Added loading screen. Had to restructure quite a bit of the program.
This commit is contained in:
parent
a56d3e078b
commit
7d0062f270
@ -5,14 +5,24 @@ Application::Application() {
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Loader loader = Loader();
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//load the config.xml
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loader.loadConfig(this);
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graphics = Graphics(glm::uvec2(windowWidth, windowHeight), 0.1f, farPlane, shadowCubeSize, maxShadowRenderCount);
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graphics = Graphics(glm::uvec2(windowWidth, windowHeight), 0.1f, farPlane, shadowCubeSize, maxShadowRenderCount, screenPath, screenContinuePath);
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gameStarted = false;
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}
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void Application::init()
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{
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// define where shaders and textures can be found:
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ACGL::Base::Settings::the()->setResourcePath("../");
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ACGL::Base::Settings::the()->setShaderPath(shaderPath);
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ACGL::Base::Settings::the()->setTexturePath(texturePath);
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ACGL::Base::Settings::the()->setGeometryPath(geometryPath);
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graphics.renderLoadingScreen();
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// init random generator
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std::srand(std::time(NULL));
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// choose Level TODO: Choose this in a menu
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}
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void Application::initLevel() {
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std::string heightmapFilePath = heightmapPath + "heightmapLvl1.png";
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std::string levelXmlFilePath = levelXmlPath + "Level1.xml";
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this->level = Level(heightmapFilePath, levelXmlFilePath);
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@ -23,11 +33,6 @@ void Application::init()
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// set Skybox size
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level.setSkydomeSize((graphics.getFarPlane())-31.0f);
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// define where shaders and textures can be found:
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ACGL::Base::Settings::the()->setResourcePath("../");
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ACGL::Base::Settings::the()->setShaderPath(shaderPath);
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ACGL::Base::Settings::the()->setTexturePath(texturePath);
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ACGL::Base::Settings::the()->setGeometryPath(geometryPath);
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// load Level
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level.load();
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@ -127,3 +132,19 @@ void Application::setLevelXmlPath(std::string levelXmlPath) {
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void Application::setMaxShadowRenderCount(int count) {
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this->maxShadowRenderCount = count;
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}
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void Application::setLoadingScreenPath(std::string path) {
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this->screenPath = path;
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}
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void Application::setLoadingScreenContinuePath(std::string path) {
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this->screenContinuePath = path;
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}
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void Application::startGame() {
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gameStarted = true;
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graphics.startGame();
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}
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bool Application::isGameStarted() {
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return gameStarted;
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}
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@ -11,6 +11,7 @@ class Application {
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Graphics* getGraphics();
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Level* getLevel();
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void init();
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void initLevel();
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void setFocused(bool focused);
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bool isFocused();
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void setCameraLock(bool locked);
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@ -30,7 +31,12 @@ class Application {
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void setScriptPath(std::string scriptPath);
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void setHeightmapPath(std::string heightmapPath);
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void setLevelXmlPath(std::string levelXmlPath);
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void setLoadingScreenPath(std::string path);
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void setLoadingScreenContinuePath(std::string path);
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bool isGameStarted();
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void startGame();
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private:
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bool gameStarted;
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int ignoredMouseUpdates;
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bool focused;
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bool cameraLock;
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@ -48,6 +54,8 @@ class Application {
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std::string scriptPath;
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std::string heightmapPath;
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std::string levelXmlPath;
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std::string screenPath;
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std::string screenContinuePath;
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};
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#endif
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@ -22,3 +22,8 @@
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<heightmapPath>data/levels/</heightmapPath>
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<levelXmlPath>data/levels/</levelXmlPath>
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<loadingScreen>
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<screenPath>loadingscreen.png</screenPath>
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<screenContinuePath>loadingscreenContinue.png</screenContinuePath>
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</loadingScreen>
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15
data/shader/loading.fsh
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15
data/shader/loading.fsh
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@ -0,0 +1,15 @@
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#version 150
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in vec2 vTexCoord;
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uniform float time;
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uniform sampler2D screen;
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uniform sampler2D screenContinue;
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out vec4 oColor;
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void main() {
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vec4 screenColor = texture(screen, vTexCoord);
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vec4 screenContinueColor = texture(screenContinue, vTexCoord);
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oColor = mix(screenColor, screenContinueColor, pow(sin(time), 2));
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}
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11
data/shader/loading.vsh
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11
data/shader/loading.vsh
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@ -0,0 +1,11 @@
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#version 150
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in vec2 aPosition;
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in vec2 aTexCoord;
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out vec2 vTexCoord;
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void main() {
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vTexCoord = aTexCoord;
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gl_Position = vec4(aPosition, 0.0, 1.0);
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}
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BIN
data/textures/loadingscreen.png
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BIN
data/textures/loadingscreen.png
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Binary file not shown.
