Merge branch 'master' of github.com:Faerbit/swp
This commit is contained in:
commit
9964b9be34
@ -163,9 +163,10 @@
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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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<physicType>TriangleMesh</physicType>
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<dampningL>0.5</dampningL>
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<dampningA>0.5</dampningA>
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<physicType>Box</physicType>
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<width>0.5</width>
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<height>0.5</height>
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<length>0.5</length>
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</objectData>
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<objectData>
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BIN
Levels/heightmapLvl1.png
Normal file
BIN
Levels/heightmapLvl1.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 52 KiB |
@ -13,6 +13,7 @@ uniform sampler2D uTexture;
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uniform sampler2DShadow shadowMap_near;
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uniform sampler2DShadow shadowMap_middle;
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uniform sampler2DShadow shadowMap_far;
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uniform samplerCubeShadow shadowMap_cube;
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uniform vec3 ambientColor;
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uniform float ambientFactor;
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uniform float diffuseFactor;
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@ -49,7 +50,7 @@ vec2 poissonDisk[16] = vec2[](
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vec2( 0.14383161, -0.14100790 )
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);
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float sampleShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
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float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
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float visibility = 1.0;
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float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0)));
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bias = clamp(bias, 0.0, 0.01);
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@ -68,6 +69,11 @@ float sampleShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
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return visibility;
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}
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float samplePointShadow(samplerCubeShadow shadowMap, vec3 lightDirection) {
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float bias = 0.005;
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return texture(shadowMap, vec4(lightDirection.xyz , length(lightDirection) - bias));
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}
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float distanceToBorder(vec2 vector) {
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float xDistance = min(vector.x, 1.0-vector.x);
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float yDistance = min(vector.y, 1.0-vector.y);
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@ -92,8 +98,10 @@ void main()
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}
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// point lights
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float visibility = 1.0;
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for(int i = 0; i<lightCount; i++) {
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float distance = distance(lightSources[i], vec3(fragPosition));
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vec3 lightDirection = vec3(fragPosition) - lightSources[i];
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float distance = length(lightDirection);
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// only take lights into account with meaningful contribution
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if (distance > 0.001f) {
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vec3 lightVector = normalize(lightSources[i]-vec3(fragPosition));
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@ -103,21 +111,21 @@ void main()
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vec3 cameraVector = normalize(camera - vec3(fragPosition));
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specularColor += clamp(pow((dot((cameraVector+lightVector),normalize(vNormal))/(length(cameraVector+lightVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
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*specularFactor*intensity*lightColors[i];
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visibility = samplePointShadow(shadowMap_cube, lightDirection);
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}
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}
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// shadows
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float visibility = 1.0;
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if (distanceToBorder(shadowCoord_middle.xy) <= 0.5 && distanceToBorder(shadowCoord_middle.xy) > 0.0) {
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if (distanceToBorder(shadowCoord_near.xy) <= 0.5 && distanceToBorder(shadowCoord_near.xy) > 0.0) {
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visibility = sampleShadow(shadowMap_near, shadowCoord_near);
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visibility *= sampleDirectionalShadow(shadowMap_near, shadowCoord_near);
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}
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else {
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visibility = sampleShadow(shadowMap_middle, shadowCoord_middle);
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visibility *= sampleDirectionalShadow(shadowMap_middle, shadowCoord_middle);
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}
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}
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else {
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visibility = sampleShadow(shadowMap_far, shadowCoord_far);
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visibility *= sampleDirectionalShadow(shadowMap_far, shadowCoord_far);
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}
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specularColor *= visibility;
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@ -2,7 +2,7 @@
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uniform mat4 modelMatrix;
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uniform mat4 modelViewProjectionMatrix;
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uniform mat4 shadowMVPs[35];
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uniform mat4 shadowMVPs[5];
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in vec3 aPosition;
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in vec3 aNormal;
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12
graphics.cc
12
graphics.cc
@ -70,8 +70,10 @@ void Graphics::init(Level* level) {
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framebuffer_far->setDepthTexture(depthTexture_far);
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framebuffer_far->validate();
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depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(level->getLights()->size());
