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

This commit is contained in:
ViktorLjung
2014-03-12 21:33:40 +01:00
27 changed files with 972621 additions and 133 deletions
+5 -2
View File
@@ -11,8 +11,11 @@ struct PointLight : Component
{
float Intensity;
float MaxRange;
float SpecularIntensity;
Color Color;
glm::vec3 Specular;
glm::vec3 Diffuse;
float constantAttenuation, linearAttenuation, quadraticAttenuation;
float spotExponent;
Color color;
};
}
+1
View File
@@ -165,6 +165,7 @@
<ClInclude Include="World.h" />
</ItemGroup>
<ItemGroup>
<None Include="Fragment2.glsl" />
<None Include="Shaders\Fragment.glsl" />
<None Include="Shaders\Normals.frag.glsl" />
<None Include="Shaders\Normals.geo.glsl" />
@@ -161,6 +161,9 @@
<None Include="Shaders\Normals.frag.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="Fragment2.glsl">
<Filter>Shaders</Filter>
</None>
</ItemGroup>
<ItemGroup>
<Filter Include="Systems">
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,97 @@
newmtl default_body2
d 1
Ns 0.75
Ni 0
Ka 0 0 0
Kd 1 1 1
Ks 1 1 1
Km 0
map_Kd /Maps/as2.jpg
newmtl default
d 1
Ns 0.75
Ni 0
Ka 0 0 0
Kd 0.27451 0.27451 0.27451
Ks 1 1 1
Km 0
newmtl default_cockpits_1_cushions
d 1
Ns 0.75
Ni 0
Ka 0 0 0
Kd 1 1 1
Ks 1 1 1
Km 0
map_Kd /Maps/yx1_02_01_01_02.jpg
newmtl default_cockpits_1_display
d 1
Ns 0.75
Ni 0
Ka 1 1 1
Kd 1 1 1
Ks 1 1 1
Km 0
map_Kd /Maps/ggt1.jpg
newmtl default_cockpits_joysticks
d 1
Ns 0.75
Ni 0
Ka 0 0 0
Kd 0 0 0
Ks 1 1 1
Km 0
newmtl default_skin
d 1
Ns 0.75
Ni 0
Ka 0 0 0
Kd 1 1 1
Ks 1 1 1
Km 0
map_Kd /Maps/ahm1_01_01.jpg
newmtl default_cabins1glass
d 0.65
Ns 0.75
Ni 0
Ka 0 0 0
Kd 0.501961 1 0
Ks 1 1 1
Km 0
newmtl default_ship_door
d 1
Ns 1
Ni 0
Ka 0 0 0
Kd 1 1 1
Ks 1 1 1
Km 0
map_Kd /Maps/as1_02.jpg
newmtl default_door
d 1
Ns 0.75
Ni 0
Ka 0 0 0
Kd 1 1 1
Ks 1 1 1
Km 0
map_Kd /Maps/as1_02.jpg
newmtl default_steps
d 1
Ns 1
Ni 0
Ka 0 0 0
Kd 1 1 1
Ks 1 1 1
Km 0
map_Kd /Maps/rmp1.jpg
+71
View File
@@ -0,0 +1,71 @@
uniform mat4 model;
uniform mat4 view;
layout(binding=0) uniform sampler2D texture;
const int numberOfLights = 2;
lightSource lights[numberOfLights];
uniform vec4 position[numberOfLights];
uniform vec4 specular[numberOfLights];
uniform vec4 diffuse[numberOfLights];
uniform float constantAttenuation[numberOfLights];
uniform float linearAttenuation[numberOfLights];
uniform float quadraticAttenuation[numberOfLights];
uniform float spotExponent[numberOfLights];
in VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Input;
vec4 scene_ambient = vec4(0.2, 0.2, 0.2, 1.0);
out vec4 fragmentColor;
void main()
{
vec4 texel = texture2D(texture, Input.TextureCoord);
vec3 normalDirection = normalize(Normal);
vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - Position));
vec3 lightDirection;
float attenuation;
// initialize total lighting with ambient lighting
vec3 totalLighting = vec3(scene_ambient) * vec3(frontMaterial.ambient);
for (int index = 0; index < numberOfLights; index++) // for all light sources
{
vec3 positionToLightSource = vec3(position[index] - Position);
float distance = length(positionToLightSource);
lightDirection = normalize(positionToLightSource);
attenuation = 1.0 / (constantAttenuation[index]
+ linearAttenuation[index] * distance
+ quadraticAttenuation[index] * distance * distance);
attenuation = attenuation * pow(clampedCosine, spotExponent[index]);
vec3 diffuseReflection = attenuation
* vec3(diffuse[index]) * vec3(frontMaterial.diffuse)
* max(0.0, dot(normalDirection, lightDirection));
vec3 specularReflection;
if (dot(normalDirection, lightDirection) < 0.0) // light source on the wrong side?
