Merge branch 'master' of github.com:Faerbit/swp
This commit is contained in:
commit
9001de47ee
@ -3,7 +3,7 @@ CMAKE_MINIMUM_REQUIRED (VERSION 2.6)
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add_subdirectory(converter)
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# project/binary name:
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PROJECT(MarbleRaceGroupC)
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PROJECT(saxum)
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# ACGL setup
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SET(ACGL_OPENGL_SUPPORT CORE_32)
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@ -146,5 +146,5 @@ SET(HEADER_FILES ${HEADER_FILES} ${HEADER_FILES_LUA_BRIDGE})
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SET (LIBRARIES ${LIBRARIES} ${CMAKE_SOURCE_DIR}/extern/lua/src/liblua.a)
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ADD_EXECUTABLE(MarbleRaceGroupC ${SOURCE_FILES} ${HEADER_FILES} ${SHADER_FILES} ${README_FILES})
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TARGET_LINK_LIBRARIES(MarbleRaceGroupC ${LIBRARIES} ${CMAKE_DL_LIBS})
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ADD_EXECUTABLE(saxum ${SOURCE_FILES} ${HEADER_FILES} ${SHADER_FILES} ${README_FILES})
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TARGET_LINK_LIBRARIES(saxum ${LIBRARIES} ${CMAKE_DL_LIBS})
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@ -7,7 +7,7 @@
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<farPlane>150.0</farPlane>
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<maxShadowRenderCount>10</maxShadowRenderCount>
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<maxShadowRenderCount>5</maxShadowRenderCount>
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<compositionsPath>data/levels/Compositions.xml</compositionsPath>
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@ -540,7 +540,7 @@
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<objectData>
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<modelPath>marbleSmooth.obj</modelPath>
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<texturePath>marbleTexture.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<ambientFactor>0.13</ambientFactor>
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<diffuseFactor>0.5</diffuseFactor>
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<specularFactor>0.5</specularFactor>
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<shininess>3.0</shininess>
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@ -555,7 +555,7 @@
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<objectData>
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<modelPath>block.obj</modelPath>
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<texturePath>blockTexture_small.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<ambientFactor>0.13</ambientFactor>
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<diffuseFactor>0.6</diffuseFactor>
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<specularFactor>0.4</specularFactor>
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<shininess>2.0</shininess>
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@ -571,7 +571,7 @@
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<objectData>
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<modelPath>column.obj</modelPath>
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<texturePath>columnTexture2.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<ambientFactor>0.13</ambientFactor>
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<diffuseFactor>0.6</diffuseFactor>
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<specularFactor>0.4</specularFactor>
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<shininess>2.0</shininess>
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@ -584,7 +584,7 @@
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<objectData>
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<modelPath>torch.obj</modelPath>
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<texturePath>torchTexture2.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<ambientFactor>0.13</ambientFactor>
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<diffuseFactor>0.3</diffuseFactor>
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<specularFactor>0.7</specularFactor>
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<shininess>10.0</shininess>
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@ -598,7 +598,7 @@
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<objectData>
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<modelPath>switchInner.obj</modelPath>
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<texturePath>switchInnerTexture.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<ambientFactor>0.13</ambientFactor>
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<diffuseFactor>0.6</diffuseFactor>
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<specularFactor>0.4</specularFactor>
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<shininess>2.0</shininess>
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@ -626,10 +626,10 @@
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<objectData>
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<modelPath>switchOuter.obj</modelPath>
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<texturePath>switchOuterTexture.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<ambientFactor>0.13</ambientFactor>
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<diffuseFactor>0.6</diffuseFactor>
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<specularFactor>0.4</specularFactor>
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<shininess>2.0</shininess>
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<shininess>1.0</shininess>
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<physicType>None</physicType>
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<renderable>true</renderable>
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</objectData>
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@ -638,10 +638,10 @@
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<objectData>
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<modelPath>simpleWall.obj</modelPath>
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<texturePath>simpleWallTexture.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<ambientFactor>0.13</ambientFactor>
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<diffuseFactor>0.6</diffuseFactor>
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<specularFactor>0.4</specularFactor>
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<shininess>2.0</shininess>
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<shininess>1.0</shininess>
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<physicType>Box</physicType>
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<width>1.2</width>
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<height>6</height>
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@ -654,7 +654,7 @@
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<objectData>
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<modelPath>gate.obj</modelPath>
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<texturePath>gateTexture.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<ambientFactor>0.13</ambientFactor>
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<diffuseFactor>0.6</diffuseFactor>
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<specularFactor>0.4</specularFactor>
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<shininess>2.0</shininess>
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@ -670,7 +670,7 @@
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<objectData>
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<modelPath>movableBlock.obj</modelPath>
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<texturePath>movableBlockTexture.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<ambientFactor>0.13</ambientFactor>
