Added loading screen. Had to restructure quite a bit of the program.

This commit is contained in:
Faerbit 2015-03-07 19:59:52 +01:00
parent a56d3e078b
commit 7d0062f270
11 changed files with 391 additions and 244 deletions

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@ -5,14 +5,24 @@ Application::Application() {
Loader loader = Loader();
//load the config.xml
loader.loadConfig(this);
graphics = Graphics(glm::uvec2(windowWidth, windowHeight), 0.1f, farPlane, shadowCubeSize, maxShadowRenderCount);
graphics = Graphics(glm::uvec2(windowWidth, windowHeight), 0.1f, farPlane, shadowCubeSize, maxShadowRenderCount, screenPath, screenContinuePath);
gameStarted = false;
}
void Application::init()
{
// define where shaders and textures can be found:
ACGL::Base::Settings::the()->setResourcePath("../");
ACGL::Base::Settings::the()->setShaderPath(shaderPath);
ACGL::Base::Settings::the()->setTexturePath(texturePath);
ACGL::Base::Settings::the()->setGeometryPath(geometryPath);
graphics.renderLoadingScreen();
// init random generator
std::srand(std::time(NULL));
// choose Level TODO: Choose this in a menu
}
void Application::initLevel() {
std::string heightmapFilePath = heightmapPath + "heightmapLvl1.png";
std::string levelXmlFilePath = levelXmlPath + "Level1.xml";
this->level = Level(heightmapFilePath, levelXmlFilePath);
@ -23,11 +33,6 @@ void Application::init()
// set Skybox size
level.setSkydomeSize((graphics.getFarPlane())-31.0f);
// define where shaders and textures can be found:
ACGL::Base::Settings::the()->setResourcePath("../");
ACGL::Base::Settings::the()->setShaderPath(shaderPath);
ACGL::Base::Settings::the()->setTexturePath(texturePath);
ACGL::Base::Settings::the()->setGeometryPath(geometryPath);
// load Level
level.load();
@ -127,3 +132,19 @@ void Application::setLevelXmlPath(std::string levelXmlPath) {
void Application::setMaxShadowRenderCount(int count) {
this->maxShadowRenderCount = count;
}
void Application::setLoadingScreenPath(std::string path) {
this->screenPath = path;
}
void Application::setLoadingScreenContinuePath(std::string path) {
this->screenContinuePath = path;
}
void Application::startGame() {
gameStarted = true;
graphics.startGame();
}
bool Application::isGameStarted() {
return gameStarted;
}

View File

@ -11,6 +11,7 @@ class Application {
Graphics* getGraphics();
Level* getLevel();
void init();
void initLevel();
void setFocused(bool focused);
bool isFocused();
void setCameraLock(bool locked);
@ -30,7 +31,12 @@ class Application {
void setScriptPath(std::string scriptPath);
void setHeightmapPath(std::string heightmapPath);
void setLevelXmlPath(std::string levelXmlPath);
void setLoadingScreenPath(std::string path);
void setLoadingScreenContinuePath(std::string path);
bool isGameStarted();
void startGame();
private:
bool gameStarted;
int ignoredMouseUpdates;
bool focused;
bool cameraLock;
@ -48,6 +54,8 @@ class Application {
std::string scriptPath;
std::string heightmapPath;
std::string levelXmlPath;
std::string screenPath;
std::string screenContinuePath;
};
#endif

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@ -22,3 +22,8 @@
<heightmapPath>data/levels/</heightmapPath>
<levelXmlPath>data/levels/</levelXmlPath>
<loadingScreen>
<screenPath>loadingscreen.png</screenPath>
<screenContinuePath>loadingscreenContinue.png</screenContinuePath>
</loadingScreen>

15
data/shader/loading.fsh Normal file
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@ -0,0 +1,15 @@
#version 150
in vec2 vTexCoord;
uniform float time;
uniform sampler2D screen;
uniform sampler2D screenContinue;
out vec4 oColor;
void main() {
vec4 screenColor = texture(screen, vTexCoord);
vec4 screenContinueColor = texture(screenContinue, vTexCoord);
oColor = mix(screenColor, screenContinueColor, pow(sin(time), 2));
}

11
data/shader/loading.vsh Normal file
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@ -0,0 +1,11 @@
#version 150
in vec2 aPosition;
in vec2 aTexCoord;
out vec2 vTexCoord;
void main() {
vTexCoord = aTexCoord;
gl_Position = vec4(aPosition, 0.0, 1.0);
}