{
specularReflection = vec3(0.0, 0.0, 0.0); // no specular reflection
}
else // light source on the right side
{
specularReflection = attenuation * vec3(specular[index]) * vec3(frontMaterial.specular)
* pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), frontMaterial.shininess);
}
totalLighting = totalLighting + diffuseReflection + specularReflection;
}
fragmentColor = vec4(totalLighting, 1.0) * texel;
}
+94 -50
View File
@@ -1,7 +1,100 @@
#include "GameWorld.h"
void GameWorld::Initialize()
{
World::Initialize();
//AddSystem("LevelGenerationSystem");
AddSystem("InputSystem");
//AddSystem("CollisionSystem");
//AddSystem("ParticleSystem");
AddSystem("PlayerSystem");
AddSystem("SoundSystem");
AddSystem("RenderSystem");
std::shared_ptr<Components::Transform> transform;
std::shared_ptr<Components::Model> model;
std::shared_ptr<Components::PointLight> pointLight;
std::shared_ptr<Components::Camera> camera;
EntityID ent;
ent = CreateEntity();
SetProperty(ent, "Name", std::string("Camera"));
transform = AddComponent<Components::Transform>(ent, "Transform");
AddComponent<Components::Input>(ent, "Input");
transform->Position = glm::vec3(0.f, 2.f, 10.f);
camera = AddComponent<Components::Camera>(ent, "Camera");
camera->FOV = 45.f;
camera->FarClip = 1000.f;
camera->NearClip = 0.01f;
transform->Orientation = glm::angleAxis<float>(glm::radians(25.0f),glm::vec3(1,0,0));
// Fucking lights
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, 4.f, 0.f);
transform->Position = glm::vec3(10.f, 2.f, 5.f);
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(1.0, 1.0, 5.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "sphere.obj";
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(10.f, 4.f, 0.f);
transform->Position = glm::vec3(0.f, 2.f, 5.f);
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
pointLight->Specular = glm::vec3(3.0, 3.0, 3.0);
pointLight->Diffuse = glm::vec3(3.0, 0.0, 0.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "sphere.obj";
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, -4.f, 0.f);
transform->Position = glm::vec3(-10.f, 2.f, 5.f);
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(0.0, 3.0, 0.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "sphere.obj";
//ground
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, -4.f, 0.f);
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "plane.obj";
// Player
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, 0.f, 0.f);
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "ship.obj";
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(10.f, 0.f, 0.f);
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "ship.obj";
}
void GameWorld::Update(double dt)
{
@@ -35,53 +128,4 @@ void GameWorld::RegisterSystems()
m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
}
void GameWorld::Initialize()
{
World::Initialize();
//AddSystem("LevelGenerationSystem");
AddSystem("InputSystem");
//AddSystem("CollisionSystem");
//AddSystem("ParticleSystem");
AddSystem("PlayerSystem");
AddSystem("SoundSystem");
AddSystem("RenderSystem");
std::shared_ptr<Components::Transform> transform;
std::shared_ptr<Components::Model> model;
std::shared_ptr<Components::Camera> camera;
EntityID ent;
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, 0.f, 0.f);
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "ship.obj";
auto soundEmitter = AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
soundEmitter->Gain = 1;
soundEmitter->MaxDistance = FLT_MAX;
soundEmitter->ReferenceDistance = 10;
soundEmitter->Loop = true;
soundEmitter->Pitch = 1;
GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(soundEmitter, "Sounds/hallelujah.wav");
ent = CreateEntity();
SetProperty(ent, "Name", std::string("Camera"));
transform = AddComponent<Components::Transform>(ent, "Transform");
AddComponent<Components::Input>(ent, "Input");
transform->Position = glm::vec3(0.f, 2.f, 10.f);
camera = AddComponent<Components::Camera>(ent, "Camera");
camera->FOV = 45.f;
camera->FarClip = 1000.f;
camera->NearClip = 0.01f;
transform->Orientation = glm::angleAxis<float>(glm::radians(25.0f),glm::vec3(1,0,0));
}
GameWorld::GameWorld(std::shared_ptr<Renderer> renderer) : m_Renderer(renderer), World()
{
}
}
+5 -3
View File
@@ -30,13 +30,15 @@
class GameWorld : public World
{
public:
GameWorld(std::shared_ptr<Renderer> renderer);
void Initialize() override;