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<diffuseFactor>0.6</diffuseFactor>
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<specularFactor>0.4</specularFactor>
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<shininess>2.0</shininess>
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@ -686,7 +686,7 @@
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<objectData>
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<modelPath>brazier.obj</modelPath>
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<texturePath>brazierTexture.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<ambientFactor>0.13</ambientFactor>
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<diffuseFactor>0.6</diffuseFactor>
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<specularFactor>0.4</specularFactor>
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<shininess>1.0</shininess>
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@ -699,10 +699,10 @@
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<objectData>
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<modelPath>hint.obj</modelPath>
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<texturePath>hintTexture.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<ambientFactor>0.13</ambientFactor>
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<diffuseFactor>0.6</diffuseFactor>
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<specularFactor>0.4</specularFactor>
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<shininess>2.0</shininess>
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<shininess>1.0</shininess>
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<physicType>TriangleMesh</physicType>
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<dampningL>0.555</dampningL>
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<dampningA>0.5</dampningA>
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@ -712,10 +712,10 @@
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<objectData>
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<modelPath>exit.obj</modelPath>
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<texturePath>exitTexture.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<ambientFactor>0.13</ambientFactor>
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<diffuseFactor>0.6</diffuseFactor>
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<specularFactor>0.4</specularFactor>
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<shininess>2.0</shininess>
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<shininess>1.0</shininess>
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<physicType>TriangleMesh</physicType>
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<dampningL>0.555</dampningL>
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<dampningA>0.5</dampningA>
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@ -13057,29 +13057,29 @@
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</ambientLight>
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<fogColourDay>
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<rColour>0.10</rColour>
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<gColour>0.14</gColour>
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<bColour>0.14</bColour>
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<rColour>0.57</rColour>
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<gColour>0.80</gColour>
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<bColour>0.98</bColour>
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<alpha>1.0</alpha>
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</fogColourDay>
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<fogColourRise>
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<rColour>0.60</rColour>
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<gColour>0.14</gColour>
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<bColour>0.14</bColour>
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<rColour>0.88</rColour>
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<gColour>0.38</gColour>
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<bColour>0.38</bColour>
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<alpha>1.0</alpha>
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</fogColourRise>
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<fogColourNight>
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<rColour>0.05</rColour>
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<gColour>0.07</gColour>
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<bColour>0.34</bColour>
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<rColour>0.09</rColour>
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<gColour>0.1</gColour>
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<bColour>0.24</bColour>
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<alpha>1.0</alpha>
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</fogColourNight>
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<directionalLight>
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<xOffset>-1.0</xOffset>
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<yOffset>1.5</yOffset>
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<yOffset>-6</yOffset>
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<zOffset>1.0</zOffset>
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<rColour>1.0</rColour>
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<gColour>1.0</gColour>
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@ -13089,10 +13089,10 @@
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<terrain>
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<texture>seamlessTerrain.png</texture>
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<ambientFactor>0.1</ambientFactor>
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<ambientFactor>0.13</ambientFactor>
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<diffuseFactor>0.8</diffuseFactor>
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<specularFactor>0.2</specularFactor>
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<shininess>3.0</shininess>
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<shininess>1.0</shininess>
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</terrain>
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<skydome>
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@ -7,15 +7,22 @@ function trigger(objectToChange)
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return
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end
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local maxTimeDiff = 20
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local maxTimeDiff = 30
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local timeDiff = os.clock()- global.sunStartTime
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if(timeDiff > maxTimeDiff)then
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timeDiff = maxTimeDiff
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end
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timeDiff = timeDiff/maxTimeDiff
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local x = 1 - 0.3 * timeDiff
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local y = math.sqrt(timeDiff) * 1.0 - 0.1
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local z = 0.7 * timeDiff
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local x = 10
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local y = -18 + math.sqrt(timeDiff) * 29
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local z = -8 + timeDiff * 15
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level:setSunDirection(x,y,z)
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end
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end
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--local x = 0.7 + 0.3 * timeDiff
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--local y = math.sqrt(timeDiff) * 2.2 - 1.5
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--local z = -0.7 - 0.7 * timeDiff
