Merge branch 'master' of github.com:Faerbit/swp
This commit is contained in:
commit
f71f9e0590
@ -3,7 +3,7 @@ CMAKE_MINIMUM_REQUIRED (VERSION 2.6)
|
||||
add_subdirectory(converter)
|
||||
|
||||
# project/binary name:
|
||||
PROJECT(MarbleRaceGroupC)
|
||||
PROJECT(saxum)
|
||||
|
||||
# ACGL setup
|
||||
SET(ACGL_OPENGL_SUPPORT CORE_32)
|
||||
@ -146,5 +146,5 @@ SET(HEADER_FILES ${HEADER_FILES} ${HEADER_FILES_LUA_BRIDGE})
|
||||
SET (LIBRARIES ${LIBRARIES} ${CMAKE_SOURCE_DIR}/extern/lua/src/liblua.a)
|
||||
|
||||
|
||||
ADD_EXECUTABLE(MarbleRaceGroupC ${SOURCE_FILES} ${HEADER_FILES} ${SHADER_FILES} ${README_FILES})
|
||||
TARGET_LINK_LIBRARIES(MarbleRaceGroupC ${LIBRARIES} ${CMAKE_DL_LIBS})
|
||||
ADD_EXECUTABLE(saxum ${SOURCE_FILES} ${HEADER_FILES} ${SHADER_FILES} ${README_FILES})
|
||||
TARGET_LINK_LIBRARIES(saxum ${LIBRARIES} ${CMAKE_DL_LIBS})
|
||||
|
@ -13057,23 +13057,23 @@
|
||||
</ambientLight>
|
||||
|
||||
<fogColourDay>
|
||||
<rColour>0.10</rColour>
|
||||
<gColour>0.14</gColour>
|
||||
<bColour>0.14</bColour>
|
||||
<rColour>0.57</rColour>
|
||||
<gColour>0.80</gColour>
|
||||
<bColour>0.98</bColour>
|
||||
<alpha>1.0</alpha>
|
||||
</fogColourDay>
|
||||
|
||||
<fogColourRise>
|
||||
<rColour>0.60</rColour>
|
||||
<gColour>0.14</gColour>
|
||||
<bColour>0.14</bColour>
|
||||
<rColour>0.88</rColour>
|
||||
<gColour>0.38</gColour>
|
||||
<bColour>0.38</bColour>
|
||||
<alpha>1.0</alpha>
|
||||
</fogColourRise>
|
||||
|
||||
<fogColourNight>
|
||||
<rColour>0.05</rColour>
|
||||
<gColour>0.07</gColour>
|
||||
<bColour>0.34</bColour>
|
||||
<rColour>0.09</rColour>
|
||||
<gColour>0.1</gColour>
|
||||
<bColour>0.24</bColour>
|
||||
<alpha>1.0</alpha>
|
||||
</fogColourNight>
|
||||
|
||||
|
@ -7,7 +7,7 @@ function trigger(objectToChange)
|
||||
return
|
||||
end
|
||||
|
||||
local maxTimeDiff = 20
|
||||
local maxTimeDiff = 30
|
||||
local timeDiff = os.clock()- global.sunStartTime
|
||||
if(timeDiff > maxTimeDiff)then
|
||||
timeDiff = maxTimeDiff
|
||||
|
@ -92,11 +92,11 @@ vec4 fogColor(float dot) {
|
||||
if(dot<0.0) {
|
||||
dayFactor = 0.0;
|
||||
}
|
||||
else if(dot>0.51) {
|
||||
else if(dot>1.0) {
|
||||
dayFactor = 1.0;
|
||||
}
|
||||
else {
|
||||
dayFactor = sin(3*dot);
|
||||
dayFactor = sin(1.5*dot);
|
||||
}
|
||||
if (dot <0.0) {
|
||||
return mix(fogColorNight, fogColorRise, riseFactor);
|
||||
@ -155,7 +155,7 @@ void main()
|
||||
if(length(directionalLightVector)>0.0f) {
|
||||
vec3 directionalVector = normalize(directionalLightVector);
|
||||
sunAngle = dot(vec3(0.0, 1.0, 0.0), directionalVector);
|
||||
if ( sunAngle > -0.5) {
|
||||
if ( sunAngle > -0.7) {
|
||||
float directionalVisibility = 1.0f;
|
||||
if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.2) {
|
||||
if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.2) {
|
||||
|
@ -35,11 +35,11 @@ vec4 fogColor(float dot) {
|
||||
if(dot<0.0) {
|
||||
dayFactor = 0.0;
|
||||
}
|
||||
else if(dot>0.77) {
|
||||
else if(dot>1.0) {
|
||||
dayFactor = 1.0;
|
||||
}
|
||||
else {
|
||||
dayFactor = sin(2*dot);
|
||||
dayFactor = sin(1.5*dot);
|
||||
}
|
||||
if (dot <0.0) {
|
||||
return mix(fogColorNight, fogColorRise, riseFactor);
|
||||
|
@ -348,7 +348,7 @@ void Graphics::render(double time)
|
||||
for (unsigned int i = 0; i<framebuffer_directional.size(); i++) {
|
||||
framebuffer_directional.at(i)->bind();
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
if (sunAngle > -0.5f) {
|
||||
if (sunAngle > -0.7f) {
|
||||
float projection_size = 0.0f;
|
||||
switch(i) {
|
||||
case 0:
|
||||
|
6
level.cc
6
level.cc
@ -19,8 +19,8 @@ Level::~Level() {
|
||||
}
|
||||
for(unsigned int i = 0; i<objects.size(); i++) {
|
||||
delete(objects.at(i));
|
||||
delete(waterPlane);
|
||||
}
|
||||
delete(waterPlane);
|
||||
}
|
||||
|
||||
void Level::load() {
|
||||
@ -60,12 +60,14 @@ void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
|
||||
for(unsigned int i = 0; i<objects.size(); i++) {
|
||||
if (lightingPass) {
|
||||
objects.at(i)->render(shader, lightingPass, true, viewProjectionMatrix, shadowVPs);
|
||||
waterPlane->render(shader, lightingPass, true, viewProjectionMatrix, shadowVPs);
|
||||
}
|
||||
else {
|
||||
objects.at(i)->render(shader, lightingPass, false, viewProjectionMatrix, shadowVPs);
|
||||
}
|
||||
}
|
||||
if (lightingPass) {
|
||||
waterPlane->render(shader, lightingPass, true, viewProjectionMatrix, shadowVPs);
|
||||
}
|
||||
}
|
||||
|
||||
void Level::update(float runTimeSinceLastUpdate, float runTime, glm::vec2 mouseDelta, bool wPressed, bool aPressed, bool sPressed, bool dPressed,bool kPressed, bool lPressed) {
|
||||
|
Loading…
Reference in New Issue
Block a user