Hacks to make a nice demo.

This commit is contained in:
2014-04-22 13:37:41 +02:00
parent d2f3adb07e
commit be244af28e
6 changed files with 154 additions and 13 deletions
+38 -12
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@@ -9,8 +9,8 @@ void GameWorld::Initialize()
{
auto camera = CreateEntity();
auto transform = AddComponent<Components::Transform>(camera, "Transform");
transform->Position.z = 20.f;
transform->Position.y = 20.f;
transform->Position.z = 70.f;
transform->Position.y = 25.f;
transform->Orientation = glm::quat(glm::vec3(glm::pi<float>() / 8.f, 0.f, 0.f));
auto cameraComp = AddComponent<Components::Camera>(camera, "Camera");
cameraComp->FarClip = 2000.f;
@@ -56,22 +56,48 @@ void GameWorld::Initialize()
AddComponent<Components::Input>(car, "Input");
}
for(int i = 0; i < 50; i++)
/*for(int i = 0; i < 83; i++)
{
auto light = CreateEntity();
auto transform = AddComponent<Components::Transform>(light, "Transform");
transform->Position = glm::vec3((float)(2*i)*glm::sin((float)i), 3, (float)(2*i)*glm::cos((float)i));
auto pointLight = AddComponent<Components::PointLight>(light, "PointLight");
pointLight->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
pointLight->Diffuse = glm::vec3(0.05f, 0.36f, 1.f);
pointLight->constantAttenuation = 0.03f;
pointLight->linearAttenuation = 0.009f;
pointLight->quadraticAttenuation = 0.07f;
pointLight->spotExponent = 0.0f;
auto model = AddComponent<Components::Model>(light, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj";
}*/
for(int i = 0; i < 100; i++)
{
auto ball = CreateEntity();
auto transform = AddComponent<Components::Transform>(ball, "Transform");
transform->Position = glm::vec3(243, 10 + i*10, 0);
transform->Scale = glm::vec3(10);
transform->Position = glm::vec3(i/5.f, 5 + i*2, i/5.f);
transform->Scale = glm::vec3(1.0f, 1.0f, 1.0f);
transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
auto model = AddComponent<Components::Model>(ball, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
model->ModelFile = "Models/Placeholders/PhysicsTest/Sphere.obj";
auto sphere = AddComponent<Components::Sphere>(ball, "Sphere");
sphere->Radius = 0.5;
auto physics = AddComponent<Components::Physics>(ball, "Physics");
physics->Mass = 100;
auto box = AddComponent<Components::Box>(ball, "Box");
box->Width = 5.f;
box->Height = 5.f;
box->Depth = 5.f;
physics->Mass = 1;
auto pointLight = AddComponent<Components::PointLight>(ball, "PointLight");
pointLight->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
pointLight->Diffuse = glm::vec3(0.05f, 0.36f, 1.f);
/*pointLight->constantAttenuation = 0.13f;
pointLight->linearAttenuation = 0.009f;
pointLight->quadraticAttenuation = 0.007f;*/
pointLight->constantAttenuation = 0.03f;
pointLight->linearAttenuation = 0.119f;
pointLight->quadraticAttenuation = 0.07f;
pointLight->spotExponent = 0.0f;
}
/*{
+20
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@@ -0,0 +1,20 @@
#version 430
in vec2 TexCoord0;
in vec3 Normal0;
in vec3 WorldPos0;
layout (location = 0) out vec3 WorldPosOut;
layout (location = 1) out vec3 DiffuseOut;
layout (location = 2) out vec3 NormalOut;
layout (location = 3) out vec3 TexCoordOut;
uniform sampler2D gColorMap;
void main()
{
WorldPosOut = WorldPos0;
DiffuseOut = texture(gColorMap, TexCoord0).xyz;
NormalOut = normalize(Normal0);
TexCoordOut = vec3(TexCoord0, 0.0);
}
+20
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@@ -0,0 +1,20 @@
#version 430
layout (location = 0) in vec3 Position;
layout (location = 1) in vec2 TexCoord;
layout (location = 2) in vec3 Normal;
uniform mat4 gWVP;
uniform mat4 gWorld;
out vec2 TexCoord0;
out vec3 Normal0;
out vec3 WorldPos0;
void main()
{
gl_Position = gWVP * vec4(Position, 1.0);
TexCoord0 = TexCoord;
Normal0 = (gWorld * vec4(Normal, 0.0)).xyz;
WorldPos0 = (gWorld * vec4(Position, 1.0)).xyz;
}
+1 -1
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@@ -42,7 +42,7 @@ Systems::PhysicsSystem::PhysicsSystem(World* world) : System(world)
worldInfo.m_broadPhaseBorderBehaviour = hkpWorldCinfo::BROADPHASE_BORDER_FIX_ENTITY; // just fix the entity if the object falls off too far
// You must specify the size of the broad phase - objects should not be simulated outside this region
worldInfo.setBroadPhaseWorldSize(1000.0f);
worldInfo.setBroadPhaseWorldSize(10000.0f);
m_PhysicsWorld = new hkpWorld(worldInfo);
}
// Register all collision agents, even though only box - box will be used in this particular example.
+40
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@@ -0,0 +1,40 @@
#include "PrecompiledHeader.h"
#include "gBuffer.h"
bool GBuffer::Init(unsigned int WindowWidth, unsigned int WindowHeight)
{
// Create the FBO
glGenFramebuffers(1, &m_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
// Create the gbuffer textures
glGenTextures(ARRAY_SIZE_IN_ELEMENTS(m_textures), m_textures);
glGenTextures(1, &m_depthTexture);
for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_textures) ; i++) {
glBindTexture(GL_TEXTURE_2D, m_textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0);
}
// depth
glBindTexture(GL_TEXTURE_2D, m_depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, WindowWidth, WindowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
NULL);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0);
GLenum DrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(ARRAY_SIZE_IN_ELEMENTS(DrawBuffers), DrawBuffers);
GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (Status != GL_FRAMEBUFFER_COMPLETE) {
printf("FB error, status: 0x%x\n", Status);
return false;
}
// restore default FBO
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
return true;
}
+35
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@@ -0,0 +1,35 @@
#ifndef gBuffer_h__
#define gBuffer_h__
#include <stdio.h>
class GBuffer
{
public:
enum GBUFFER_TEXTURE_TYPE {
GBUFFER_TEXTURE_TYPE_POSITION,
GBUFFER_TEXTURE_TYPE_DIFFUSE,
GBUFFER_TEXTURE_TYPE_NORMAL,
GBUFFER_TEXTURE_TYPE_TEXCOORD,
GBUFFER_NUM_TEXTURES
};
GBuffer();
~GBuffer();
bool Init(unsigned int WindowWidth, unsigned int WindowHeight);
void BindForWriting();
void BindForReading();
private:
GLuint m_fbo;
GLuint m_textures[GBUFFER_NUM_TEXTURES];
GLuint m_depthTexture;
};
#endif //gBuffer_h__