After Width: | Height: | Size: 415 KiB |
BIN
data/textures/loadingscreenContinue.png
Normal file
BIN
data/textures/loadingscreenContinue.png
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Binary file not shown.
After Width: | Height: | Size: 426 KiB |
468
graphics.cc
468
graphics.cc
@ -13,17 +13,23 @@ const double lightUpdateDelay = 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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unsigned int maxShadowRenderCount) {
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unsigned int maxShadowRenderCount,
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std::string screenPath,
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std::string screenContinuePath) {
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this->windowSize = windowSize;
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this->nearPlane = nearPlane;
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this->farPlane = farPlane;
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this->cube_size = cube_size;
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this->maxShadowRenderCount = maxShadowRenderCount;
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this->loadingScreenPath = screenPath;
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this->loadingScreenContinuePath = screenContinuePath;
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gameStart = false;
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}
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Graphics::Graphics() {
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}
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void Graphics::init(Level* level) {
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// save Level
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this->level = level;
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@ -37,24 +43,6 @@ void Graphics::init(Level* level) {
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glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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//glEnable(GL_MULTISAMPLE);
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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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// update lights on creation
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lastUpdate = -lightUpdateDelay;
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@ -93,13 +81,6 @@ void Graphics::init(Level* level) {
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flamePostShader = ShaderProgramCreator("flame_post")
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.attributeLocations(fullscreen_quad->getAttributeLocations()).create();
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &number_of_texture_units);
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printf("Your graphics card supports %d texture units.\n", number_of_texture_units);
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// Exit if we need more texture units
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if (number_of_texture_units < 16) {
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printf("You need at least 16 texture units to run this application. Exiting\n");
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exit(-1);
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}
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depth_directionalMaps = std::vector<SharedTexture2D>(3);
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framebuffer_directional = std::vector<SharedFrameBufferObject>(3);
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@ -118,12 +99,6 @@ void Graphics::init(Level* level) {
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framebuffer_directional.at(i)->validate();
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}
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lightingShader->use();
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for (unsigned int i = 0; i<depth_directionalMaps.size(); i++) {
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// start with texture unit 1 because the first is reserved for the texture
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lightingShader->setTexture("shadowMap_directional" + std::to_string(i), depth_directionalMaps.at(i), i+1);
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}
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// always generate and bind 10 cube maps, because otherwise the shader won't work
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@ -139,12 +114,6 @@ void Graphics::init(Level* level) {
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framebuffer_cube = SharedFrameBufferObject(new FrameBufferObject());
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if (level->getLights()->size() > 0) {
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for(unsigned int i = 0; i<depth_cubeMaps.size(); i++){
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// start with texture unit 4 because the first four are used by the texture and the directional shadow map
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lightingShader->setTexture("shadowMap_cube" + std::to_string(i), depth_cubeMaps.at(i), i+4);
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}
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}
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light_fbo_color_texture = SharedTexture2D(new Texture2D(windowSize, GL_RGBA8));
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light_fbo_color_texture->setMinFilter(GL_NEAREST);
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@ -163,14 +132,77 @@ void Graphics::init(Level* level) {
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framebuffer_light->validate();
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flamePostShader->use();
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flamePostShader->setTexture("light_fbo", light_fbo_color_texture, 14);
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flamePostShader->setUniform("windowSizeX", int(windowSize.x));
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flamePostShader->setUniform("windowSizeY", int(windowSize.y));
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bindTextureUnits();