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for (unsigned int i = 0; i<depth_cubeMaps.size(); i++) {
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/*depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(level->getLights()->size());
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for (unsigned int i = 0; i<depth_cubeMaps.size(); i++) {*/
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depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(1);
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for (unsigned int i = 0; i<1; i++) {
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depth_cubeMaps.at(i) = SharedTextureCubeMap(new TextureCubeMap(glm::vec2(cube_size, cube_size), GL_DEPTH_COMPONENT16));
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depth_cubeMaps.at(i)->setMinFilter(GL_NEAREST);
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depth_cubeMaps.at(i)->setMagFilter(GL_NEAREST);
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@ -102,14 +104,14 @@ void Graphics::render()
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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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framebuffer_cube->bind();
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for (unsigned int i_pointlight = 0; i_pointlight<level->getLights()->size(); i_pointlight++) {
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//for (unsigned int i_pointlight = 0; i_pointlight<level->getLights()->size(); i_pointlight++) {
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for (unsigned int i_pointlight = 0; i_pointlight<1; 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 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * glm::lookAt(level->getLights()->at(i_pointlight).getPosition(),
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level->getLights()->at(i_pointlight).getPosition() + looking_directions[i_face], glm::vec3(0.0f, 1.0f, 0.0f));
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depthShader->setUniform("viewProjectionMatrix", depthViewProjectionMatrix_face);
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level->render(depthShader, false, &depthViewProjectionMatrix_face);
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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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@ -182,6 +184,8 @@ void Graphics::render()
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}
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glUniform1fv(lightingShader->getUniformLocation("lightIntensities"),
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sizeof(lightIntensities), (GLfloat*) lightIntensities);
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lightingShader->setTexture("shadowMap_cube", depth_cubeMaps.at(0), 4);
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}
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// set directional Light
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if(level->getDirectionalLight()) {
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45
level.cc
45
level.cc
@ -149,7 +149,7 @@ void Level::load() {
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}
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std::string dataModelPath = charDataModelPath;
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//objectData found
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if(dataModelPath == modelPath){
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if(dataModelPath.compare(modelPath) == 0){
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//create the object
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float ambientFactor, diffuseFactor, specularFactor, shininess;
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errorCheck(objectData->FirstChildElement("ambientFactor")->QueryFloatText(&ambientFactor));
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@ -237,24 +237,24 @@ void Level::load() {
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}//iterating over all objects of the composition
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//iterate over all lights of the composition
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XMLElement* light = composition->FirstChildElement("light");
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for(; light; light=light->NextSiblingElement("light")){
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XMLElement* xmlLight = composition->FirstChildElement("light");
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for(; xmlLight; xmlLight=xmlLight->NextSiblingElement("light")){
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glm::vec3 compRot, lightOffset, lightColour;
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float compScale, compXPos, compYOffset, compZPos, lightIntensity;
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errorCheck(thisComposition->FirstChildElement("scale")->QueryFloatText(&compScale));
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errorCheck(light->FirstChildElement("xOffset")->QueryFloatText(&lightOffset[0]));
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errorCheck(light->FirstChildElement("yOffset")->QueryFloatText(&lightOffset[1]));
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errorCheck(light->FirstChildElement("zOffset")->QueryFloatText(&lightOffset[2]));
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errorCheck(xmlLight->FirstChildElement("xOffset")->QueryFloatText(&lightOffset[0]));
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errorCheck(xmlLight->FirstChildElement("yOffset")->QueryFloatText(&lightOffset[1]));
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errorCheck(xmlLight->FirstChildElement("zOffset")->QueryFloatText(&lightOffset[2]));
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errorCheck(thisComposition->FirstChildElement("xPos")->QueryFloatText(&compXPos));
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errorCheck(thisComposition->FirstChildElement("yOffset")->QueryFloatText(&compYOffset));
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errorCheck(thisComposition->FirstChildElement("zPos")->QueryFloatText(&compZPos));
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errorCheck(thisComposition->FirstChildElement("xRot")->QueryFloatText(&compRot[0]));
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errorCheck(thisComposition->FirstChildElement("yRot")->QueryFloatText(&compRot[1]));
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errorCheck(thisComposition->FirstChildElement("zRot")->QueryFloatText(&compRot[2]));
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errorCheck(light->FirstChildElement("rColour")->QueryFloatText(&lightColour[0]));
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errorCheck(light->FirstChildElement("gColour")->QueryFloatText(&lightColour[1]));
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errorCheck(light->FirstChildElement("bColour")->QueryFloatText(&lightColour[2]));
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errorCheck(light->FirstChildElement("intensity")->QueryFloatText(&lightIntensity));
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errorCheck(xmlLight->FirstChildElement("rColour")->QueryFloatText(&lightColour[0]));
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errorCheck(xmlLight->FirstChildElement("gColour")->QueryFloatText(&lightColour[1]));
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errorCheck(xmlLight->FirstChildElement("bColour")->QueryFloatText(&lightColour[2]));
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errorCheck(xmlLight->FirstChildElement("intensity")->QueryFloatText(&lightIntensity));
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glm::vec3 compPos = glm::vec3(compXPos,
