\begin{itemize}
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\item Worked on our own heightmap
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\item Added a bridge to our level
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\end{itemize}
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\uncover<2->{ Future Work:
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\begin{itemize}
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\item Finish the level
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\end{itemize}}
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\end{itemize}
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\end{frame}
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\subsection{Fabian}
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\begin{frame}
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\begin{itemize}
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\item Graphics:
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\begin{itemize}
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\item \grqq{Improved}\grqq{} shadows
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\item Removed cascaded shadow mapping
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\item Improved point light shadows(see demo)
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\end{itemize}
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\uncover<2->{ Future Work:
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\begin{itemize}
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\item Finish working on shadows
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\item Implement bump mapping
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\item Particle Systems
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\item (Screen Space Ambient Occlusion)
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\end{itemize}}
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\end{itemize}
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\end{frame}
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\subsection{Demo}
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\begin{frame}
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\includegraphics[width=11cm]{images/demo_m3}
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\end{frame}
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\end{document}
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