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updateClosestLights();
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}
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void Graphics::bindTextureUnits(){
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lightingShader->use();
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for (unsigned int i = 0; i<depth_directionalMaps.size(); i++) {
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// start with texture unit 1 because the first is reserved for the texture
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lightingShader->setTexture("shadowMap_directional" + std::to_string(i), depth_directionalMaps.at(i), i+1);
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}
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if (level->getLights()->size() > 0) {
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for(unsigned int i = 0; i<depth_cubeMaps.size(); i++){
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// start with texture unit 4 because the first four are used by the texture and the directional shadow map
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lightingShader->setTexture("shadowMap_cube" + std::to_string(i), depth_cubeMaps.at(i), i+4);
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}
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}
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flamePostShader->use();
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flamePostShader->setTexture("light_fbo", light_fbo_color_texture, 14);
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skydomeShader->use();
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skydomeShader->setTexture("nightTexture", level->getSkydome()->getNightTexture()->getReference(), 15);
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updateClosestLights();
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loadingShader->use();
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loadingShader->setTexture("screen", loadingScreen, 16);
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loadingShader->setTexture("screenContinue", loadingContinueScreen, 17);
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}
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void Graphics::renderLoadingScreen() {
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &number_of_texture_units);
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printf("Your graphics card supports %d texture units.\n", number_of_texture_units);
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// Exit if we need more texture units
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if (number_of_texture_units < 18) {
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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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loadingShader = ShaderProgramCreator("loading")
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.attributeLocations(fullscreen_quad->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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}
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glm::uvec2 Graphics::getWindowSize() {
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@ -179,188 +211,197 @@ glm::uvec2 Graphics::getWindowSize() {
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void Graphics::render(double time)
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{
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// At first render shadows
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depthCubeShader->use();
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depthCubeShader->setUniform("farPlane", farPlane);
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// render depth textures for point lights
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glViewport(0, 0, cube_size, cube_size);
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glm::mat4 depthProjectionMatrix_pointlights = glm::perspective(1.571f, (float)cube_size/(float)cube_size, 0.1f, farPlane);
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glm::vec3 looking_directions[6] = {glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f),
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glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, -1.0f)};
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glm::vec3 upvectors[6] = {glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, 0.0f, -1.0f),
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glm::vec3(0.0f, 0.0f, -1.0f),glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, -1.0f, 0.0f)};
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if (!gameStart) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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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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}
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else {
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// At first render shadows
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depthCubeShader->use();
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depthCubeShader->setUniform("farPlane", farPlane);
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// render depth textures for point lights
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glViewport(0, 0, cube_size, cube_size);
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glm::mat4 depthProjectionMatrix_pointlights = glm::perspective(1.571f, (float)cube_size/(float)cube_size, 0.1f, farPlane);
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glm::vec3 looking_directions[6] = {glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f),
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glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, -1.0f)};
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glm::vec3 upvectors[6] = {glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, 0.0f, -1.0f),
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glm::vec3(0.0f, 0.0f, -1.0f),glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, -1.0f, 0.0f)};
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framebuffer_cube->bind();
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for (unsigned int i_pointlight = 0; i_pointlight<closestLights.size() && i_pointlight < maxShadowRenderCount; i_pointlight++) {