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compYOffset+terrain.getHeightmap()[int(compXPos-0.5+0.5*terrain.getHeightmapHeight())]
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[int(compZPos-0.5+0.5*terrain.getHeightmapWidth())],
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@ -273,15 +273,32 @@ void Level::load() {
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}//iterating over all compositions in Level.xml
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//load triggers
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XMLElement* trigger = doc->FirstChildElement("trigger");
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for(; trigger; trigger=trigger->NextSiblingElement("trigger")){
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const char* charName = trigger->FirstChildElement("name")->GetText();
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XMLElement* xmlTrigger = doc->FirstChildElement("trigger");
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for(; xmlTrigger; xmlTrigger=xmlTrigger->NextSiblingElement("trigger")){
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const char* charName = xmlTrigger->FirstChildElement("name")->GetText();
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if(charName == NULL){
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printf("XMLError: No name found for a trigger.\n");
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}
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std::string name = charName;
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if (name.compare("-") != 0){
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//TODO add triggers
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float xPos, yPos, zPos, distance;
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std::vector<float> position;
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bool isBigger;
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int idGreen, idBlue, objectNum;
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errorCheck(xmlTrigger->FirstChildElement("xPosition")->QueryFloatText(&xPos));
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errorCheck(xmlTrigger->FirstChildElement("yPosition")->QueryFloatText(&yPos));
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errorCheck(xmlTrigger->FirstChildElement("zPosition")->QueryFloatText(&zPos));
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errorCheck(xmlTrigger->FirstChildElement("distance")->QueryFloatText(&distance));
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position.push_back(xPos);
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position.push_back(yPos);
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position.push_back(zPos);
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errorCheck(xmlTrigger->FirstChildElement("isBiggerThan")->QueryBoolText(&isBigger));
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errorCheck(xmlTrigger->FirstChildElement("idGreen")->QueryIntText(&idGreen));
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errorCheck(xmlTrigger->FirstChildElement("idBlue")->QueryIntText(&idBlue));
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errorCheck(xmlTrigger->FirstChildElement("objectNum")->QueryIntText(&objectNum));
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//TODO find the object
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//Trigger trigger = Trigger::Trigger(position, distance, isBigger, Object* object, void (*functionPointer)());
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//triggers.push_back(trigger);
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}
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}
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2
level.hh
2
level.hh
@ -10,6 +10,7 @@
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#include "camera.hh"
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#include "physics.hh"
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#include "tinyxml2.hh"
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#include "trigger.hh"
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class Level {
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public:
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@ -34,6 +35,7 @@ class Level {
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std::vector<Object*> objects;
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std::vector<Object*> physicObjects;
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std::vector<Light> lights;
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std::vector<Trigger> triggers;
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glm::vec3 ambientLight;
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glm::vec4 fogColour;
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Light directionalLight;
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12
trigger.cc
12
trigger.cc
@ -1,7 +1,11 @@
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#include "trigger.hh"
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Trigger::Trigger(std::vector<float> position, float distance, bool isBigger, int objectIndex, int functionPointer) {
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Trigger::Trigger(std::vector<float> position, float distance, bool isBigger, Object* object, void (*functionPointer)()) {
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this->position=position;
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this->distance=distance;
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this->isBigger=isBigger;
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this->object=object;
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this->functionPointer=functionPointer;
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}
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Trigger::Trigger(){
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@ -9,3 +13,7 @@ Trigger::Trigger(){
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Trigger::~Trigger(){
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}
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void Trigger::triggerUpdate(){
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}
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10
trigger.hh
10
trigger.hh
@ -2,14 +2,20 @@
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#define TRIGGER_HH_INCLUDED
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#include <vector>
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#include "object.hh"
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class Trigger {
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public:
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Trigger(std::vector<float> position, float distance, bool isBigger, int objectIndex, int functionPointer);
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Trigger(std::vector<float> position, float distance, bool isBigger, Object* object, void (*functionPointer)());
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Trigger();
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~Trigger();
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void triggerUpdate();
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private:
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std::vector<float> position;
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float distance;
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bool isBigger;
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Object* object;
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void (*functionPointer)();
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};
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#endif
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