Merge branch 'master' of github.com:Faerbit/swp
This commit is contained in:
commit
67c1c812a5
@ -13103,7 +13103,7 @@
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<waterPlane>
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<yPosition>14.5</yPosition>
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<texture>skydomeNew.png</texture>
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<texture>waterTexture.png</texture>
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</waterPlane>
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<physics>
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@ -45,6 +45,7 @@ uniform vec4 fogColorNight;
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uniform vec3 cameraCenter;
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uniform bool movingTexture;
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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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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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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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else {
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textureColor = texture(uTexture, vTexCoord).rgba;
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BIN
data/textures/waterTexture.png
Normal file
BIN
data/textures/waterTexture.png
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Binary file not shown.
After Width: | Height: | Size: 707 KiB |
BIN
data/textures/waterTexture.xcf
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BIN
data/textures/waterTexture.xcf
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Binary file not shown.
165
graphics.cc
165
graphics.cc
@ -10,6 +10,7 @@
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using namespace ACGL::OpenGL;
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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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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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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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SharedArrayBuffer ab = SharedArrayBuffer(new ArrayBuffer());
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@ -77,6 +85,25 @@ void Graphics::init(Level* level) {
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flameShader = ShaderProgramCreator("flame")
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.attributeLocations(flame_positions->getAttributeLocations()).create();
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fullscreen_quad_ab = SharedArrayBuffer(new ArrayBuffer());
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fullscreen_quad_ab->defineAttribute("aPosition", GL_FLOAT, 2);
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fullscreen_quad_ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
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float quadData[] = {
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-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 1.0f
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};
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fullscreen_quad_ab->setDataElements(6, quadData);
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fullscreen_quad = SharedVertexArrayObject(new VertexArrayObject);
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fullscreen_quad->attachAllAttributes(fullscreen_quad_ab);
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flamePostShader = ShaderProgramCreator("flame_post")
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.attributeLocations(fullscreen_quad->getAttributeLocations()).create();
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@ -173,35 +200,58 @@ void Graphics::renderLoadingScreen() {
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printf("You need at least 18 texture units to run this application. Exiting\n");
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exit(-1);
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}
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fullscreen_quad_ab = SharedArrayBuffer(new ArrayBuffer());
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fullscreen_quad_ab->defineAttribute("aPosition", GL_FLOAT, 2);
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fullscreen_quad_ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
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float quadData[] = {
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-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 1.0f
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};
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fullscreen_quad_ab->setDataElements(6, quadData);
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fullscreen_quad = SharedVertexArrayObject(new VertexArrayObject);
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fullscreen_quad->attachAllAttributes(fullscreen_quad_ab);
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loadingScreen = Texture2DFileManager::the()->get(Texture2DCreator(loadingScreenPath));
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loadingScreen->generateMipmaps();
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loadingContinueScreen = Texture2DFileManager::the()->get(Texture2DCreator(loadingScreenContinuePath));
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loadingContinueScreen->generateMipmaps();
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loadingScreenWidth = (float)loadingScreen->getWidth();
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loadingScreenHeight = (float)loadingScreen->getHeight();
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fullscreen_quad_ab_loading = SharedArrayBuffer(new ArrayBuffer());
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fullscreen_quad_ab_loading->defineAttribute("aPosition", GL_FLOAT, 2);
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fullscreen_quad_ab_loading->defineAttribute("aTexCoord", GL_FLOAT, 2);
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float quadData[24];
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if (loadingScreenWidth/loadingScreenHeight < ((float)windowSize.x)/((float)windowSize.y)) {
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float quadTemp[24] ={
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-(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), 1.0f, 0.0f, 1.0f,
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(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), 1.0f, 1.0f, 1.0f,
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(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), -1.0f, 1.0f, 0.0f,
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(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), -1.0f, 1.0f, 0.0f,
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-(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), -1.0f, 0.0f, 0.0f,
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-(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), 1.0f, 0.0f, 1.0f
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};
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for(int i = 0; i<24; i++) {
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quadData[i] = quadTemp[i];
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}
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}
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else {
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float quadTemp[24] = {
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-1.0f, ((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 0.0f, 1.0f,
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1.0f, ((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 1.0f, 1.0f,
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1.0f, -((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 1.0f, 0.0f,
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1.0f, -((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 1.0f, 0.0f,
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-1.0f, -((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 0.0f, 0.0f,
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-1.0f, ((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 0.0f, 1.0f
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};
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for(int i = 0; i<24; i++) {
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quadData[i] = quadTemp[i];
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}
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}
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fullscreen_quad_ab_loading->setDataElements(6, quadData);
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fullscreen_quad_loading = SharedVertexArrayObject(new VertexArrayObject);
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fullscreen_quad_loading->attachAllAttributes(fullscreen_quad_ab_loading);
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loadingShader = ShaderProgramCreator("loading")
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.attributeLocations(fullscreen_quad->getAttributeLocations()).create();
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.attributeLocations(fullscreen_quad_loading->getAttributeLocations()).create();
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loadingShader->use();
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loadingShader->setUniform("time", 0.0f);
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loadingShader->setTexture("screen", loadingScreen, 16);
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loadingShader->setTexture("screenContinue", loadingContinueScreen, 17);
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fullscreen_quad->render();
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fullscreen_quad_loading->render();
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}
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glm::uvec2 Graphics::getWindowSize() {
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@ -215,14 +265,47 @@ void Graphics::render(double time)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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loadingShader->use();
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loadingShader->setUniform("time", float(time));
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fullscreen_quad->render();