GameWorld(std::shared_ptr<Renderer> renderer)
: m_Renderer(renderer), World() { }
void Initialize();
void RegisterSystems() override;
void RegisterComponents() override;
void Update(double dt) override;
void Update(double dt) ;
private:
std::shared_ptr<Renderer> m_Renderer;
+171
View File
@@ -0,0 +1,171 @@
#ifndef GameWorld_h__
#define GameWorld_h__
#include "World.h"
#include "Renderer.h"
#include "Systems/CollisionSystem.h"
#include "Systems/InputSystem.h"
#include "Systems/LevelGenerationSystem.h"
#include "Systems/ParticleSystem.h"
#include "Systems/PlayerSystem.h"
#include "Systems/RenderSystem.h"
#include "Systems/SoundSystem.h"
#include "Components/Bounds.h"
#include "Components/Camera.h"
#include "Components/Collision.h"
#include "Components/DirectionalLight.h"
#include "Components/Input.h"
#include "Components/Model.h"
#include "Components/ParticleEmitter.h"
#include "Components/PointLight.h"
#include "Components/PowerUp.h"
#include "Components/SoundEmitter.h"
#include "Components/Sprite.h"
#include "Components/Stat.h"
#include "Components/Template.h"
#include "Components/Transform.h"
class GameWorld : public World
{
public:
GameWorld(std::shared_ptr<Renderer> renderer);
void Initialize() override;
void RegisterSystems() override;
void RegisterComponents() override;
void Update(double dt) override;
private:
std::shared_ptr<Renderer> m_Renderer;
};
<<<<<<< HEAD
GameWorld::GameWorld(std::shared_ptr<Renderer> renderer)
: m_Renderer(renderer), World()
{
}
void GameWorld::Initialize()
{
World::Initialize();
//AddSystem("LevelGenerationSystem");
AddSystem("InputSystem");
//AddSystem("CollisionSystem");
//AddSystem("ParticleSystem");
AddSystem("PlayerSystem");
AddSystem("SoundSystem");
AddSystem("RenderSystem");
std::shared_ptr<Components::Transform> transform;
std::shared_ptr<Components::Model> model;
std::shared_ptr<Components::PointLight> pointLight;
std::shared_ptr<Components::Camera> camera;
EntityID ent;
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, 4.f, 0.f);
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(10.f, 4.f, 0.f);
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, -4.f, 0.f);
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(10.f, 0.f, 0.f);
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "ship.obj";
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, 0.f, 0.f);
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "ship.obj";
// auto soundEmitter = AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
// soundEmitter->Gain = 1;
// soundEmitter->MaxDistance = FLT_MAX;
// soundEmitter->ReferenceDistance = 10;
// soundEmitter->Loop = true;
// soundEmitter->ReferenceDistance = 0.1;
// soundEmitter->Pitch = 1;
// GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(soundEmitter, "Sounds/hallelujah.wav");
ent = CreateEntity();
SetProperty(ent, "Name", std::string("Camera"));
transform = AddComponent<Components::Transform>(ent, "Transform");
AddComponent<Components::Input>(ent, "Input");
transform->Position = glm::vec3(0.f, 2.f, 10.f);
camera = AddComponent<Components::Camera>(ent, "Camera");
camera->FOV = 45.f;
camera->FarClip = 1000.f;
camera->NearClip = 0.01f;
transform->Orientation = glm::angleAxis<float>(glm::radians(25.0f),glm::vec3(1,0,0));
}
void GameWorld::RegisterSystems()
{
//m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
//m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
}
void GameWorld::RegisterComponents()
{
m_ComponentFactory.Register("Bounds", []() { return new Components::Bounds(); });
m_ComponentFactory.Register("Camera", []() { return new Components::Camera(); });
m_ComponentFactory.Register("Collision", []() { return new Components::Collision(); });
m_ComponentFactory.Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
m_ComponentFactory.Register("Input", []() { return new Components::Input(); });
m_ComponentFactory.Register("Model", []() { return new Components::Model(); });
m_ComponentFactory.Register("ParticleEmitter", []() { return new Components::ParticleEmitter(); });
m_ComponentFactory.Register("PointLight", []() { return new Components::PointLight(); });
m_ComponentFactory.Register("PowerUp", []() { return new Components::PowerUp(); });
m_ComponentFactory.Register("SoundEmitter", []() { return new Components::SoundEmitter(); });
m_ComponentFactory.Register("Sprite", []() { return new Components::Sprite(); });
