Saxum/level.cc
2014-11-17 18:18:57 +01:00

141 lines
4.5 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) {
this->physics = Physics();
this->physics.init();
// 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("Marble.obj", 0.75f);
// load a texture:
Material material = Material("marbleTexture.png", 0.1f, 0.5f, 0.5f, 3.0f);
//Create object
Object object = Object(model, material, glm::vec3(0.0f, 10.0f, 0.0f),
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);
//add player to phy
this->physics.addPlayer(1.25f,0.0f,10.0f,0.0f,1.0f,0);
objects.push_back(object);
//physics.addStaticGroundPlane();
Model torchModel = Model("torch.obj", 0.75f);
Material torchMaterial = Material("torchTexture.png", 0.1f, 0.3f, 0.7f, 10.0f);
//Create object
Object torchObject = Object(torchModel, torchMaterial, glm::vec3(-3.0f, 6.0f, 0.0f),
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);
objects.push_back(torchObject);
Model blockModel = Model("Block.obj", 1.0f);
Material blockMaterial = Material("blockTexture.png", 0.1f, 0.6, 0.4f, 2.0f);
Object blockObject = Object(blockModel, blockMaterial, glm::vec3(2.0f, 7.0f, 2.0f),
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(blockObject);
Model columnModel = Model("Column.obj", 1.0f);
Material columnMaterial = Material("columnTexture.png", 0.1f, 0.6, 0.4f, 2.0f);
Object columnObject = Object(columnModel, columnMaterial, glm::vec3(-2.0f, 7.0f, -2.0f),
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(columnObject);
//set lighting parameters
ambientLight = glm::vec3(1.0f, 1.0f, 1.0f);
directionalLight = Light(glm::vec3(-0.5f, 0.0f, -0.5f), glm::vec3(1.0f, 1.0f, 0.0f), 0.4f);
Light light = Light(glm::vec3(-3.0f, 7.0f, 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(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("seamlessTerrain.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(terrainObject);
cameraCenter = &objects[0];
//addTerrainPhysic
physics.addTerrain(terrain.getHeightmapWidth(), terrain.getHeightmapHeight(), terrain.getHeightmap());
}
void Level::render() {
for(unsigned int i = 0; i<objects.size(); i++) {
objects[i].render();
}
}
void Level::update(float runTime, glm::vec2 mouseDelta, bool wPressed, bool aPressed, bool sPressed, bool dPressed) {
// 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 {
mouseDelta.x = -mouseDelta.x;
camera.updateRotation(mouseDelta/100.0f);
}
if(wPressed){
physics.rollForward(camera.getVector(),1.0f);
}
if(aPressed) {
physics.rollLeft(camera.getVector(),1.0f);
}
if(sPressed) {
physics.rollBack(camera.getVector(),1.0f);
}
if(dPressed){
physics.rollRight(camera.getVector(),1.0f);
}
physics.takeUpdateStep(runTime);
objects[0].setPosition(physics.getPos(0));
objects[0].setRotation(physics.getRotation(0));
}
glm::vec3 Level::getAmbientLight() {
return ambientLight;
}
std::vector<Light> Level::getLights() {
return lights;
}
Camera* Level::getCamera() {
return &camera;
}
Object* Level::getCameraCenter() {
return cameraCenter;
}
Light* Level::getDirectionalLight() {
return &directionalLight;
}