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// render each side of the cube
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for (int i_face = 0; i_face<6; i_face++) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i_face, depth_cubeMaps.at(i_pointlight)->getObjectName(), 0);
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framebuffer_cube->bind();
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for (unsigned int i_pointlight = 0; i_pointlight<closestLights.size() && i_pointlight < maxShadowRenderCount; i_pointlight++) {
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// render each side of the cube
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for (int i_face = 0; i_face<6; i_face++) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i_face, depth_cubeMaps.at(i_pointlight)->getObjectName(), 0);
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glClear(GL_DEPTH_BUFFER_BIT);
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glm::mat4 viewMatrix = glm::lookAt(closestLights.at(i_pointlight).getPosition(),
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closestLights.at(i_pointlight).getPosition() + looking_directions[i_face], upvectors[i_face]);
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glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
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std::vector<glm::mat4> viewMatrixVector = std::vector<glm::mat4>();
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viewMatrixVector.push_back(viewMatrix);
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level->render(depthCubeShader, false, &depthViewProjectionMatrix_face, &viewMatrixVector);
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if (!framebuffer_cube->isFrameBufferObjectComplete()) {
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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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}
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}
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}
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// render depth textures for sun
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depthShader->use();
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glViewport(0, 0, windowSize.x, windowSize.y);
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std::vector<glm::mat4> depthViewProjectionMatrices = std::vector<glm::mat4>(framebuffer_directional.size());
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glm::vec3 sunVector = (level->getCameraCenter()->getPosition() + level->getDirectionalLight()->getPosition());
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for (unsigned int i = 0; i<framebuffer_directional.size(); i++) {
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framebuffer_directional.at(i)->bind();
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glClear(GL_DEPTH_BUFFER_BIT);
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glm::mat4 viewMatrix = glm::lookAt(closestLights.at(i_pointlight).getPosition(),
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closestLights.at(i_pointlight).getPosition() + looking_directions[i_face], upvectors[i_face]);
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glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
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std::vector<glm::mat4> viewMatrixVector = std::vector<glm::mat4>();
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viewMatrixVector.push_back(viewMatrix);
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level->render(depthCubeShader, false, &depthViewProjectionMatrix_face, &viewMatrixVector);
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if (!framebuffer_cube->isFrameBufferObjectComplete()) {
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float projection_size = 0.0f;
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switch(i) {
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case 0:
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projection_size = 10.0f;
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break;
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case 1:
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projection_size = 30.0f;
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break;
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case 2:
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projection_size = farPlane/1.5f;
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break;
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}
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depthViewProjectionMatrices.at(i) = glm::ortho<float>(-projection_size, projection_size, -projection_size, projection_size, -farPlane/1.5f, farPlane/1.5f) *
|
||||
glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
|
||||
level->render(depthShader, false, &depthViewProjectionMatrices.at(i));
|
||||
if (!framebuffer_directional.at(i)->isFrameBufferObjectComplete()) {
|
||||
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// lighting render pass
|
||||
framebuffer_light->bind();
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// render depth textures for sun
|
||||
depthShader->use();
|
||||
glViewport(0, 0, windowSize.x, windowSize.y);
|
||||
|
||||
std::vector<glm::mat4> depthViewProjectionMatrices = std::vector<glm::mat4>(framebuffer_directional.size());
|
||||
glm::vec3 sunVector = (level->getCameraCenter()->getPosition() + level->getDirectionalLight()->getPosition());
|
||||
//set view and projection matrix
|
||||
glm::mat4 lightingViewProjectionMatrix = glm::perspective(1.571f, (float)windowSize.x/(float)windowSize.y, 0.1f, farPlane) * buildViewMatrix(level);
|
||||
|
||||
for (unsigned int i = 0; i<framebuffer_directional.size(); i++) {
|
||||
framebuffer_directional.at(i)->bind();
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
float projection_size = 0.0f;
|
||||
switch(i) {
|
||||
case 0:
|
||||
projection_size = 10.0f;
|
||||
break;
|
||||
case 1:
|
||||
projection_size = 30.0f;
|
||||
break;
|
||||
case 2:
|
||||
projection_size = farPlane/1.5f;
|
||||
break;
|
||||
//render skydome
|
||||
skydomeShader->use();
|
||||
// set fog Parameters
|
||||
skydomeShader->setUniform("farPlane", farPlane);
|
||||
