Merge branch 'master' of github.com:Faerbit/swp

This commit is contained in:
Steffen Fündgens 2015-03-09 16:52:23 +01:00
commit 9001de47ee
12 changed files with 57 additions and 48 deletions

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@ -3,7 +3,7 @@ CMAKE_MINIMUM_REQUIRED (VERSION 2.6)
add_subdirectory(converter)
# project/binary name:
PROJECT(MarbleRaceGroupC)
PROJECT(saxum)
# ACGL setup
SET(ACGL_OPENGL_SUPPORT CORE_32)
@ -146,5 +146,5 @@ SET(HEADER_FILES ${HEADER_FILES} ${HEADER_FILES_LUA_BRIDGE})
SET (LIBRARIES ${LIBRARIES} ${CMAKE_SOURCE_DIR}/extern/lua/src/liblua.a)
ADD_EXECUTABLE(MarbleRaceGroupC ${SOURCE_FILES} ${HEADER_FILES} ${SHADER_FILES} ${README_FILES})
TARGET_LINK_LIBRARIES(MarbleRaceGroupC ${LIBRARIES} ${CMAKE_DL_LIBS})
ADD_EXECUTABLE(saxum ${SOURCE_FILES} ${HEADER_FILES} ${SHADER_FILES} ${README_FILES})
TARGET_LINK_LIBRARIES(saxum ${LIBRARIES} ${CMAKE_DL_LIBS})

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@ -7,7 +7,7 @@
<farPlane>150.0</farPlane>
<maxShadowRenderCount>10</maxShadowRenderCount>
<maxShadowRenderCount>5</maxShadowRenderCount>
<compositionsPath>data/levels/Compositions.xml</compositionsPath>

View File

@ -540,7 +540,7 @@
<objectData>
<modelPath>marbleSmooth.obj</modelPath>
<texturePath>marbleTexture.png</texturePath>
<ambientFactor>0.1</ambientFactor>
<ambientFactor>0.13</ambientFactor>
<diffuseFactor>0.5</diffuseFactor>
<specularFactor>0.5</specularFactor>
<shininess>3.0</shininess>
@ -555,7 +555,7 @@
<objectData>
<modelPath>block.obj</modelPath>
<texturePath>blockTexture_small.png</texturePath>
<ambientFactor>0.1</ambientFactor>
<ambientFactor>0.13</ambientFactor>
<diffuseFactor>0.6</diffuseFactor>
<specularFactor>0.4</specularFactor>
<shininess>2.0</shininess>
@ -571,7 +571,7 @@
<objectData>
<modelPath>column.obj</modelPath>
<texturePath>columnTexture2.png</texturePath>
<ambientFactor>0.1</ambientFactor>
<ambientFactor>0.13</ambientFactor>
<diffuseFactor>0.6</diffuseFactor>
<specularFactor>0.4</specularFactor>
<shininess>2.0</shininess>
@ -584,7 +584,7 @@
<objectData>
<modelPath>torch.obj</modelPath>
<texturePath>torchTexture2.png</texturePath>
<ambientFactor>0.1</ambientFactor>
<ambientFactor>0.13</ambientFactor>
<diffuseFactor>0.3</diffuseFactor>
<specularFactor>0.7</specularFactor>
<shininess>10.0</shininess>
@ -598,7 +598,7 @@
<objectData>
<modelPath>switchInner.obj</modelPath>
<texturePath>switchInnerTexture.png</texturePath>
<ambientFactor>0.1</ambientFactor>
<ambientFactor>0.13</ambientFactor>
<diffuseFactor>0.6</diffuseFactor>
<specularFactor>0.4</specularFactor>
<shininess>2.0</shininess>
@ -626,10 +626,10 @@
<objectData>
<modelPath>switchOuter.obj</modelPath>
<texturePath>switchOuterTexture.png</texturePath>
<ambientFactor>0.1</ambientFactor>
<ambientFactor>0.13</ambientFactor>
<diffuseFactor>0.6</diffuseFactor>
<specularFactor>0.4</specularFactor>
<shininess>2.0</shininess>
<shininess>1.0</shininess>
<physicType>None</physicType>
<renderable>true</renderable>
</objectData>
@ -638,10 +638,10 @@
<objectData>
<modelPath>simpleWall.obj</modelPath>
<texturePath>simpleWallTexture.png</texturePath>
<ambientFactor>0.1</ambientFactor>
<ambientFactor>0.13</ambientFactor>
<diffuseFactor>0.6</diffuseFactor>
<specularFactor>0.4</specularFactor>
<shininess>2.0</shininess>
<shininess>1.0</shininess>
<physicType>Box</physicType>
<width>1.2</width>
<height>6</height>
@ -654,7 +654,7 @@
<objectData>
<modelPath>gate.obj</modelPath>
<texturePath>gateTexture.png</texturePath>
<ambientFactor>0.1</ambientFactor>
<ambientFactor>0.13</ambientFactor>
<diffuseFactor>0.6</diffuseFactor>
<specularFactor>0.4</specularFactor>
<shininess>2.0</shininess>
@ -670,7 +670,7 @@
<objectData>
<modelPath>movableBlock.obj</modelPath>
<texturePath>movableBlockTexture.png</texturePath>
<ambientFactor>0.1</ambientFactor>
<ambientFactor>0.13</ambientFactor>
<diffuseFactor>0.6</diffuseFactor>
<specularFactor>0.4</specularFactor>
<shininess>2.0</shininess>
@ -686,7 +686,7 @@
<objectData>
<modelPath>brazier.obj</modelPath>
<texturePath>brazierTexture.png</texturePath>
<ambientFactor>0.1</ambientFactor>
<ambientFactor>0.13</ambientFactor>
<diffuseFactor>0.6</diffuseFactor>
<specularFactor>0.4</specularFactor>
<shininess>1.0</shininess>
@ -699,10 +699,10 @@
<objectData>
<modelPath>hint.obj</modelPath>
<texturePath>hintTexture.png</texturePath>
<ambientFactor>0.1</ambientFactor>
<ambientFactor>0.13</ambientFactor>
<diffuseFactor>0.6</diffuseFactor>
<specularFactor>0.4</specularFactor>
<shininess>2.0</shininess>
<shininess>1.0</shininess>
<physicType>TriangleMesh</physicType>
<dampningL>0.555</dampningL>
<dampningA>0.5</dampningA>
@ -712,10 +712,10 @@
<objectData>
<modelPath>exit.obj</modelPath>
<texturePath>exitTexture.png</texturePath>
<ambientFactor>0.1</ambientFactor>
<ambientFactor>0.13</ambientFactor>
<diffuseFactor>0.6</diffuseFactor>
<specularFactor>0.4</specularFactor>
<shininess>2.0</shininess>
<shininess>1.0</shininess>
<physicType>TriangleMesh</physicType>
<dampningL>0.555</dampningL>
<dampningA>0.5</dampningA>

