Implemented loading of gloabal lighting. Added physics parameters to Compositions.xml.

This commit is contained in:
Steffen Fündgens 2014-12-12 16:24:47 +01:00
parent a1981ecbca
commit d67b7b5b23
4 changed files with 165 additions and 66 deletions

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@ -5,7 +5,7 @@
<xOffset>0.0</xOffset>
<yOffset>0.0</yOffset>
<zOffset>0.0</zOffset>
<scale>1.0</scale>
<scale>0.75</scale>
</object>
</composition>
@ -103,6 +103,7 @@
<diffuseFactor>0.5</diffuseFactor>
<specularFactor>0.5</specularFactor>
<shininess>3.0</shininess>
<physicType>Player</physicType>
</objectData>
<objectData>
@ -112,6 +113,11 @@
<diffuseFactor>0.6</diffuseFactor>
<specularFactor>0.4</specularFactor>
<shininess>2.0</shininess>
<physicType>Box</physicType>
<width>1.0</width>
<height>1.0</height>
<length>3.0</length>
<mass>2.0</mass>
</objectData>
<objectData>
@ -121,6 +127,10 @@
<diffuseFactor>0.6</diffuseFactor>
<specularFactor>0.4</specularFactor>
<shininess>2.0</shininess>
<physicType>TriangleMeshBody</physicType>
<mass>2.0</mass>
<dampningL></dampningL>
<dampningA></dampningA>
</objectData>
<objectData>
@ -130,6 +140,10 @@
<diffuseFactor>0.3</diffuseFactor>
<specularFactor>0.7</specularFactor>
<shininess>10.0</shininess>
<physicType>TriangleMeshBody</physicType>
<mass>0.0</mass>
<dampningL></dampningL>
<dampningA></dampningA>
</objectData>
<objectData>
@ -139,6 +153,10 @@
<diffuseFactor>0.6</diffuseFactor>
<specularFactor>0.4</specularFactor>
<shininess>2.0</shininess>
<physicType>TriangleMeshBody</physicType>
<mass>1.0</mass>
<dampningL></dampningL>
<dampningA></dampningA>
</objectData>
<objectData>
@ -148,4 +166,8 @@
<diffuseFactor>0.6</diffuseFactor>
<specularFactor>0.4</specularFactor>
<shininess>2.0</shininess>
<physicType>TriangleMeshBody</physicType>
<mass>0.0</mass>
<dampningL></dampningL>
<dampningA></dampningA>
</objectData>

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@ -26,6 +26,20 @@
<typeID>99</typeID>
</composition>
<composition>
<scale>1.0</scale>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<manualPos>false</manualPos>
<xPos>2.500000</xPos>
<yOffset>0.0</yOffset>
<zPos>-2.500000</zPos>
<idGreen>1</idGreen>
<idBlue>7</idBlue>
<typeID>99</typeID>
</composition>
<composition>
<scale>1.0</scale>
<xRot>0.0</xRot>
@ -40,6 +54,34 @@
<typeID>99</typeID>
</composition>
<composition>
<scale>1.0</scale>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<manualPos>false</manualPos>
<xPos>-0.500000</xPos>
<yOffset>0.0</yOffset>
<zPos>1.500000</zPos>
<idGreen>1</idGreen>
<idBlue>5</idBlue>
<typeID>99</typeID>
</composition>
<composition>
<scale>1.0</scale>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<manualPos>false</manualPos>
<xPos>-0.500000</xPos>
<yOffset>0.0</yOffset>
<zPos>-1.500000</zPos>
<idGreen>1</idGreen>
<idBlue>4</idBlue>
<typeID>99</typeID>
</composition>
<composition>
<scale>1.0</scale>
<xRot>0.0</xRot>
@ -53,3 +95,58 @@
<idBlue>3</idBlue>
<typeID>99</typeID>
</composition>
<composition>
<scale>1.0</scale>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<manualPos>false</manualPos>
<xPos>-3.500000</xPos>
<yOffset>0.0</yOffset>
<zPos>-3.500000</zPos>
<idGreen>1</idGreen>
<idBlue>2</idBlue>
<typeID>99</typeID>
</composition>
<composition>
<scale>1.0</scale>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<manualPos>false</manualPos>
<xPos>-4.500000</xPos>
<yOffset>0.0</yOffset>
<zPos>-4.500000</zPos>
<idGreen>1</idGreen>
<idBlue>1</idBlue>
<typeID>99</typeID>
</composition>
<ambientLight>
<rColour>1.0</rColour>
<gColour>1.0</gColour>
<bColour>1.0</bColour>
</ambientLight>
<fogColour>
<rColour>0.10</rColour>
<gColour>0.14</gColour>
<bColour>0.14</bColour>
<alpha>1.0</alpha>
</fogColour>
<directionalLight>
<xOffset>-1.0</xOffset>
<yOffset>1.5</yOffset>
<zOffset>1.0</zOffset>
<rColour>1.0</rColour>
<gColour>1.0</gColour>
<bColour>0.9</bColour>
<intensity>0.2</intensity>
</directionalLight>
<skydome>
<texture>skydome.png</texture>
</skydome>