m_ComponentFactory.Register("Stat", []() { return new Components::Stat(); });
m_ComponentFactory.Register("Template", []() { return new Components::Template(); });
m_ComponentFactory.Register("Transform", []() { return new Components::Transform(); });
}
void GameWorld::Update(double dt)
{
World::Update(dt);
}
=======
>>>>>>> origin/master
#endif // GameWorld_h__
+150
View File
@@ -0,0 +1,150 @@
#
# Wavefront material file
# Converted by the DEEP Exploration Deep Exploration 6.5 x64 6.5.0.9182
# Right Hemisphere, LTD
# http://www.righthemisphere.com/
#
newmtl MG_MovieCycle_Body_MI
Ka 0 0 0
Kd 0 0 0
Ks 1 1 1
illum 2
Ns 32
map_Kd MG_MovieCycle_BodyHeadLight_EMSS.tga
map_bump MG_MovieCycle_Body_NORM.tga
bump MG_MovieCycle_Body_NORM.tga
map_opacity
map_d
refl
map_kS MG_MovieCycle_Body_SPEC.tga
map_kA
map_Ns
newmtl MG_MovieCycle_Glass_MI
Ka 0 0 0
Kd 1 1 1
Ks 0.84 0.84 0.84
illum 2
Ns 33.6359
map_Kd Glass.tga
map_bump
bump
map_opacity Glass.tga
map_d Glass.tga
refl
map_kS
map_kA
map_Ns
newmtl MG_MovieCycle_Tire_MI
Ka 0 0 0
Kd 1 1 1
Ks 0 0 0
illum 2
Ns 10
map_Kd MG_MovieCycle_Tire_EMSS.tga
map_bump MG_MovieCycle_Tire_NORM.tga
bump MG_MovieCycle_Tire_NORM.tga
map_opacity
map_d
refl
map_kS
map_kA
map_Ns
newmtl MG_MovieCycle_Engine_MI
Ka 0 0 0
Kd 1 1 1
Ks 0 0 0
illum 2
Ns 10
map_Kd MG_MovieCycle_Engine_EMSS.tga
map_bump MG_MovieCycle_Engine_NORM.tga
bump MG_MovieCycle_Engine_NORM.tga
map_opacity
map_d
refl
map_kS
map_kA
map_Ns
newmtl MG_MovieCycle_PlayerBody_MI
Ka 0 0 0
Kd 1 1 1
Ks 1 1 1
illum 2
Ns 10
map_Kd MG_Player_Body_EMSS.tga
map_bump MG_Player_Body_NORM.tga
bump MG_Player_Body_NORM.tga
map_opacity
map_d
refl
map_kS MG_Player_Body_SPEC.tga
map_kA
map_Ns
newmtl MG_MovieCycle_PlayerHelmet_MI
Ka 0 0 0
Kd 1 1 1
Ks 1 1 1
illum 2
Ns 6.27667
map_Kd MG_Player_Helmet_EMSS.tga
map_bump MG_Player_Helmet_NORM.tga
bump MG_Player_Helmet_NORM.tga
map_opacity
map_d
refl
map_kS MG_Player_Helmet_SPEC.tga
map_kA
map_Ns
newmtl MG_MovieCycle_PlayerDisc_MI
Ka 0 0 0
Kd 1 1 1
Ks 1 1 1
illum 2
Ns 10
map_Kd MG_Player_Disc_EMSS.tga
map_bump MG_Player_Disc_NORM.tga
bump MG_Player_Disc_NORM.tga
map_opacity
map_d
refl
map_kS MG_Player_Disc_SPEC.tga
map_kA
map_Ns
newmtl MG_MovieCycle_PlayerBaton_MI
Ka 0 0 0
Kd 1 1 1
Ks 1 1 1
illum 2
Ns 10
map_Kd MG_Player_Baton_EMSS.tga
map_bump MG_Player_Baton_NORM.tga
bump MG_Player_Baton_NORM.tga
map_opacity
map_d
refl
map_kS MG_Player_Baton_SPEC.tga
map_kA
map_Ns
newmtl Explorer_Default
Ka 0.117647 0.117647 0.117647
Kd 0.752941 0.752941 0.752941
Ks 0.752941 0.752941 0.752941
illum 2
Ns 8
map_Kd
map_bump
bump
map_opacity
map_d
refl
map_kS
map_kA
map_Ns
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After

Width:  |  Height:  |  Size: 6.8 KiB

+44 -5
View File
@@ -72,6 +72,17 @@ void Renderer::Draw(double dt)
glPolygonMode(GL_FRONT_AND_BACK, m_DrawWireframe ? GL_LINE : GL_FILL);
DrawModels();
#ifdef DEBUG
// Debug draw normals
if (m_DrawNormals) {
m_ShaderProgramNormals.Bind();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
DrawModels();
}
#endif
ModelsToRender.clear();
#ifdef DEBUG
// Debug draw normals
if (m_DrawNormals) {
@@ -100,10 +111,13 @@ void Renderer::DrawModels()
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelData->ModelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "lightPosition"), 1, glm::value_ptr(glm::vec3(2.0f, 4.0f, 1.0f)));
glUniform1f(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), 1.5f);
glUniform1f(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 0.0f);
glUniform1f(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 0.0f);
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), 3, Light_position.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), 3, Light_specular.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), 3, Light_diffuse.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), 3, Light_constantAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 3, Light_linearAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 3, Light_quadraticAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), 3, Light_spotExponent.data());
glBindVertexArray(model->VAO);
@@ -133,7 +147,32 @@ void Renderer::AddModelToDraw(std::shared_ptr<Model> _model, glm::vec3 _position
ModelsToRender.push_back(new ModelData(_model, ModelMatrix));
}
//Fixa med shaders, lägga in alla verts osv.