View File

@ -13057,29 +13057,29 @@
</ambientLight>
<fogColourDay>
<rColour>0.10</rColour>
<gColour>0.14</gColour>
<bColour>0.14</bColour>
<rColour>0.57</rColour>
<gColour>0.80</gColour>
<bColour>0.98</bColour>
<alpha>1.0</alpha>
</fogColourDay>
<fogColourRise>
<rColour>0.60</rColour>
<gColour>0.14</gColour>
<bColour>0.14</bColour>
<rColour>0.88</rColour>
<gColour>0.38</gColour>
<bColour>0.38</bColour>
<alpha>1.0</alpha>
</fogColourRise>
<fogColourNight>
<rColour>0.05</rColour>
<gColour>0.07</gColour>
<bColour>0.34</bColour>
<rColour>0.09</rColour>
<gColour>0.1</gColour>
<bColour>0.24</bColour>
<alpha>1.0</alpha>
</fogColourNight>
<directionalLight>
<xOffset>-1.0</xOffset>
<yOffset>1.5</yOffset>
<yOffset>-6</yOffset>
<zOffset>1.0</zOffset>
<rColour>1.0</rColour>
<gColour>1.0</gColour>
@ -13089,10 +13089,10 @@
<terrain>
<texture>seamlessTerrain.png</texture>
<ambientFactor>0.1</ambientFactor>
<ambientFactor>0.13</ambientFactor>
<diffuseFactor>0.8</diffuseFactor>
<specularFactor>0.2</specularFactor>
<shininess>3.0</shininess>
<shininess>1.0</shininess>
</terrain>
<skydome>

View File

@ -7,15 +7,22 @@ function trigger(objectToChange)
return
end
local maxTimeDiff = 20
local maxTimeDiff = 30
local timeDiff = os.clock()- global.sunStartTime
if(timeDiff > maxTimeDiff)then
timeDiff = maxTimeDiff
end
timeDiff = timeDiff/maxTimeDiff
local x = 1 - 0.3 * timeDiff
local y = math.sqrt(timeDiff) * 1.0 - 0.1
local z = 0.7 * timeDiff
local x = 10
local y = -18 + math.sqrt(timeDiff) * 29
local z = -8 + timeDiff * 15
level:setSunDirection(x,y,z)
end
end
--local x = 0.7 + 0.3 * timeDiff
--local y = math.sqrt(timeDiff) * 2.2 - 1.5
--local z = -0.7 - 0.7 * timeDiff
--start 1,-6,-2
--ziel 10,10,10