skydomeShader->setUniform("skydomeSize", level->getSkydomeSize());
|
||||
skydomeShader->setUniform("fogColor", level->getFogColour());
|
||||
skydomeShader->setUniform("cameraCenter", level->getCameraCenter()->getPosition());
|
||||
skydomeShader->setUniform("directionalVector", level->getDirectionalLight()->getPosition());
|
||||
skydomeShader->setUniform("sunColor", level->getDirectionalLight()->getColour());
|
||||
level->getSkydome()->render(skydomeShader, false, true, &lightingViewProjectionMatrix);
|
||||
|
||||
lightingShader->use();
|
||||
|
||||
//set lighting parameters
|
||||
|
||||
// TODO look into doing this less often, offload to another thread?
|
||||
// TODO figure out how to deal with bigger numbers of lights. load the nearest on demand?
|
||||
|
||||
double nextUpdate = lastUpdate + lightUpdateDelay;
|
||||
if (time >= nextUpdate)
|
||||
{
|
||||
updateLights();
|
||||
lastUpdate = time;
|
||||
}
|
||||
depthViewProjectionMatrices.at(i) = glm::ortho<float>(-projection_size, projection_size, -projection_size, projection_size, -farPlane/1.5f, farPlane/1.5f) *
|
||||
glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
|
||||
level->render(depthShader, false, &depthViewProjectionMatrices.at(i));
|
||||
if (!framebuffer_directional.at(i)->isFrameBufferObjectComplete()) {
|
||||
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
|
||||
|
||||
// convert texture to homogenouse coordinates
|
||||
glm::mat4 biasMatrix(
|
||||
0.5, 0.0, 0.0, 0.0,
|
||||
0.0, 0.5, 0.0, 0.0,
|
||||
0.0, 0.0, 0.5, 0.0,
|
||||
0.5, 0.5, 0.5, 1.0
|
||||
);
|
||||
|
||||
std::vector<glm::mat4> depthBiasVPs = std::vector<glm::mat4>(depthViewProjectionMatrices.size());
|
||||
for (unsigned int i = 0; i<depthBiasVPs.size(); i++) {
|
||||
depthBiasVPs.at(i) = biasMatrix * depthViewProjectionMatrices.at(i);
|
||||
}
|
||||
|
||||
lightingShader->setUniform("farPlane", farPlane);
|
||||
|
||||
// set fog Parameters
|
||||
lightingShader->setUniform("fogColor", level->getFogColour());
|
||||
lightingShader->setUniform("cameraCenter", level->getCameraCenter()->getPosition());
|
||||
|
||||
// set Material Parameters
|
||||
lightingShader->setUniform("ambientColor", level->getAmbientLight());
|
||||
lightingShader->setUniform("camera", level->getPhysics()->getCameraPosition());
|
||||
lightingShader->setUniform("movement", glm::vec2(-0.3f, -0.4f));
|
||||
lightingShader->setUniform("time", (float) time);
|
||||
|
||||
// render the level
|
||||
level->render(lightingShader, true, &lightingViewProjectionMatrix, &depthBiasVPs);
|
||||
|
||||
// draw flames on top
|
||||
flameShader->use();
|
||||
// cull faces to get consistent color while using alpha
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
// draw with colors
|
||||
flameShader->setUniform("viewProjectionMatrix", lightingViewProjectionMatrix);
|
||||
flameShader->setUniform("modelViewProjectionMatrix", lightingViewProjectionMatrix);
|
||||
flameShader->setUniform("withColor", true);
|
||||
flameShader->setUniform("time", (float) time);
|
||||
flameShader->setUniform("bottom", true);
|
||||
flameShader->setUniform("left", true);
|
||||
flame_positions->render();
|
||||
flameShader->setUniform("left", false);
|
||||
flame_positions->render();
|
||||
flameShader->setUniform("bottom", false);
|
||||
flameShader->setUniform("left", true);
|
||||
flame_positions->render();
|
||||
flameShader->setUniform("left", false);
|
||||
flame_positions->render();
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
// draw slightly larger only for stencil buffer to blur edges
|
||||
flameShader->use();
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glStencilFunc(GL_ALWAYS, 1, 0xFF); //Set any stencil to 1
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
glStencilMask(0xFF);//write to stencil buffer
|
||||
glClear(GL_STENCIL_BUFFER_BIT);//clear stencil buffer
|
||||
|
||||
glm::mat4 modelMatrix = glm::scale(glm::vec3(1.1f));
|
||||
flameShader->setUniform("viewProjectionMatrix", lightingViewProjectionMatrix);
|
||||
flameShader->setUniform("modelViewProjectionMatrix", lightingViewProjectionMatrix * modelMatrix);
|
||||
flameShader->setUniform("withColor", false);
|
||||
flameShader->setUniform("time", (float) time);
|
||||
flameShader->setUniform("bottom", true);
|
||||
flameShader->setUniform("left", true);
|
||||
flame_positions->render();
|
||||
flameShader->setUniform("left", false);
|
||||
flame_positions->render();
|
||||
flameShader->setUniform("bottom", false);
|
||||
flameShader->setUniform("left", true);
|
||||
flame_positions->render();
|
||||
flameShader->setUniform("left", false);
|
||||
flame_positions->render();
|
||||
|
||||
glStencilFunc(GL_EQUAL, 1, 0xFF); //Pass test if stencil value is 1
|
||||
glStencilMask(0x00);// don't write to stencil buffer
|
||||
|
||||
flamePostShader->use();
|
||||
fullscreen_quad->render();
|
||||
glDepthMask(GL_TRUE);
|
||||
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer_light->getObjectName());
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
glBlitFramebuffer(0, 0, windowSize.x, windowSize.y, 0, 0, windowSize.x, windowSize.y,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
}
|
||||
|
||||
// lighting render pass
|
||||
framebuffer_light->bind();
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
//set view and projection matrix
|
||||
glm::mat4 lightingViewProjectionMatrix = glm::perspective(1.571f, (float)windowSize.x/(float)windowSize.y, 0.1f, farPlane) * buildViewMatrix(level);
|
||||
|
||||
//render skydome
|
||||
skydomeShader->use();
|
||||
// set fog Parameters
|
||||
skydomeShader->setUniform("farPlane", farPlane);
|
||||
skydomeShader->setUniform("skydomeSize", level->getSkydomeSize());
|
||||
skydomeShader->setUniform("fogColor", level->getFogColour());
|
||||
skydomeShader->setUniform("cameraCenter", level->getCameraCenter()->getPosition());
|
||||
skydomeShader->setUniform("directionalVector", level->getDirectionalLight()->getPosition());
|
||||
skydomeShader->setUniform("sunColor", level->getDirectionalLight()->getColour());
|
||||
level->getSkydome()->render(skydomeShader, false, true, &lightingViewProjectionMatrix);
|
||||
|
||||
lightingShader->use();
|
||||
|
||||
//set lighting parameters
|
||||
|
||||
// TODO look into doing this less often, offload to another thread?
|
||||
// TODO figure out how to deal with bigger numbers of lights. load the nearest on demand?