void Renderer::AddPointLightToDraw(
glm::vec3 _position,
glm::vec3 _specular,
glm::vec3 _diffuse,
float _constantAttenuation,
float _linearAttenuation,
float _quadraticAttenuation,
float _spotExponent
)
{
Light_position.push_back(_position.x);
Light_position.push_back(_position.y);
Light_position.push_back(_position.z);
Light_specular.push_back(_specular.x);
Light_specular.push_back(_specular.y);
Light_specular.push_back(_specular.z);
Light_diffuse.push_back(_diffuse.x);
Light_diffuse.push_back(_diffuse.y);
Light_diffuse.push_back(_diffuse.z);
Light_constantAttenuation.push_back(_constantAttenuation);
Light_linearAttenuation.push_back(_linearAttenuation);
Light_quadraticAttenuation.push_back(_quadraticAttenuation);
Light_spotExponent.push_back(_spotExponent);
}
void Renderer::LoadContent()
{
+17
View File
@@ -19,6 +19,7 @@
#include "Camera.h"
#include "ShaderProgram.h"
#include "Model.h"
#include "Components/PointLight.h"
class Renderer
{
@@ -38,6 +39,13 @@ public:
};
std::vector<ModelData*> ModelsToRender;
std::vector<float> Light_position;
std::vector<float> Light_specular;
std::vector<float> Light_diffuse;
std::vector<float> Light_constantAttenuation;
std::vector<float> Light_linearAttenuation;
std::vector<float> Light_quadraticAttenuation;
std::vector<float> Light_spotExponent;
Renderer();
@@ -47,6 +55,15 @@ public:
void AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation);
void AddTextToDraw();
void AddPointLightToDraw(
glm::vec3 _position,
glm::vec3 _specular,
glm::vec3 _diffuse,
float _constantAttenuation,
float _linearAttenuation,
float _quadraticAttenuation,
float _spotExponent
);
void LoadContent();
File diff suppressed because it is too large Load Diff
+40
View File
@@ -0,0 +1,40 @@
newmtl material_1
d 1
Ns 1
Ni 0
Ka 0.121569 0.121569 0.121569
Kd 1 1 1
Ks 0 0 0
Km 0
map_Kd /Maps/snd2_01.jpg
newmtl material_1_mountain
d 1
Ns 1
Ni 0
Ka 0 0 0
Kd 0.501961 0.501961 0.501961
Ks 0 0 0
Km 0
map_Kd /Maps/mtlm1.jpg
newmtl default
d 1
Ns 1
Ni 0
Ka 0 0 0
Kd 0.290196 0.282353 0.254902
Ks 1 1 1
Km 0
map_Kd /Maps/1thr.jpg
newmtl default_bldgs2
d 1
Ns 1
Ni 0
Ka 0 0 0
Kd 1 1 1
Ks 1 1 1
Km 0
map_Kd /Maps/axq2.jpg
+50 -33
View File
@@ -2,74 +2,91 @@
uniform mat4 model;
uniform mat4 view;
layout(binding=0) uniform sampler2D texture;
uniform vec3 lightPosition;
uniform float constantAttenuation;
uniform float linearAttenuation;
uniform float quadraticAttenuation;
const int numberOfLights = 3;
in VertexData {
uniform vec3 position[numberOfLights];
uniform vec3 specular[numberOfLights];
uniform vec3 diffuse[numberOfLights];
uniform float constantAttenuation[numberOfLights];
uniform float linearAttenuation[numberOfLights];
uniform float quadraticAttenuation[numberOfLights];
uniform float spotExponent[numberOfLights];
in VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Input;
vec3 scene_ambient = vec3(0.5, 0.5, 0.5);
out vec4 fragmentColor;
void main() {
