Change the scene into a night scene with the car driving along the hill

This commit is contained in:
Peder Bergebakken Sundt 2019-03-28 09:41:33 +01:00
parent faa69754f8
commit 7f973533e3
1 changed files with 127 additions and 47 deletions

View File

@ -18,10 +18,15 @@ using std::cout;
using std::endl; using std::endl;
typedef unsigned int uint; typedef unsigned int uint;
vec3 cameraPosition = vec3(0, 0, 400); //vec3 cameraPosition = vec3(500, -100, 150);
vec3 cameraLookAt = vec3(500, 500, 0); vec3 cameraPosition = vec3(500, -140, 200);
vec3 cameraLookAt = vec3(500, 220, 0);
vec3 cameraUpward = vec3(0, 0, 1); vec3 cameraUpward = vec3(0, 0, 1);
const size_t N_GRASS = 150;
const size_t N_TREES = 30;
const size_t DISPLACEMENT = 40;
SceneNode* rootNode; SceneNode* rootNode;
SceneNode* hudNode; SceneNode* hudNode;
SceneNode* lightNode[N_LIGHTS]; SceneNode* lightNode[N_LIGHTS];
@ -34,9 +39,11 @@ SceneNode* boxNode;
SceneNode* sphereNode; SceneNode* sphereNode;
SceneNode* textNode; SceneNode* textNode;
vector<SceneNode*> movingNodes;
Gloom::Shader* default_shader; Gloom::Shader* default_shader;
Gloom::Shader* plain_shader; //Gloom::Shader* plain_shader;
Gloom::Shader* post_shader; //Gloom::Shader* post_shader;
// todo: const the following: // todo: const the following:
@ -70,33 +77,40 @@ void init_scene(CommandLineOptions options) {
for (uint i = 0; i<N_LIGHTS; i++) { for (uint i = 0; i<N_LIGHTS; i++) {
lightNode[i] = createSceneNode(POINT_LIGHT); lightNode[i] = createSceneNode(POINT_LIGHT);
lightNode[i]->lightID = i; lightNode[i]->lightID = i;
rootNode->children.push_back(lightNode[i]);
} }
//treeNode = loadModelScene("../res/models/fur_tree", "scene.gltf"); SceneNode* treeModel = loadModelScene("../res/models/fur_tree", "scene.gltf");
//treeNode->position = {300, 800, 10}; treeModel->setMaterial(Material().emissive(vec3(0.2)).emissive_only().no_texture_reset(), true);
//rootNode->children.push_back(treeNode); treeModel->scale *= 0.8;
treeModel->scale.z *= 0.8;
//uint i = 30; for (uint i = N_TREES; i--;) {
//while (i--) { SceneNode* tree = treeModel->clone();
// SceneNode* asd = treeNode->clone(); tree->position.x = (rand() % 10000) / 10;
// asd->position.x = (std::rand() % 10000) / 10; tree->position.y = (rand() % 10000) / 10;
// asd->position.y = (std::rand() % 10000) / 10; tree->position.z = DISPLACEMENT * (t_perlin.at_bilinear(tree->position.x*3/1000, tree->position.y*3/1000).x * 2 - 1) - 0.5;
// rootNode->children.push_back(asd); //node->position.z = DISPLACEMENT * (t_perlin.at_nearest(node->position.x*3/1000, node->position.y*3/1000).x * 2 - 1) - 0.5;
//} tree->rotation.z = (rand() % 31415) / 10000;
tree->scale.z *= 0.8 + (rand()%100)/250;
grassNode = loadModelScene("../res/models/single_grass", "scene.gltf"); rootNode->children.push_back(tree);
grassNode->position = {400, 400, 15}; movingNodes.push_back(tree);
rootNode->children.push_back(grassNode);
for (uint i = 100; i--;) {
SceneNode* asd = grassNode->clone();
asd->position.x = (std::rand() % 10000) / 10;