|
||||
|
||||
double nextUpdate = lastUpdate + lightUpdateDelay;
|
||||
if (time >= nextUpdate)
|
||||
{
|
||||
updateLights();
|
||||
lastUpdate = time;
|
||||
}
|
||||
|
||||
// convert texture to homogenouse coordinates
|
||||
glm::mat4 biasMatrix(
|
||||
0.5, 0.0, 0.0, 0.0,
|
||||
0.0, 0.5, 0.0, 0.0,
|
||||
0.0, 0.0, 0.5, 0.0,
|
||||
0.5, 0.5, 0.5, 1.0
|
||||
);
|
||||
|
||||
std::vector<glm::mat4> depthBiasVPs = std::vector<glm::mat4>(depthViewProjectionMatrices.size());
|
||||
for (unsigned int i = 0; i<depthBiasVPs.size(); i++) {
|
||||
depthBiasVPs.at(i) = biasMatrix * depthViewProjectionMatrices.at(i);
|
||||
}
|
||||
|
||||
lightingShader->setUniform("farPlane", farPlane);
|
||||
|
||||
// set fog Parameters
|
||||
lightingShader->setUniform("fogColor", level->getFogColour());
|
||||
lightingShader->setUniform("cameraCenter", level->getCameraCenter()->getPosition());
|
||||
|
||||
// set Material Parameters
|
||||
lightingShader->setUniform("ambientColor", level->getAmbientLight());
|
||||
lightingShader->setUniform("camera", level->getPhysics()->getCameraPosition());
|
||||
lightingShader->setUniform("movement", glm::vec2(-0.3f, -0.4f));
|
||||
lightingShader->setUniform("time", (float) time);
|
||||
|
||||
// render the level
|
||||
level->render(lightingShader, true, &lightingViewProjectionMatrix, &depthBiasVPs);
|
||||
|
||||
// draw flames on top
|
||||
flameShader->use();
|
||||
// cull faces to get consistent color while using alpha
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
// draw with colors
|
||||
flameShader->setUniform("viewProjectionMatrix", lightingViewProjectionMatrix);
|
||||
flameShader->setUniform("modelViewProjectionMatrix", lightingViewProjectionMatrix);
|
||||
flameShader->setUniform("withColor", true);
|
||||
flameShader->setUniform("time", (float) time);
|
||||
flameShader->setUniform("bottom", true);
|
||||
flameShader->setUniform("left", true);
|
||||
flame_positions->render();
|
||||
flameShader->setUniform("left", false);
|
||||
flame_positions->render();
|
||||
flameShader->setUniform("bottom", false);
|
||||
flameShader->setUniform("left", true);
|
||||
flame_positions->render();
|
||||
flameShader->setUniform("left", false);
|
||||
flame_positions->render();
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
// draw slightly larger only for stencil buffer to blur edges
|
||||
flameShader->use();
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glStencilFunc(GL_ALWAYS, 1, 0xFF); //Set any stencil to 1
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
glStencilMask(0xFF);//write to stencil buffer
|
||||
glClear(GL_STENCIL_BUFFER_BIT);//clear stencil buffer
|
||||
|
||||
glm::mat4 modelMatrix = glm::scale(glm::vec3(1.1f));
|
||||
flameShader->setUniform("viewProjectionMatrix", lightingViewProjectionMatrix);
|
||||
flameShader->setUniform("modelViewProjectionMatrix", lightingViewProjectionMatrix * modelMatrix);
|
||||
flameShader->setUniform("withColor", false);
|
||||
flameShader->setUniform("time", (float) time);
|
||||
flameShader->setUniform("bottom", true);
|
||||
flameShader->setUniform("left", true);
|
||||
flame_positions->render();
|
||||
flameShader->setUniform("left", false);
|
||||
flame_positions->render();
|
||||
flameShader->setUniform("bottom", false);
|
||||
flameShader->setUniform("left", true);
|
||||
flame_positions->render();
|
||||
flameShader->setUniform("left", false);
|
||||
flame_positions->render();
|
||||
|
||||
glStencilFunc(GL_EQUAL, 1, 0xFF); //Pass test if stencil value is 1
|
||||
glStencilMask(0x00);// don't write to stencil buffer
|
||||
|
||||
flamePostShader->use();
|
||||
fullscreen_quad->render();
|
||||
glDepthMask(GL_TRUE);
|
||||
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer_light->getObjectName());
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
glBlitFramebuffer(0, 0, windowSize.x, windowSize.y, 0, 0, windowSize.x, windowSize.y,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
}
|
||||
|
||||
bool Graphics::compareLightDistances(Light a, Light b) {
|
||||
@ -447,6 +488,7 @@ void Graphics::resize(glm::uvec2 windowSize) {
|
||||
light_fbo_depth_texture->resize(windowSize);
|
||||
