Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn

Conflicts:
	Escape-the-Dawn/GameWorld.cpp
This commit is contained in:
Tobias Dahl
2014-03-13 01:06:07 +01:00
11 changed files with 142 additions and 30 deletions
+1
View File
@@ -166,6 +166,7 @@
</ItemGroup>
<ItemGroup>
<None Include="Fragment2.glsl" />
<None Include="Shaders\AABB.frag.glsl" />
<None Include="Shaders\Fragment.glsl" />
<None Include="Shaders\Normals.frag.glsl" />
<None Include="Shaders\Normals.geo.glsl" />
@@ -176,6 +176,9 @@
<None Include="Shaders\VisualizeDepth.vert.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="Shaders\AABB.frag.glsl">
<Filter>Shaders</Filter>
</None>
</ItemGroup>
<ItemGroup>
<Filter Include="Systems">
+11 -8
View File
@@ -79,22 +79,25 @@ void GameWorld::Initialize()
//ground
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, -4.f, 0.f);
transform->Position = glm::vec3(0.f, 0.f, 0.f);
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "plane.obj";
// Player
ent = CreateEntity();
SetProperty(ent, "Name", std::string("PlayerShip"));
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, 0.f, 0.f);
model = AddComponent<Components::Model>(ent, "Model");
m_Player = CreateEntity();
SetProperty(m_Player, "Name", std::string("PlayerShip"));
transform = AddComponent<Components::Transform>(m_Player, "Transform");
transform->Position = glm::vec3(0.f, 4.f, 0.f);
model = AddComponent<Components::Model>(m_Player, "Model");
model->ModelFile = "ship.obj";
AddComponent<Components::Input>(ent, "Input");
AddComponent<Components::Input>(m_Player, "Input");
auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
bounds->Origin = glm::vec3(0.f);
bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(10.f, 0.f, 0.f);
transform->Position = glm::vec3(10.f, 4.f, 0.f);
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "ship.obj";
}
+2
View File
@@ -42,6 +42,8 @@ public:
private:
std::shared_ptr<Renderer> m_Renderer;
EntityID m_Player;
};
#endif // GameWorld_h__
+83 -2
View File
@@ -7,7 +7,7 @@ Renderer::Renderer()
m_DrawWireframe = false;
m_SunPosition = glm::vec3(0, 10, 10);
m_SunTarget = glm::vec3(0);
m_SunTarget = glm::vec3(0, 0, 0);
m_SunProjection = glm::ortho<float>(-20, 20, -20, 20, -10, 20);
}
@@ -85,6 +85,12 @@ void Renderer::LoadContent()
m_ShaderProgramShadowsDrawDepth.Compile();
m_ShaderProgramShadowsDrawDepth.Link();
m_ShaderProgramDebugAABB.AddShader(standardVS);
m_ShaderProgramDebugAABB.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/AABB.frag.glsl")));
m_ShaderProgramDebugAABB.Compile();
m_ShaderProgramDebugAABB.Link();
m_DebugAABB = CreateAABB();
m_ScreenQuad = CreateQuad();
CreateShadowMap(2048*2);
}
@@ -116,9 +122,25 @@ void Renderer::CreateShadowMap(int resolution)
}
void Renderer::Draw(double dt)
{
glDisable(GL_BLEND);
DrawShadowMap();
DrawScene();
#ifdef DEBUG
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
m_ShaderProgramDebugAABB.Bind();
for (auto aabbModelMatrix : AABBsToRender) {
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
glm::mat4 MVP = cameraMatrix * aabbModelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glBindVertexArray(m_DebugAABB);
glDrawArrays(GL_LINES, 0, 24);
}
AABBsToRender.clear();
#endif
DrawDebugShadowMap();
ModelsToRender.clear();
@@ -336,4 +358,63 @@ GLuint Renderer::CreateQuad()
glBindBuffer(GL_ARRAY_BUFFER, 0);
return vao;
}
}
GLuint Renderer::CreateAABB()
{
float vertices[] = {
// Bottom
-1.0f, -1.0f, 1.0f, // 0
1.0f, -1.0f, 1.0f, // 1
1.0f, -1.0f, 1.0f, // 1
1.0f, -1.0f, -1.0f, // 2
1.0f, -1.0f, -1.0f, // 2
-1.0f, -1.0f, -1.0f, // 3
-1.0f, -1.0f, -1.0f, // 3
-1.0f, -1.0f, 1.0f, // 0
// Top
-1.0f, 1.0f, 1.0f, // 4
1.0f, 1.0f, 1.0f, // 5
