84 lines
2.4 KiB
C++
84 lines
2.4 KiB
C++
#include "level.hh"
|
|
|
|
Level::Level(std::string filePath){
|
|
this->filePath = filePath;
|
|
this->terrain = Terrain(filePath + "/terrain");
|
|
}
|
|
|
|
Level::Level() {
|
|
}
|
|
|
|
Level::~Level() {
|
|
}
|
|
|
|
void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
|
|
// currently hard coded should later read this stuff out of a file
|
|
this->camera = Camera(glm::vec2(-0.8f, 0.0f), 3.0f);
|
|
// load the geometry of the stanford bunny and build a VAO:
|
|
Model model = Model("Bunny.obj", 0.25f);
|
|
// load a texture:
|
|
Material material = Material("clownfishBunny.png", 0.1f, 0.5f, 0.5f, 3.0f);
|
|
//Create object
|
|
Object object = Object(model, material, glm::vec3(0.0f, 7.0f, -2.0f),
|
|
glm::vec3(0.0f, 1.0472f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
|
|
glm::vec3(0.0f, 0.0f, 0.0f), shader);
|
|
|
|
|
|
//set lighting parameters
|
|
ambientLight = glm::vec3(1.0f, 1.0f, 1.0f);
|
|
Light light = Light(glm::vec3(-3.0f, 6.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
|
|
lights.push_back(light);
|
|
Light light2 = Light(glm::vec3(3.0f, 6.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
|
|
lights.push_back(light2);
|
|
|
|
|
|
// load terrain
|
|
this->terrain.load();
|
|
Model terrainModel = Model(this->terrain.getModel());
|
|
// load a texture:
|
|
Material terrainMaterial = Material("terrainTexture.png", 0.1f, 0.8f, 0.2f, 3.0f);
|
|
//Create object
|
|
Object terrainObject = Object(terrainModel, terrainMaterial,
|
|
glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), 0.0f, -0.5f*(float)this->terrain.getHeightmapWidth()),
|
|
glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
|
|
glm::vec3(0.0f, 0.0f, 0.0f), shader);
|
|
objects.push_back(object);
|
|
objects.push_back(terrainObject);
|
|
cameraCenter = &objects[0];
|
|
}
|
|
|
|
void Level::render() {
|
|
for(unsigned int i = 0; i<objects.size(); i++) {
|
|
objects[i].render();
|
|
}
|
|
}
|
|
|
|
void Level::update(float runTime, glm::vec2 mouseDelta) {
|
|
// rotate bunny
|
|
//cameraCenter->setRotation(glm::vec3(0.0f, 1.0472f * runTime, 0.0f));
|
|
// Ignore first two mouse updates, because they are incorrect
|
|
static int i = 0;
|
|
if (i <2) {
|
|
i++;
|
|
}
|
|
else {
|
|
camera.updateRotation(mouseDelta/100.0f);
|
|
}
|
|
}
|
|
|
|
glm::vec3 Level::getAmbientLight() {
|
|
return ambientLight;
|
|
}
|
|
|
|
std::vector<Light> Level::getLights() {
|
|
return lights;
|
|
}
|
|
|
|
Camera Level::getCamera() {
|
|
return camera;
|
|
}
|
|
|
|
Object* Level::getCameraCenter() {
|
|
return cameraCenter;
|
|
}
|