flamePostShader->setUniform("windowSizeX", int(windowSize.x));
|
||||
flamePostShader->setUniform("windowSizeY", int(windowSize.y));
|
||||
bindTextureUnits();
|
||||
}
|
||||
|
||||
glm::mat4 Graphics::buildViewMatrix(Level* level) {
|
||||
@ -483,3 +525,7 @@ void Graphics::saveDepthBufferToDisk(int face, std::string filename) {
|
||||
}
|
||||
delete [] depthbuffer;
|
||||
}
|
||||
|
||||
void Graphics::startGame() {
|
||||
gameStart = true;
|
||||
}
|
||||
|
13
graphics.hh
13
graphics.hh
@ -12,7 +12,9 @@ using namespace ACGL::OpenGL;
|
||||
|
||||
class Graphics {
|
||||
public:
|
||||
Graphics(glm::uvec2 windowSize, float nearPlane, float farPlane, int cube_size, unsigned int maxShadowRenderCount);
|
||||
Graphics(glm::uvec2 windowSize, float nearPlane, float farPlane, int cube_size,
|
||||
unsigned int maxShadowRenderCount, std::string screenPath,
|
||||
std::string screenContinuePath);
|
||||
Graphics();
|
||||
void init(Level* level);
|
||||
void render(double time);
|
||||
@ -20,7 +22,10 @@ class Graphics {
|
||||
glm::uvec2 getWindowSize();
|
||||
void resize(glm::uvec2 windowSize);
|
||||
float getFarPlane();
|
||||
void startGame();
|
||||
void renderLoadingScreen();
|
||||
private:
|
||||
void bindTextureUnits();
|
||||
void updateLights();
|
||||
void updateClosestLights();
|
||||
bool compareLightDistances(Light a, Light b);
|
||||
@ -29,7 +34,12 @@ class Graphics {
|
||||
glm::uvec2 windowSize;
|
||||
float nearPlane;
|
||||
float farPlane;
|
||||
std::string loadingScreenPath;
|
||||
std::string loadingScreenContinuePath;
|
||||
SharedTexture2D loadingScreen;
|
||||
SharedTexture2D loadingContinueScreen;
|
||||
std::vector<Light> closestLights;
|
||||
SharedShaderProgram loadingShader;
|
||||
SharedShaderProgram lightingShader;
|
||||
SharedShaderProgram skydomeShader;
|
||||
SharedShaderProgram depthCubeShader;
|
||||
@ -51,6 +61,7 @@ class Graphics {
|
||||
unsigned int maxShadowRenderCount;
|
||||
Level* level;
|
||||
int number_of_texture_units = 0;
|
||||
bool gameStart;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
28
loader.cc
28
loader.cc
@ -6,9 +6,6 @@ Loader::Loader() {
|
||||
}
|
||||
|
||||
void Loader::loadConfig(Application* application) {
|
||||
int windowWidth, windowHeight, shadowCubeSize, maxShadowRenderCount;
|
||||
float farPlane;
|
||||
std::string compositionsPath, shaderPath, geometryPath, texturePath, scriptPath, heightmapPath, levelXmlPath;
|
||||
XMLDocument* config = new XMLDocument();
|
||||
const char* xmlFile = "../data/config.xml";
|
||||
config->LoadFile(xmlFile);
|
||||
@ -26,10 +23,33 @@ void Loader::loadConfig(Application* application) {
|
||||
application->setCompositionsPath(queryString(config, "compositionsPath"));
|
||||
application->setShaderPath(queryString(config, "shaderPath"));
|
||||
application->setGeometryPath(queryString(config, "geometryPath"));
|
||||
application->setTexturePath(queryString(config, "texturePath"));
|
||||
std::string texturePath = queryString(config, "texturePath");
|
||||
application->setTexturePath(texturePath);
|
||||
application->setScriptPath(queryString(config, "scriptPath"));
|
||||
application->setHeightmapPath(queryString(config, "heightmapPath"));
|
||||
application->setLevelXmlPath(queryString(config, "levelXmlPath"));
|
||||
XMLElement* loadingScreen = config->FirstChildElement("loadingScreen");
|
||||
if (loadingScreen != NULL) {
|
||||
std::string screenPath = queryString(loadingScreen, "screenPath");
|
||||
std::string screenContinuePath = queryString(loadingScreen, "screenContinuePath");
|
||||
std::string screenCheckPath = "../" + texturePath + screenPath;
|
||||
std::string screenContinueCheckPath = "../" + texturePath + screenPath;
|
||||
struct stat buf;
|
||||
if(stat(screenCheckPath.c_str(), &buf) != 0){
|
||||
std::cout << "The texture file " << screenCheckPath << " does not exist." << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
if(stat(screenContinueCheckPath.c_str(), &buf) != 0){
|
||||
std::cout << "The texture file " << screenContinueCheckPath << " does not exist." << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
application->setLoadingScreenPath(screenPath);
|
||||
application->setLoadingScreenContinuePath(screenContinuePath);