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@ -13,17 +13,23 @@ const double lightUpdateDelay = 0.5f;
Graphics::Graphics(glm::uvec2 windowSize, float nearPlane,
float farPlane, int cube_size,
unsigned int maxShadowRenderCount) {
unsigned int maxShadowRenderCount,
std::string screenPath,
std::string screenContinuePath) {
this->windowSize = windowSize;
this->nearPlane = nearPlane;
this->farPlane = farPlane;
this->cube_size = cube_size;
this->maxShadowRenderCount = maxShadowRenderCount;
this->loadingScreenPath = screenPath;
this->loadingScreenContinuePath = screenContinuePath;
gameStart = false;
}
Graphics::Graphics() {
}
void Graphics::init(Level* level) {
// save Level
this->level = level;
@ -37,24 +43,6 @@ void Graphics::init(Level* level) {
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
//glEnable(GL_MULTISAMPLE);
fullscreen_quad_ab = SharedArrayBuffer(new ArrayBuffer());
fullscreen_quad_ab->defineAttribute("aPosition", GL_FLOAT, 2);
fullscreen_quad_ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
float quadData[] = {
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f
};
fullscreen_quad_ab->setDataElements(6, quadData);
fullscreen_quad = SharedVertexArrayObject(new VertexArrayObject);
fullscreen_quad->attachAllAttributes(fullscreen_quad_ab);
// update lights on creation
lastUpdate = -lightUpdateDelay;
@ -93,13 +81,6 @@ void Graphics::init(Level* level) {
flamePostShader = ShaderProgramCreator("flame_post")
.attributeLocations(fullscreen_quad->getAttributeLocations()).create();
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &number_of_texture_units);
printf("Your graphics card supports %d texture units.\n", number_of_texture_units);
// Exit if we need more texture units
if (number_of_texture_units < 16) {
printf("You need at least 16 texture units to run this application. Exiting\n");
exit(-1);
}
depth_directionalMaps = std::vector<SharedTexture2D>(3);
framebuffer_directional = std::vector<SharedFrameBufferObject>(3);
@ -118,12 +99,6 @@ void Graphics::init(Level* level) {
framebuffer_directional.at(i)->validate();
}
lightingShader->use();
for (unsigned int i = 0; i<depth_directionalMaps.size(); i++) {
// start with texture unit 1 because the first is reserved for the texture
lightingShader->setTexture("shadowMap_directional" + std::to_string(i), depth_directionalMaps.at(i), i+1);
}
// always generate and bind 10 cube maps, because otherwise the shader won't work
@ -139,12 +114,6 @@ void Graphics::init(Level* level) {
framebuffer_cube = SharedFrameBufferObject(new FrameBufferObject());
if (level->getLights()->size() > 0) {
for(unsigned int i = 0; i<depth_cubeMaps.size(); i++){
// start with texture unit 4 because the first four are used by the texture and the directional shadow map
lightingShader->setTexture("shadowMap_cube" + std::to_string(i), depth_cubeMaps.at(i), i+4);
}
}
light_fbo_color_texture = SharedTexture2D(new Texture2D(windowSize, GL_RGBA8));
light_fbo_color_texture->setMinFilter(GL_NEAREST);
@ -163,14 +132,77 @@ void Graphics::init(Level* level) {
framebuffer_light->validate();
flamePostShader->use();
flamePostShader->setTexture("light_fbo", light_fbo_color_texture, 14);
flamePostShader->setUniform("windowSizeX", int(windowSize.x));
flamePostShader->setUniform("windowSizeY", int(windowSize.y));
bindTextureUnits();
updateClosestLights();
}
void Graphics::bindTextureUnits(){
lightingShader->use();
for (unsigned int i = 0; i<depth_directionalMaps.size(); i++) {
// start with texture unit 1 because the first is reserved for the texture
lightingShader->setTexture("shadowMap_directional" + std::to_string(i), depth_directionalMaps.at(i), i+1);
}
if (level->getLights()->size() > 0) {
for(unsigned int i = 0; i<depth_cubeMaps.size(); i++){
// start with texture unit 4 because the first four are used by the texture and the directional shadow map
lightingShader->setTexture("shadowMap_cube" + std::to_string(i), depth_cubeMaps.at(i), i+4);
}
}
flamePostShader->use();
flamePostShader->setTexture("light_fbo", light_fbo_color_texture, 14);
skydomeShader->use();
skydomeShader->setTexture("nightTexture", level->getSkydome()->getNightTexture()->getReference(), 15);
updateClosestLights();
loadingShader->use();
loadingShader->setTexture("screen", loadingScreen, 16);
loadingShader->setTexture("screenContinue", loadingContinueScreen, 17);
}
void Graphics::renderLoadingScreen() {
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &number_of_texture_units);
printf("Your graphics card supports %d texture units.\n", number_of_texture_units);
// Exit if we need more texture units
if (number_of_texture_units < 18) {
printf("You need at least 18 texture units to run this application. Exiting\n");
exit(-1);
}
fullscreen_quad_ab = SharedArrayBuffer(new ArrayBuffer());