// Texture
vec4 texel = texture2D(texture, Input.TextureCoord);
//vec4 texel1 = texture2D(texture1, Input.TextureCoord * 32.0);
//vec4 texel2 = texture2D(texture2, Input.TextureCoord * 100.0);
//vec4 blend = texture2D(blendmap, Input.TextureCoord);
//vec4 texel = (blend.x * texel0) + (blend.y * texel1) + (blend.z * texel2);
//
// Phong shading
//
// Light
//vec3 lightPosition = vec3(0, 0, 2);
vec3 Ls = vec3(1.0, 1.0, 0.9); // Specular light
vec3 Ld = vec3(1.0, 1.0, 0.9); // Diffuse light
vec3 La = vec3(0.6, 0.6, 0.6); // Ambient light
// Object
// Ambient light
vec3 La = scene_ambient; // Ambient light
vec3 Ks = vec3(0.3, 0.3, 0.3); // Specular reflectance
vec3 Kd = vec3(1.0, 1.0, 1.0); // Diffuse reflectance
vec3 Ka = vec3(1.0, 1.0, 1.0); // Ambient reflectance
vec3 Is;
vec3 Id;
vec3 lightPosView = vec3(view * vec4(lightPosition, 1.0));
vec3 totalLighting = La * Ka;
float attenuation;
for(int i = 0; i < numberOfLights; i++)
{
// Light
//vec3 lightPosition = vec3(0, 0, 2);
vec3 Ls = specular[i]; // Specular light
vec3 Ld = diffuse[i]; // Diffuse light
vec3 lightPosView = vec3(view * vec4(position[i], 1.0));
vec3 surfacePosition = vec3(model * vec4(Input.Position, 1.0));
vec3 surfacePosView = vec3(view * vec4(surfacePosition, 1.0));
vec3 surfaceToLight = normalize(lightPosView - surfacePosView);
mat3 normalMatrix = transpose(inverse(mat3(view * model)));
vec3 surfaceNormal = normalize(normalMatrix * Input.Normal);
float dist = length(position[i] - surfacePosition);
attenuation = 1.0 / (constantAttenuation[i]
+ linearAttenuation[i] * dist
+ quadraticAttenuation[i] * pow(dist, 2.0));
//attenuation = attenuation * pow(clampedCosine, spotExponent[i]);
// Diffuse light
float dotProd = dot(surfaceToLight, surfaceNormal);
dotProd = max(dotProd, 0.0);
Id = Ld * Kd * abs(dotProd) * attenuation;
// Specular light
vec3 reflection = reflect(-surfaceToLight, surfaceNormal);
float dotSpecular = dot(reflection, normalize(-surfacePosView));
dotSpecular = max(dotSpecular, 0.0);
float specularFactor = pow(dotSpecular, 30.0); // Specular factor
vec3 Is = Ls * Ks * specularFactor;
Is = attenuation * Ls * Ks * specularFactor;
// Diffuse light
float dotProd = dot(surfaceToLight, surfaceNormal);
dotProd = max(dotProd, 0.0);
vec3 Id = Ld * Kd * abs(dotProd);
// Ambient light
vec3 Ia = La * Ka;
float dist = length(lightPosition - surfacePosition);
float attenuation = 1.0 / (constantAttenuation
+ linearAttenuation * dist
+ quadraticAttenuation * pow(dist, 2.0));
fragmentColor = vec4((Is + Id) * attenuation + Ia, 1.0) * texel;
totalLighting = totalLighting + Id + Is;
}
fragmentColor = vec4(totalLighting, 1.0) * texel;
//fragmentColor = vec4(Id, 1.0) * texel;
+13 -2
View File
@@ -27,8 +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);
}
// Update camera
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
if (pointLightComponent != nullptr)
{
m_Renderer->AddPointLightToDraw(