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float quadData[24];
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if (loadingScreenWidth/loadingScreenHeight < ((float)windowSize.x)/((float)windowSize.y)) {
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float quadTemp[24] ={
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-(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), 1.0f, 0.0f, 1.0f,
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(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), 1.0f, 1.0f, 1.0f,
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(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), -1.0f, 1.0f, 0.0f,
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(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), -1.0f, 1.0f, 0.0f,
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-(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), -1.0f, 0.0f, 0.0f,
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-(((float)windowSize.y*loadingScreenWidth)/((float)windowSize.x*loadingScreenHeight)), 1.0f, 0.0f, 1.0f
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};
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for(int i = 0; i<24; i++) {
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quadData[i] = quadTemp[i];
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}
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}
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else {
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float quadTemp[24] = {
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-1.0f, ((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 0.0f, 1.0f,
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1.0f, ((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 1.0f, 1.0f,
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1.0f, -((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 1.0f, 0.0f,
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1.0f, -((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 1.0f, 0.0f,
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-1.0f, -((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 0.0f, 0.0f,
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-1.0f, ((float)windowSize.x*loadingScreenHeight)/((float)windowSize.y*loadingScreenWidth), 0.0f, 1.0f
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};
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for(int i = 0; i<24; i++) {
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quadData[i] = quadTemp[i];
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}
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}
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fullscreen_quad_ab_loading->setDataElements(6, quadData);
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fullscreen_quad_loading = SharedVertexArrayObject(new VertexArrayObject);
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fullscreen_quad_loading->attachAllAttributes(fullscreen_quad_ab_loading);
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fullscreen_quad_loading->render();
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}
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else {
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double nextUpdate = lastUpdate + lightUpdateDelay;
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if (time >= nextUpdate)
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double nextLightUpdate = lastLightUpdate + lightUpdateDelay;
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if (time >= nextLightUpdate)
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{
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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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// At first render shadows
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depthCubeShader->use();
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@ -292,7 +375,34 @@ void Graphics::render(double time)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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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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glm::mat4 lightingViewProjectionMatrix = glm::perspective(1.571f, (float)windowSize.x/(float)windowSize.y, 0.1f, farPlane) * buildViewMatrix(level);
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@ -342,7 +452,10 @@ void Graphics::render(double time)
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// set Material Parameters
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lightingShader->setUniform("ambientColor", level->getAmbientLight());
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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("time", (float) time);
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// render the level
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12
graphics.hh
12
graphics.hh
@ -30,7 +30,13 @@ class Graphics {
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void updateClosestLights();
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bool compareLightDistances(Light a, Light b);
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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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float nearPlane;
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float farPlane;
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@ -56,11 +62,15 @@ class Graphics {
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SharedTexture2D light_fbo_depth_texture;
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SharedVertexArrayObject fullscreen_quad;
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SharedArrayBuffer fullscreen_quad_ab;
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SharedVertexArrayObject fullscreen_quad_loading;
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SharedArrayBuffer fullscreen_quad_ab_loading;
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int cube_size;
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unsigned int maxShadowRenderCount;
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Level* level;
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int number_of_texture_units = 0;
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bool gameStart;
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float loadingScreenWidth;
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float loadingScreenHeight;
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};
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#endif
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6
level.cc
6
level.cc
@ -19,6 +19,7 @@ Level::~Level() {
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}
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for(unsigned int i = 0; i<objects.size(); i++) {
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delete(objects.at(i));
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delete(waterPlane);
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}
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}
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@ -59,6 +60,7 @@ void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
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for(unsigned int i = 0; i<objects.size(); i++) {
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if (lightingPass) {
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objects.at(i)->render(shader, lightingPass, true, viewProjectionMatrix, shadowVPs);
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waterPlane->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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@ -319,3 +321,7 @@ void Level::forceMove(float x, float y, float z, unsigned indice){
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void Level::activateEndgame(){
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physics.activateEndgame();
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}
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void Level::setWaterPlane(Object* water) {
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this->waterPlane = water;
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}
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|
2
level.hh
2
level.hh
@ -39,6 +39,7 @@ class Level {
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glm::vec4 getFogColourNight();
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void setSkydomeSize(float size);
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float getSkydomeSize();
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void setWaterPlane(Object* water);
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Skydome* getSkydome();
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std::vector<Object*>* getObjects();
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std::vector<Object*>* getPhysicsObjects();
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@ -76,6 +77,7 @@ class Level {
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std::vector<Object*> physicsObjects;
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std::vector<Light> lights;
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std::vector<Trigger> triggers;
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Object* waterPlane;
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glm::vec3 ambientLight;
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glm::vec4 fogColourDay;
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glm::vec4 fogColourRise;
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|
@ -147,7 +147,7 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
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water_vao->attachAllAttributes(water_ab);
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Material water_material = Material(waterTexture, 0.1f, 0.2f, 0.8f, 5.0f, true);
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Object* water_object = new Object(water_vao, water_material, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), true);
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level->addObject(water_object);
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level->setWaterPlane(water_object);
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}
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//load lighting parameters
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|
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