fullscreen_quad_ab->defineAttribute("aPosition", GL_FLOAT, 2);
fullscreen_quad_ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
float quadData[] = {
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f
};
fullscreen_quad_ab->setDataElements(6, quadData);
fullscreen_quad = SharedVertexArrayObject(new VertexArrayObject);
fullscreen_quad->attachAllAttributes(fullscreen_quad_ab);
loadingScreen = Texture2DFileManager::the()->get(Texture2DCreator(loadingScreenPath));
loadingScreen->generateMipmaps();
loadingContinueScreen = Texture2DFileManager::the()->get(Texture2DCreator(loadingScreenContinuePath));
loadingContinueScreen->generateMipmaps();
loadingShader = ShaderProgramCreator("loading")
.attributeLocations(fullscreen_quad->getAttributeLocations()).create();
loadingShader->use();
loadingShader->setUniform("time", 0.0f);
loadingShader->setTexture("screen", loadingScreen, 16);
loadingShader->setTexture("screenContinue", loadingContinueScreen, 17);
fullscreen_quad->render();
}
glm::uvec2 Graphics::getWindowSize() {
@ -179,188 +211,197 @@ glm::uvec2 Graphics::getWindowSize() {
void Graphics::render(double time)
{
// At first render shadows
depthCubeShader->use();
depthCubeShader->setUniform("farPlane", farPlane);
// render depth textures for point lights
glViewport(0, 0, cube_size, cube_size);
glm::mat4 depthProjectionMatrix_pointlights = glm::perspective(1.571f, (float)cube_size/(float)cube_size, 0.1f, farPlane);
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),
glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, -1.0f)};
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),
glm::vec3(0.0f, 0.0f, -1.0f),glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, -1.0f, 0.0f)};
if (!gameStart) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
loadingShader->use();
loadingShader->setUniform("time", float(time));
fullscreen_quad->render();
}
else {
// At first render shadows
depthCubeShader->use();
depthCubeShader->setUniform("farPlane", farPlane);
// render depth textures for point lights
glViewport(0, 0, cube_size, cube_size);
glm::mat4 depthProjectionMatrix_pointlights = glm::perspective(1.571f, (float)cube_size/(float)cube_size, 0.1f, farPlane);
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),
glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, -1.0f)};
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),
glm::vec3(0.0f, 0.0f, -1.0f),glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, -1.0f, 0.0f)};
framebuffer_cube->bind();
for (unsigned int i_pointlight = 0; i_pointlight<closestLights.size() && i_pointlight < maxShadowRenderCount; i_pointlight++) {
// render each side of the cube
for (int i_face = 0; i_face<6; i_face++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i_face, depth_cubeMaps.at(i_pointlight)->getObjectName(), 0);
framebuffer_cube->bind();
for (unsigned int i_pointlight = 0; i_pointlight<closestLights.size() && i_pointlight < maxShadowRenderCount; i_pointlight++) {
// render each side of the cube
for (int i_face = 0; i_face<6; i_face++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i_face, depth_cubeMaps.at(i_pointlight)->getObjectName(), 0);
glClear(GL_DEPTH_BUFFER_BIT);
glm::mat4 viewMatrix = glm::lookAt(closestLights.at(i_pointlight).getPosition(),
closestLights.at(i_pointlight).getPosition() + looking_directions[i_face], upvectors[i_face]);
glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
std::vector<glm::mat4> viewMatrixVector = std::vector<glm::mat4>();
viewMatrixVector.push_back(viewMatrix);
level->render(depthCubeShader, false, &depthViewProjectionMatrix_face, &viewMatrixVector);
if (!framebuffer_cube->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
}
}
}
// 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());
for (unsigned int i = 0; i<framebuffer_directional.size(); i++) {
framebuffer_directional.at(i)->bind();
glClear(GL_DEPTH_BUFFER_BIT);
glm::mat4 viewMatrix = glm::lookAt(closestLights.at(i_pointlight).getPosition(),
closestLights.at(i_pointlight).getPosition() + looking_directions[i_face], upvectors[i_face]);
glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
std::vector<glm::mat4> viewMatrixVector = std::vector<glm::mat4>();
viewMatrixVector.push_back(viewMatrix);
level->render(depthCubeShader, false, &depthViewProjectionMatrix_face, &viewMatrixVector);
if (!framebuffer_cube->isFrameBufferObjectComplete()) {
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;
}
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;
}

View File

@ -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

View File

@ -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
View File

@ -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();
}
}
}