110
level.cc
View File

@ -1,4 +1,5 @@
#include "level.hh"
#include <string>
using namespace tinyxml2;
@ -82,7 +83,7 @@ void Level::load() {
objects.push_back(skydomeObject);
skydome = skydomeObject;
//load lighting parameters
float rColour, gColour, bColour, alpha, xOffset, yOffset, zOffset;
float rColour, gColour, bColour, alpha, xOffset, yOffset, zOffset, intensity;
XMLElement* ambientElement = doc->FirstChildElement("ambientLight");
errorCheck(ambientElement->FirstChildElement("rColour")->QueryFloatText(&rColour));
errorCheck(ambientElement->FirstChildElement("gColour")->QueryFloatText(&gColour));
@ -94,9 +95,15 @@ void Level::load() {
errorCheck(fogElement->FirstChildElement("bColour")->QueryFloatText(&bColour));
errorCheck(fogElement->FirstChildElement("alpha")->QueryFloatText(&alpha));
fogColour = glm::vec4(rColour,gColour,bColour, alpha);
directionalLight = Light(glm::vec3(-1.0f, 1.5f, 1.0f), glm::vec3(1.0f, 1.0f, 0.9f), 0.2f);
XMLElement* directionalElement = doc->FirstChildElement("directionalLight");
errorCheck(directionalElement->FirstChildElement("xOffset")->QueryFloatText(&xOffset));
errorCheck(directionalElement->FirstChildElement("yOffset")->QueryFloatText(&yOffset));
errorCheck(directionalElement->FirstChildElement("zOffset")->QueryFloatText(&zOffset));
errorCheck(directionalElement->FirstChildElement("rColour")->QueryFloatText(&rColour));
errorCheck(directionalElement->FirstChildElement("gColour")->QueryFloatText(&gColour));
errorCheck(directionalElement->FirstChildElement("bColour")->QueryFloatText(&bColour));
errorCheck(directionalElement->FirstChildElement("intensity")->QueryFloatText(&intensity));
directionalLight = Light(glm::vec3(xOffset,yOffset,zOffset), glm::vec3(rColour,gColour,bColour), intensity);
//load Objects
XMLDocument* compositions = new XMLDocument();
const char* compositionsFile = "../Levels/ObjectSetups/Compositions.xml";
@ -125,7 +132,6 @@ void Level::load() {
errorCheck(object->FirstChildElement("scale")->QueryFloatText(&objectScale));
errorCheck(thisComposition->FirstChildElement("scale")->QueryFloatText(&compScale));
Model model = Model(modelPath, objectScale * compScale);
Material material;
XMLElement* objectData = compositions->FirstChildElement("objectData");
for(; objectData; objectData=objectData->NextSiblingElement("objectData")){
const char* charDataModelPath = objectData->FirstChildElement("modelPath")->GetText();
@ -144,38 +150,42 @@ void Level::load() {
printf("XMLError: No texturePath found in objectData.\n");
}
std::string texturePath = charTexturePath;
material = Material(texturePath, ambientFactor, diffuseFactor, specularFactor, shininess);
Material material = Material(texturePath, ambientFactor, diffuseFactor, specularFactor, shininess);
float compXPos, compYOffset, compZPos;
glm::vec3 objectOffset, compRot;
errorCheck(object->FirstChildElement("xOffset")->QueryFloatText(&objectOffset[0]));
errorCheck(object->FirstChildElement("yOffset")->QueryFloatText(&objectOffset[1]));
errorCheck(object->FirstChildElement("zOffset")->QueryFloatText(&objectOffset[2]));
errorCheck(thisComposition->FirstChildElement("xPos")->QueryFloatText(&compXPos));
errorCheck(thisComposition->FirstChildElement("yOffset")->QueryFloatText(&compYOffset));
errorCheck(thisComposition->FirstChildElement("zPos")->QueryFloatText(&compZPos));
errorCheck(thisComposition->FirstChildElement("xRot")->QueryFloatText(&compRot[0]));
errorCheck(thisComposition->FirstChildElement("yRot")->QueryFloatText(&compRot[1]));
errorCheck(thisComposition->FirstChildElement("zRot")->QueryFloatText(&compRot[2]));
glm::vec3 compPos = glm::vec3(compXPos,
compYOffset+terrain.getHeightmap()[int(compXPos-0.5+0.5*terrain.getHeightmapHeight())]
[int(compZPos-0.5+0.5*terrain.getHeightmapWidth())],
compZPos);
objectOffset = objectOffset * compScale;
glm::vec4 rotatedObjectOffset = glm::rotate(compRot.x, glm::vec3(1.0f, 0.0f, 0.0f))
* glm::rotate(compRot.y, glm::vec3(0.0f, 1.0f, 0.0f))