|
||||
}
|
||||
else {
|
||||
printf("Could not find loading screen settings in config.xml. Exiting.\n");
|
||||
exit(-1);
|
||||
}
|
||||
}
|
||||
|
||||
void Loader::load(std::string filePath, Level* level, std::string compositionsPath, std::string scriptPath, std::string globalGeometryPath, std::string globalTexturePath) {
|
||||
|
54
main.cc
54
main.cc
@ -12,6 +12,9 @@ static void resizeCallback(GLFWwindow* window, int newWidth, int newHeight)
|
||||
|
||||
static void keyCallback(GLFWwindow* _window, int _key, int, int _action, int)
|
||||
{
|
||||
if (!app.isGameStarted() && _action == GLFW_PRESS) {
|
||||
app.startGame();
|
||||
}
|
||||
if (_key == GLFW_KEY_ESCAPE && _action == GLFW_PRESS) {
|
||||
if (app.isFocused() && !app.isLocked()) {
|
||||
glfwSetWindowShouldClose( _window, GL_TRUE );
|
||||
@ -22,6 +25,9 @@ static void keyCallback(GLFWwindow* _window, int _key, int, int _action, int)
|
||||
}
|
||||
|
||||
static void mouseCallback(GLFWwindow* window, int button, int action, int) {
|
||||
if (!app.isGameStarted() && action == GLFW_PRESS) {
|
||||
app.startGame();
|
||||
}
|
||||
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
glfwSetCursorPos(window, app.getGraphics()->getWindowSize().x/2, app.getGraphics()->getWindowSize().y/2);
|
||||
@ -127,6 +133,9 @@ int main( int argc, char *argv[] )
|
||||
glfwSwapInterval( 0 );
|
||||
|
||||
app.init();
|
||||
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
|
||||
glfwSwapBuffers(window);
|
||||
app.initLevel();
|
||||
|
||||
int frameCount = 0;
|
||||
|
||||
@ -135,6 +144,7 @@ int main( int argc, char *argv[] )
|
||||
double showNextFPS = startTimeInSeconds + FPSdelay;
|
||||
|
||||
double lastUpdate=0.0f;
|
||||
bool gameStarted = false;
|
||||
|
||||
do {
|
||||
|
||||
@ -148,28 +158,28 @@ int main( int argc, char *argv[] )
|
||||
showNextFPS = now + FPSdelay;
|
||||
frameCount = 0;
|
||||
}
|
||||
|
||||
|
||||
if (app.isLocked() && app.getIgnoredMouseUpdates() == 0) {
|
||||
int stateW = glfwGetKey(window, GLFW_KEY_W);
|
||||
int stateA = glfwGetKey(window, GLFW_KEY_A);
|
||||
int stateS = glfwGetKey(window, GLFW_KEY_S);
|
||||
int stateD = glfwGetKey(window, GLFW_KEY_D);
|
||||
int stateK = glfwGetKey(window, GLFW_KEY_K);
|
||||
int stateL = glfwGetKey(window, GLFW_KEY_L);
|
||||
|
||||
double xpos, ypos;
|
||||
glfwGetCursorPos(window, &xpos, &ypos);
|
||||
glfwSetCursorPos(window, app.getGraphics()->getWindowSize().x/2, app.getGraphics()->getWindowSize().y/2);
|
||||
app.getLevel()->update(now - lastUpdate, now,
|
||||
glm::vec2((float)ypos-app.getGraphics()->getWindowSize().y/2,
|
||||
(float)xpos-app.getGraphics()->getWindowSize().x/2),
|
||||
stateW == GLFW_PRESS,stateA == GLFW_PRESS,stateS == GLFW_PRESS,stateD == GLFW_PRESS,stateK == GLFW_PRESS,stateL == GLFW_PRESS);
|
||||
}
|
||||
else {
|
||||
app.getLevel()->update(now - lastUpdate, now, glm::vec2(0.0f, 0.0f), false, false, false, false,false,false);
|
||||
if (app.isLocked()) {
|
||||
app.ignoredOneMouseUpdate();
|
||||
if (app.isGameStarted()) {
|
||||
if (app.isLocked() && app.getIgnoredMouseUpdates() == 0) {
|
||||
int stateW = glfwGetKey(window, GLFW_KEY_W);
|
||||
int stateA = glfwGetKey(window, GLFW_KEY_A);
|
||||
int stateS = glfwGetKey(window, GLFW_KEY_S);
|
||||
int stateD = glfwGetKey(window, GLFW_KEY_D);
|
||||
int stateK = glfwGetKey(window, GLFW_KEY_K);
|
||||
int stateL = glfwGetKey(window, GLFW_KEY_L);
|
||||
|
||||
double xpos, ypos;
|
||||
glfwGetCursorPos(window, &xpos, &ypos);
|
||||
glfwSetCursorPos(window, app.getGraphics()->getWindowSize().x/2, app.getGraphics()->getWindowSize().y/2);
|
||||
app.getLevel()->update(now - lastUpdate, now,
|
||||
glm::vec2((float)ypos-app.getGraphics()->getWindowSize().y/2,
|
||||
(float)xpos-app.getGraphics()->getWindowSize().x/2),
|
||||
stateW == GLFW_PRESS,stateA == GLFW_PRESS,stateS == GLFW_PRESS,stateD == GLFW_PRESS,stateK == GLFW_PRESS,stateL == GLFW_PRESS);
|
||||
}
|
||||
else {
|
||||
app.getLevel()->update(now - lastUpdate, now, glm::vec2(0.0f, 0.0f), false, false, false, false,false,false);
|
||||
if (app.isLocked()) {
|
||||
app.ignoredOneMouseUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user