transformComponent->Position,
pointLightComponent->Specular,
pointLightComponent->Diffuse,
pointLightComponent->constantAttenuation,
pointLightComponent->linearAttenuation,
pointLightComponent->quadraticAttenuation,
pointLightComponent->spotExponent);
}
auto cameraComponent = m_World->GetComponent<Components::Camera>(entity, "Camera");
if (cameraComponent != nullptr)
{
@@ -1,37 +0,0 @@
#include "RenderSystem.h"
#include "World.h"
void Systems::RenderSystem::OnComponentCreated( std::string type, std:: shared_ptr<Component> component )
{
if(type == "Model")
{
auto modelComponent = std::static_pointer_cast<Components::Model>(component);
<<<<<<< HEAD
if (m_CachedModels.find(modelComponent->ModelFile) != m_CachedModels.end()) {
m_CachedModels[modelComponent->ModelFile] = new Model(modelComponent->ModelFile);
}
=======
>>>>>>> ce6b570520794087eb98447a571578585a705ded
}
}
void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
{
auto modelComponent = m_World->GetComponent<Components::Model>(entity, "Model");
if (modelComponent == nullptr)
return;
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (transformComponent == nullptr)
return;
if (m_CachedModels.find(modelComponent->ModelFile) == m_CachedModels.end()) {
m_CachedModels[modelComponent->ModelFile] = new Model(modelComponent->ModelFile);
}
Model* model = m_CachedModels[modelComponent->ModelFile];
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
}
+1 -1
View File
@@ -1,5 +1,5 @@
#ifndef RenderSystem_h__
#define RenderSystem_h__
#define RenderSystem_h__
#include <unordered_map>
+12
View File
@@ -0,0 +1,12 @@
# Blender MTL File: 'obstaclesandstuff.blend'
# Material Count: 1
newmtl Material.004
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd ObstacleTexture.png
+17
View File
@@ -0,0 +1,17 @@
# 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
vn 0.000000 1.000000 0.000000
usemtl Material.004
s off
f 2/1/1 1/2/1 4/3/1
f 1/2/1 3/4/1 4/3/1
+12
View File
@@ -0,0 +1,12 @@
# Blender MTL File: 'obstaclesandstuff.blend'
# Material Count: 1
newmtl Material.001
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd ObstacleTexture.png
+211
View File
@@ -0,0 +1,211 @@
# Blender v2.69 (sub 0) OBJ File: 'obstaclesandstuff.blend'
# www.blender.org
mtllib sphere.mtl
o Icosphere
v -0.000000 -0.184854 -0.000000
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v -0.051091 -0.082670 0.157246
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v 0.133761 -0.082670 -0.097182
v 0.051091 0.082670 0.157246
v -0.133761 0.082670 0.097182
v -0.133761 0.082670 -0.097182
v 0.051091 0.082670 -0.157246
v 0.165338 0.082669 -0.000000
v -0.000000 0.184854 -0.000000
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v 0.048592 -0.097185 -0.149549
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v 0.175807 0.000000 -0.057122
v -0.000000 0.000000 0.184854
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Binary file not shown.

