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

This commit is contained in:
Jasper 2015-03-09 17:03:28 +01:00
commit be21855e1d
12 changed files with 115 additions and 15 deletions

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@ -629,7 +629,7 @@
<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>
@ -641,7 +641,7 @@
<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>
@ -702,7 +702,7 @@
<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>
@ -715,7 +715,7 @@
<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>

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@ -13089,10 +13089,10 @@
<terrain>
<texture>seamlessTerrain.png</texture>
<ambientFactor>0.13</ambientFactor>
<ambientFactor>0.14</ambientFactor>
<diffuseFactor>0.8</diffuseFactor>
<specularFactor>0.2</specularFactor>
<shininess>3.0</shininess>
<shininess>1.0</shininess>
</terrain>
<skydome>

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@ -29,7 +29,7 @@ function trigger(objectToChange)
local yPos = 25.0
local zPos = 54.5
level:preloadLightPosition(xPos, yPos, zPos)
level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.5, 1.3, 2.3)
level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.0, 1.3, 2.0)
print("openSecondDoor1")
end
end

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@ -29,7 +29,7 @@ function trigger(objectToChange)
local yPos = 25.0
local zPos = 26.5
level:preloadLightPosition(xPos, yPos, zPos)
level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.5, 1.3, 2.3)
level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.0, 1.3, 2.0)
print("openSecondDoor2")
end
end

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@ -29,7 +29,7 @@ function trigger(objectToChange)
local yPos = 25.0
local zPos = 26.5
level:preloadLightPosition(xPos, yPos, zPos)
level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.5, 1.3, 2.3)
level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.0, 1.3, 2.0)
print("openSecondDoor3")
end
end

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@ -38,7 +38,7 @@ function trigger(objectToChange)
local yPos = 25.0
local zPos = 54.5
level:preloadLightPosition(xPos, yPos, zPos)
level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.5, 1.3, 2.3)
level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.0, 1.3, 2.0)
print("openSecondDoor4")
end
end

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@ -132,8 +132,8 @@ float samplePointShadow(samplerCubeShadow shadowMap, vec3 lightDirection) {
float A = -(farPlane+nearPlane)/(farPlane-nearPlane);
float B = -2*(farPlane*nearPlane)/(farPlane - nearPlane);
float compValue = 0.5*(-A*length(lightDirection) + B)/length(lightDirection) + 0.5;
float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0)));
bias = clamp(bias, 0.0, 0.01);
float bias = 0.001*tan(acos(clamp(dot(vNormal, lightDirection), 0.0, 1.0)));
bias = clamp(bias, 0.0, 0.001);
return texture(shadowMap, vec4(lightDirection , compValue - bias));
}

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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));

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@ -0,0 +1,100 @@
%*****************************************************************************%
% This LaTeX-Template is based on the beamer package: %
% http://latex-beamer.sourceforge.net %
% %
% For further details on how to create beamer slides you can check their %
% documentation: %
% http://mirror.ctan.org/macros/latex/contrib/beamer/doc/beameruserguide.pdf %
% %
% The layout fits the current standard of the acg color scheme. %
% Version: 1.0 %
% Authors: Lars Krecklau <krecklau@informatik.rwth-aachen.de> %
%*****************************************************************************%
\documentclass{beamer}
\usepackage{graphicx}
\usepackage[german]{babel}
% Place in these lines your title and the author's names:
\newcommand{\myTitle}{\includegraphics[width=9cm]{saxum_logo.png}}
\newcommand{\myAutors}{Fabian Klemp, Steffen F\"undgens, Simon Froitzheim, Jasper Manousek}
\newcommand{\myAutorsFoot}{\myAutors}
% If you want to draw images by latex:
% http://www.texample.net/tikz/
\usepackage{tikz}
\usetikzlibrary{arrows,shapes}
% Apply the acg layout
\include{layoutacg}
% Setup the title page
\title{\myTitle}
\author{\myAutors}
\institute{RWTH Aachen University}
\date{\today}
\subject{\myTitle}
\begin{document}
\begin{frame}
\titlepage
\end{frame}
\section{\myTitle}
\subsection{Overview}
\begin{frame}
\begin{itemize}
\item Puzzle/Exploration marble game in a desert-ruins setting
\item Player is in search for the missing sun
\item Pseudo-realistic graphics style
\item Focus on physics-based gameplay
\end{itemize}
\end{frame}
\subsection{Fabian - Graphics}
\begin{frame}
\begin{itemize}
\item Phong Shading
\item Shadow Mapping
\item Simple flame simulation with geometry shader
\item Blurring of flames
\end{itemize}
\end{frame}
\subsection{Simon - Content Creation}
\begin{frame}
\begin{itemize}
\item Modeling
\item Texturing
\item Level design
\end{itemize}
\end{frame}
\subsection{Steffen - General Programming}
\begin{frame}
\begin{itemize}
\item Converter
\item Loading
\item Triggers and Lua scripts
\end{itemize}
\end{frame}
\subsection{Jasper - Game Logic}
\begin{frame}
\begin{itemize}
\item Bullet integration
\item Custom constraints
\item Camera
\item Simple animations
\end{itemize}
\end{frame}
\end{document}

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