1.0f, 1.0f, 1.0f, // 5
1.0f, 1.0f, -1.0f, // 6
1.0f, 1.0f, -1.0f, // 6
-1.0f, 1.0f, -1.0f, // 7
-1.0f, 1.0f, -1.0f, // 7
-1.0f, 1.0f, 1.0f, // 4
// Connectors
-1.0f, -1.0f, 1.0f, // 0
-1.0f, 1.0f, 1.0f, // 4
1.0f, -1.0f, 1.0f, // 1
1.0f, 1.0f, 1.0f, // 5
1.0f, -1.0f, -1.0f, // 2
1.0f, 1.0f, -1.0f, // 6
-1.0f, -1.0f, -1.0f, // 3
-1.0f, 1.0f, -1.0f, // 7
};
GLuint vbo, vao;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
return vao;
}
void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector)
{
glm::mat4 model;
model *= glm::translate(origin);
model *= glm::scale(volumeVector);
AABBsToRender.push_back(model);
}
+5
View File
@@ -46,6 +46,7 @@ public:
std::vector<float> Light_linearAttenuation;
std::vector<float> Light_quadraticAttenuation;
std::vector<float> Light_spotExponent;
std::vector<glm::mat4> AABBsToRender;
Renderer();
@@ -64,6 +65,7 @@ public:
float _quadraticAttenuation,
float _spotExponent
);
void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector);
void LoadContent();
@@ -87,6 +89,7 @@ private:
glm::vec3 m_SunTarget;
glm::mat4 m_SunProjection;
GLuint m_DebugAABB;
GLuint m_ScreenQuad;
GLuint m_ShadowFrameBuffer;
GLuint m_ShadowDepthTexture;
@@ -97,6 +100,7 @@ private:
ShaderProgram m_ShaderProgramNormals;
ShaderProgram m_ShaderProgramShadows;
ShaderProgram m_ShaderProgramShadowsDrawDepth;
ShaderProgram m_ShaderProgramDebugAABB;
void DrawScene();
void DrawModels(ShaderProgram &shader);
@@ -104,6 +108,7 @@ private:
void CreateShadowMap(int resolution);
GLuint CreateQuad();
void DrawDebugShadowMap();
GLuint CreateAABB();
};
+15
View File
@@ -0,0 +1,15 @@
#version 430
in VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
vec3 ShadowCoord;
} Input;
out vec4 FragmentColor;
void main() {
//FragmentColor = vec4(1.0 - gl_Color.r, 1.0 - gl_Color.g, 1.0 - gl_Color.b, 0.0);
FragmentColor = vec4(1.0, 1.0, 1.0, 1.0);
}
-5
View File
@@ -5,11 +5,8 @@ Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
{
}
void Systems::PlayerSystem::Update(double dt)
{
}
void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
@@ -100,8 +97,6 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
else if(Euler.z > 0.f)
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,-1));
}
}
}
+10 -1
View File
@@ -27,10 +27,19 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
auto model = m_CachedModels[modelComponent->ModelFile];
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
}
// Debug draw bounds
#ifdef DEBUG
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
if (bounds != nullptr) {
glm::vec3 origin = transformComponent->Position + bounds->Origin;
m_Renderer->AddAABBToDraw(origin, bounds->VolumeVector);
}
#endif
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
if (pointLightComponent != nullptr)
{
m_Renderer->AddPointLightToDraw(
transformComponent->Position,
pointLightComponent->Specular,
+1
View File
@@ -9,6 +9,7 @@
#include "Components/Model.h"
#include "Components/Transform.h"
#include "Components/Camera.h"
#include "Components/Bounds.h"
#include "Renderer.h"
namespace Systems
+11 -14
View File
@@ -1,17 +1,14 @@
# Blender v2.69 (sub 0) OBJ File: 'obstaclesandstuff.blend'
# www.blender.org
mtllib plane.mtl
o Plane_Plane.001
v 102.461288 0.778257 97.553291
v -97.538712 0.778257 97.553291
v 102.461288 0.778257 -102.446709
v -97.538712 0.778257 -102.446709
vt 0.000100 0.000100
vt 0.999900 0.000100
vt 0.000100 0.999900
vt 0.999900 0.999900
o Plane
v -1000 0 1000
v 1000 0 1000
v 1000 0 -1000
v -1000 0 -1000
vn 0.000000 1.000000 0.000000
vt 0 0
vt 1 0
vt 1 1
vt 0 1
usemtl Material.001
s off
f 2/1/1 1/2/1 4/3/1
f 1/2/1 3/4/1 4/3/1
f 1/1/1 3/3/1 4/4/1
f 1/1/1 2/2/1 3/3/1