After

Width:  |  Height:  |  Size: 12 KiB

+115
View File
@@ -0,0 +1,115 @@
# Max2Mtl Version 4.0 Mar 10th, 2001
#
# Multi/Sub Material__10791 (9) to come
#
newmtl Material__46
Ka 0.1 0.1 0.1
Kd 0.5 0.5 0.5
Ks 0.9 0.9 0.9
d 1.0
Ns 0.5
illum 2
#
newmtl Material__47
Ka 0.1 0.1 0.1
Kd 0.5 0.5 0.5
Ks 0.9 0.9 0.9
d 1.0
Ns 0.5
illum 2
#
newmtl Material__48
Ka 0.1 0.1 0.1
Kd 0.5 0.5 0.5
Ks 0.9 0.9 0.9
d 1.0
Ns 0.5
illum 2
#
newmtl Material__49
Ka 0.1 0.1 0.1
Kd 0.5 0.5 0.5
Ks 0.9 0.9 0.9
d 1.0
Ns 0.5
illum 2
#
newmtl Material__50
Ka 0.1 0.1 0.1
Kd 0.5 0.5 0.5
Ks 0.9 0.9 0.9
d 1.0
Ns 0.5
illum 2
#
newmtl Material__51
Ka 0.1 0.1 0.1
Kd 0.5 0.5 0.5
Ks 0.9 0.9 0.9
d 1.0
Ns 0.5
illum 2
#
newmtl Material__52
Ka 0.1 0.1 0.1
Kd 0.5 0.5 0.5
Ks 0.9 0.9 0.9
d 1.0
Ns 0.5
illum 2
#
newmtl Material__10657
Ka 0.6 0.6 0.6
Kd 0.6 0.6 0.6
Ks 0.9 0.9 0.9
d 1.0
Ns 0.0
illum 2
#
newmtl Material__10658
Ka 0.6 0.6 0.6
Kd 0.6 0.6 0.6
Ks 0.9 0.9 0.9
d 1.0
Ns 0.0
illum 2
#
# Multi/Sub Material__10791 done
#
# Multi/Sub Material__10737 (3) to come
#
newmtl Material__10678
Ka 1.0 1.0 1.0
Kd 1.0 1.0 1.0
Ks 0.9 0.9 0.9
d 1.0
Ns 0.0
illum 2
#
newmtl Material__69
Ka 0.6 0.6 0.6
Kd 0.6 0.6 0.6
Ks 0.9 0.9 0.9
d 1.0
Ns 0.0
illum 2
#
newmtl Material__10677
Ka 0.6 0.6 0.6
Kd 0.6 0.6 0.6
Ks 0.9 0.9 0.9
d 1.0
Ns 0.0
illum 2
#
# Multi/Sub Material__10737 done
#
newmtl 03_-_Default
Ka 0.5 0.5 0.5
Kd 0.5 0.5 0.5
Ks 0.9 0.9 0.9
d 1.0
Ns 0.0
illum 2
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# EOF
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