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--start 1,-6,-2
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--ziel 10,10,10
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@ -92,11 +92,11 @@ vec4 fogColor(float dot) {
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if(dot<0.0) {
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dayFactor = 0.0;
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}
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else if(dot>0.51) {
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else if(dot>1.0) {
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dayFactor = 1.0;
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}
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else {
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dayFactor = sin(3*dot);
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dayFactor = sin(1.5*dot);
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}
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if (dot <0.0) {
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return mix(fogColorNight, fogColorRise, riseFactor);
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@ -155,7 +155,7 @@ void main()
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if(length(directionalLightVector)>0.0f) {
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vec3 directionalVector = normalize(directionalLightVector);
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sunAngle = dot(vec3(0.0, 1.0, 0.0), directionalVector);
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if ( sunAngle > -0.5) {
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if ( sunAngle > -0.7) {
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float directionalVisibility = 1.0f;
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if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.2) {
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if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.2) {
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@ -35,11 +35,11 @@ vec4 fogColor(float dot) {
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if(dot<0.0) {
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dayFactor = 0.0;
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}
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else if(dot>0.77) {
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else if(dot>1.0) {
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dayFactor = 1.0;
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}
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else {
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dayFactor = sin(2*dot);
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dayFactor = sin(1.5*dot);
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}
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if (dot <0.0) {
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return mix(fogColorNight, fogColorRise, riseFactor);
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@ -348,7 +348,7 @@ void Graphics::render(double time)
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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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if (sunAngle > -0.5f) {
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if (sunAngle > -0.7f) {
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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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6
level.cc
6
level.cc
@ -19,8 +19,8 @@ Level::~Level() {
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}
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for(unsigned int i = 0; i<objects.size(); i++) {
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delete(objects.at(i));
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delete(waterPlane);
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}
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delete(waterPlane);
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}
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void Level::load() {
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@ -60,12 +60,14 @@ void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
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for(unsigned int i = 0; i<objects.size(); i++) {
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if (lightingPass) {
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objects.at(i)->render(shader, lightingPass, true, viewProjectionMatrix, shadowVPs);
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waterPlane->render(shader, lightingPass, true, viewProjectionMatrix, shadowVPs);
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}
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else {
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objects.at(i)->render(shader, lightingPass, false, viewProjectionMatrix, shadowVPs);
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}
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}
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if (lightingPass) {
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waterPlane->render(shader, lightingPass, true, viewProjectionMatrix, shadowVPs);
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}
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}
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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
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water_vao->bind();
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water_vao->setMode(GL_TRIANGLES);
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water_vao->attachAllAttributes(water_ab);
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Material water_material = Material(waterTexture, 0.1f, 0.2f, 0.8f, 5.0f, true);
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Material water_material = Material(waterTexture, 0.13f, 0.5f, 0.5f, 10.0f, true);
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Object* water_object = new Object(water_vao, water_material, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), true);
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level->setWaterPlane(water_object);
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}
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@ -85,7 +85,7 @@ void Physics::takeUpdateStep(float timeDiff)
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if(sinking)
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{
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btVector3 currentPos = playerBall->getCenterOfMassPosition();
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currentPos -= btVector3(0,0.35f*timeDiff,0);
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currentPos -= btVector3(0,0.8f*timeDiff,0);
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float damp = playerBall->getAngularDamping();
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playerBall->setDamping(playerBall->getLinearDamping(),0.9);
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world->stepSimulation(timeDiff);
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@ -106,7 +106,7 @@ void Physics::takeUpdateStep(float timeDiff)
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else
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{
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btVector3 currentPos = playerBall->getCenterOfMassPosition();
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currentPos += btVector3(0,0.9f*timeDiff,0);
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currentPos += btVector3(0,3.0f*timeDiff,0);
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world->stepSimulation(timeDiff);
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playerBall->setCenterOfMassTransform(btTransform(playerBall->getOrientation(),currentPos));
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cameraBody->setCenterOfMassTransform(btTransform(btQuaternion(0,0,0,1),camPos));
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Block a user