* glm::rotate(compRot.z, glm::vec3(0.0f, 0.0f, 1.0f))
* glm::vec4(objectOffset, 0);
glm::vec3 objectPosition = compPos + glm::vec3(rotatedObjectOffset.x,rotatedObjectOffset.y,rotatedObjectOffset.z);
Object* object = new Object(model, material, objectPosition, compRot);
objects.push_back(object);
//physicObjects.push_back(object);
const char* charPhysicType = objectData->FirstChildElement("physicType")->GetText();
if(charPhysicType == NULL){
printf("XMLError: No physicType found.\n");
}
std::string physicType = charPhysicType;
//TODO switch (physicType) and add object to physics
//if(compositionType == 20){
// cameraCenter = object;
//}
}
}
float compXPos, compYOffset, compZPos;
glm::vec3 objectOffset, compRot;
errorCheck(object->FirstChildElement("xOffset")->QueryFloatText(&objectOffset[0]));
errorCheck(object->FirstChildElement("yOffset")->QueryFloatText(&objectOffset[1]));
errorCheck(object->FirstChildElement("zOffset")->QueryFloatText(&objectOffset[2]));
errorCheck(thisComposition->FirstChildElement("xPos")->QueryFloatText(&compXPos));
errorCheck(thisComposition->FirstChildElement("yOffset")->QueryFloatText(&compYOffset));
errorCheck(thisComposition->FirstChildElement("zPos")->QueryFloatText(&compZPos));
errorCheck(thisComposition->FirstChildElement("xRot")->QueryFloatText(&compRot[0]));
errorCheck(thisComposition->FirstChildElement("yRot")->QueryFloatText(&compRot[1]));
errorCheck(thisComposition->FirstChildElement("zRot")->QueryFloatText(&compRot[2]));
glm::vec3 compPos = glm::vec3(compXPos,
compYOffset+terrain.getHeightmap()[int(compXPos-0.5+0.5*terrain.getHeightmapHeight())]
[int(compZPos-0.5+0.5*terrain.getHeightmapWidth())],
compZPos);
objectOffset = objectOffset * compScale;
glm::vec4 rotatedObjectOffset = glm::rotate(compRot.x, glm::vec3(1.0f, 0.0f, 0.0f))
* glm::rotate(compRot.y, glm::vec3(0.0f, 1.0f, 0.0f))
* glm::rotate(compRot.z, glm::vec3(0.0f, 0.0f, 1.0f))
* glm::vec4(objectOffset, 0);
glm::vec3 objectPosition = compPos + glm::vec3(rotatedObjectOffset.x,rotatedObjectOffset.y,rotatedObjectOffset.z);
Object* object = new Object(model, material, objectPosition, compRot);
objects.push_back(object);
//TODO if object has physics: physicObjects.push_back(object); //should not all objects have physics in the end?
//TODO add object to physics
//if(compositionType == 20){
// cameraCenter = object;
// this->physics.addPlayer(1.25f,*object,8.0f,physicObjects.size());
//}
}
XMLElement* light = composition->FirstChildElement("light");
for(; light; light=light->NextSiblingElement("light")){
@ -222,36 +232,6 @@ void Level::load() {
physicObjects.push_back(object);
this->physics.addPlayer(1.25f,*object,8.0f,physicObjects.size());
cameraCenter = object;
Model torchModel = Model("torch.obj", 0.75f);
Material torchMaterial = Material("torchTexture.png", 0.1f, 0.3f, 0.7f, 10.0f);
//Create object
Object* torchObject = new Object(torchModel, torchMaterial, glm::vec3(-3.0f, 6.0f, 0.0f),
glm::vec3(0.0f, 1.0472f, 0.0f));
objects.push_back(torchObject);
Model blockModel = Model("block.obj", 1.0f);
Material blockMaterial = Material("blockTexture_small.png", 0.1f, 0.6, 0.4f, 2.0f);
Object* blockObject = new Object(blockModel, blockMaterial, glm::vec3(0.0f, 10.0f, 0.0f),
glm::vec3(0.0f, 0.0f, 0.0f));
objects.push_back(blockObject);
physicObjects.push_back(blockObject);
physics.addBox(1,3.0f,1,*blockObject,2,physicObjects.size());
Object* blockObject2 = new Object(blockModel, blockMaterial, glm::vec3(5.0f, 10.0f, 5.0f),
glm::vec3(0.0f, 0.0f, 0.0f));
objects.push_back(blockObject2);
physicObjects.push_back(blockObject2);
physics.addBox(1,3.0f,1,*blockObject2,2,physicObjects.size());
Model columnModel = Model("column.obj", 1.0f);
Material columnMaterial = Material("columnTexture2.png", 0.1f, 0.6, 0.4f, 2.0f);
Object* columnObject = new Object(columnModel, columnMaterial, glm::vec3(-2.0f, 7.0f, -2.0f),
glm::vec3(0.0f, 0.0f, 0.0f));
objects.push_back(columnObject);
}
void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass) {