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@ -92,11 +92,11 @@ vec4 fogColor(float dot) {
if(dot<0.0) {
dayFactor = 0.0;
}
else if(dot>0.51) {
else if(dot>1.0) {
dayFactor = 1.0;
}
else {
dayFactor = sin(3*dot);
dayFactor = sin(1.5*dot);
}
if (dot <0.0) {
return mix(fogColorNight, fogColorRise, riseFactor);
@ -155,7 +155,7 @@ void main()
if(length(directionalLightVector)>0.0f) {
vec3 directionalVector = normalize(directionalLightVector);
sunAngle = dot(vec3(0.0, 1.0, 0.0), directionalVector);
if ( sunAngle > -0.5) {
if ( sunAngle > -0.7) {
float directionalVisibility = 1.0f;
if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.2) {
if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.2) {

View File

@ -35,11 +35,11 @@ vec4 fogColor(float dot) {
if(dot<0.0) {
dayFactor = 0.0;
}
else if(dot>0.77) {
else if(dot>1.0) {
dayFactor = 1.0;
}
else {
dayFactor = sin(2*dot);
dayFactor = sin(1.5*dot);
}
if (dot <0.0) {
return mix(fogColorNight, fogColorRise, riseFactor);

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@ -348,7 +348,7 @@ void Graphics::render(double time)
for (unsigned int i = 0; i<framebuffer_directional.size(); i++) {
framebuffer_directional.at(i)->bind();
glClear(GL_DEPTH_BUFFER_BIT);
if (sunAngle > -0.5f) {
if (sunAngle > -0.7f) {
float projection_size = 0.0f;
switch(i) {
case 0:

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@ -19,8 +19,8 @@ Level::~Level() {
}
for(unsigned int i = 0; i<objects.size(); i++) {
delete(objects.at(i));
delete(waterPlane);
}
delete(waterPlane);
}
void Level::load() {
@ -60,12 +60,14 @@ void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
for(unsigned int i = 0; i<objects.size(); i++) {
if (lightingPass) {
objects.at(i)->render(shader, lightingPass, true, viewProjectionMatrix, shadowVPs);
waterPlane->render(shader, lightingPass, true, viewProjectionMatrix, shadowVPs);
}
else {
objects.at(i)->render(shader, lightingPass, false, viewProjectionMatrix, shadowVPs);
}
}
if (lightingPass) {
waterPlane->render(shader, lightingPass, true, viewProjectionMatrix, shadowVPs);
}
}
void Level::update(float runTimeSinceLastUpdate, float runTime, glm::vec2 mouseDelta, bool wPressed, bool aPressed, bool sPressed, bool dPressed,bool kPressed, bool lPressed) {

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@ -145,7 +145,7 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
water_vao->bind();
water_vao->setMode(GL_TRIANGLES);
water_vao->attachAllAttributes(water_ab);
Material water_material = Material(waterTexture, 0.1f, 0.2f, 0.8f, 5.0f, true);
Material water_material = Material(waterTexture, 0.13f, 0.5f, 0.5f, 10.0f, true);
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);
level->setWaterPlane(water_object);
}

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@ -85,7 +85,7 @@ void Physics::takeUpdateStep(float timeDiff)
if(sinking)
{
btVector3 currentPos = playerBall->getCenterOfMassPosition();
currentPos -= btVector3(0,0.35f*timeDiff,0);
currentPos -= btVector3(0,0.8f*timeDiff,0);
float damp = playerBall->getAngularDamping();
playerBall->setDamping(playerBall->getLinearDamping(),0.9);
world->stepSimulation(timeDiff);
@ -106,7 +106,7 @@ void Physics::takeUpdateStep(float timeDiff)
else
{
btVector3 currentPos = playerBall->getCenterOfMassPosition();
currentPos += btVector3(0,0.9f*timeDiff,0);
currentPos += btVector3(0,3.0f*timeDiff,0);
world->stepSimulation(timeDiff);
playerBall->setCenterOfMassTransform(btTransform(playerBall->getOrientation(),currentPos));
cameraBody->setCenterOfMassTransform(btTransform(btQuaternion(0,0,0,1),camPos));

2
run.sh
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@ -2,5 +2,5 @@
if ./build.sh
then
cd binaries; ./MarbleRaceGroupC
cd binaries; ./saxum
fi