diff --git a/application.cc b/application.cc
index 0dafbd3..2dea84d 100644
--- a/application.cc
+++ b/application.cc
@@ -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;
+}
diff --git a/application.hh b/application.hh
index 169a664..be205de 100644
--- a/application.hh
+++ b/application.hh
@@ -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
diff --git a/data/config.xml b/data/config.xml
index f46e6b4..b389f19 100644
--- a/data/config.xml
+++ b/data/config.xml
@@ -22,3 +22,8 @@
data/levels/
data/levels/
+
+
+ loadingscreen.png
+ loadingscreenContinue.png
+
diff --git a/data/shader/loading.fsh b/data/shader/loading.fsh
new file mode 100644
index 0000000..f19e02e
--- /dev/null
+++ b/data/shader/loading.fsh
@@ -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));
+}
diff --git a/data/shader/loading.vsh b/data/shader/loading.vsh
new file mode 100644
index 0000000..f3e6540
--- /dev/null
+++ b/data/shader/loading.vsh
@@ -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);
+}
diff --git a/data/textures/loadingscreen.png b/data/textures/loadingscreen.png
new file mode 100644
index 0000000..4162d66
Binary files /dev/null and b/data/textures/loadingscreen.png differ
diff --git a/data/textures/loadingscreenContinue.png b/data/textures/loadingscreenContinue.png
new file mode 100644
index 0000000..e8d5e64
Binary files /dev/null and b/data/textures/loadingscreenContinue.png differ
diff --git a/graphics.cc b/graphics.cc
index 36fda09..7a00fef 100644
--- a/graphics.cc
+++ b/graphics.cc
@@ -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(3);
framebuffer_directional = std::vector(3);
@@ -118,12 +99,6 @@ void Graphics::init(Level* level) {
framebuffer_directional.at(i)->validate();
}
- lightingShader->use();
-
- for (unsigned int i = 0; isetTexture("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; isetTexture("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; isetTexture("shadowMap_directional" + std::to_string(i), depth_directionalMaps.at(i), i+1);
+ }
+
+ if (level->getLights()->size() > 0) {
+ for(unsigned int i = 0; isetTexture("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_pointlightgetObjectName(), 0);
+ framebuffer_cube->bind();
+ for (unsigned int i_pointlight = 0; i_pointlightgetObjectName(), 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 viewMatrixVector = std::vector();
+ 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 depthViewProjectionMatrices = std::vector(framebuffer_directional.size());
+ glm::vec3 sunVector = (level->getCameraCenter()->getPosition() + level->getDirectionalLight()->getPosition());
+
+ for (unsigned int i = 0; ibind();
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 viewMatrixVector = std::vector();
- 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(-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 depthViewProjectionMatrices = std::vector(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; ibind();
- 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(-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 depthBiasVPs = std::vector(depthViewProjectionMatrices.size());
+ for (unsigned int i = 0; isetUniform("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 depthBiasVPs = std::vector(depthViewProjectionMatrices.size());
- for (unsigned int i = 0; isetUniform("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;
+}
diff --git a/graphics.hh b/graphics.hh
index 3e5358a..eb22ae5 100644
--- a/graphics.hh
+++ b/graphics.hh
@@ -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 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
diff --git a/loader.cc b/loader.cc
index f05c4c5..36ca918 100644
--- a/loader.cc
+++ b/loader.cc
@@ -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) {
diff --git a/main.cc b/main.cc
index a47f5f1..aa70ed8 100644
--- a/main.cc
+++ b/main.cc
@@ -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();
+ }
}
}