asd->position.y = (std::rand() % 10000) / 10;
rootNode->children.push_back(asd);
} }
SceneNode* grassModel = loadModelScene("../res/models/single_grass", "scene.gltf");
grassModel->setMaterial(Material().emissive(vec3(0.2)).emissive_only().no_texture_reset(), true);
grassModel->scale *= 1.3;
grassModel->scale.z *= 0.4;
for (uint i = N_GRASS; i--;) {
SceneNode* grass = grassModel->clone();
grass->position.x = (rand() % 10000) / 10;
grass->position.y = (rand() % 10000) / 10;
grass->position.z = DISPLACEMENT * (t_perlin.at_bilinear(grass->position.x*3/1000, grass->position.y*3/1000).x * 2 - 1) - 0.5;
grass->rotation.z = (rand() % 31415) / 10000;
grass->scale.z *= 0.8 + (rand()%100)/250;
rootNode->children.push_back(grass);
movingNodes.push_back(grass);
}
//treeNode
/*
carNode = loadModelScene("../res/models/beetle", "scene.gltf", { carNode = loadModelScene("../res/models/beetle", "scene.gltf", {
{ 0, Material().diffuse({0.0, 0.0, 1.0}).diffuse_only().reflection_mapped(&t_reflection, 0.15)},// Blue_Metal { 0, Material().diffuse({0.0, 0.0, 1.0}).diffuse_only().reflection_mapped(&t_reflection, 0.15)},// Blue_Metal
{ 1, Material().diffuse(vec3(0.85)).emissive(vec3(0.1)).reflection_mapped(&t_reflection, -1.0)},// Metal (decals) { 1, Material().diffuse(vec3(0.85)).emissive(vec3(0.1)).reflection_mapped(&t_reflection, -1.0)},// Metal (decals)
@ -114,18 +128,19 @@ void init_scene(CommandLineOptions options) {
//{13, Material().diffuse({1.0, 1.0, 1.0})},// //{13, Material().diffuse({1.0, 1.0, 1.0})},//
}); });
carNode->setMaterial(Material().backlight(vec3(0.3), 0.3).backlight_only().no_texture_reset(), true); carNode->setMaterial(Material().backlight(vec3(0.3), 0.3).backlight_only().no_texture_reset(), true);
carNode->position = {500, 500, 100}; carNode->position = {522, 130, 0};
carNode->scale *= 100; carNode->referencePoint = {0, -1, 0};
carNode->scale *= 28;
carNode->rotation.z = -glm::acos(1/glm::sqrt(5*5 + 1*1));
rootNode->children.push_back(carNode); rootNode->children.push_back(carNode);
*/
//create the scene: //create the scene:
plainNode = createSceneNode(); plainNode = createSceneNode();
plainNode->setTexture(&t_plain_diff, &t_plain_normal, &t_perlin); plainNode->setTexture(&t_plain_diff, &t_plain_normal, &t_perlin);
plainNode->setMesh(&m_plain); plainNode->setMesh(&m_plain);
plainNode->position = {0, 0, 0}; plainNode->position = {0, 0, 0};
plainNode->shininess = 20; plainNode->shininess = 10;
plainNode->displacementCoefficient = 40; plainNode->displacementCoefficient = DISPLACEMENT;
rootNode->children.push_back(plainNode); rootNode->children.push_back(plainNode);
/* /*
@ -140,29 +155,60 @@ void init_scene(CommandLineOptions options) {
rootNode->children.push_back(boxNode); rootNode->children.push_back(boxNode);
*/ */
/*
sphereNode = createSceneNode(); sphereNode = createSceneNode();
//sphereNode->setTexture(&t_cobble_diff, &t_cobble_normal); //sphereNode->setTexture(&t_cobble_diff, &t_cobble_normal);
sphereNode->setMesh(&m_sphere); sphereNode->setMesh(&m_sphere);
sphereNode->position = {500, 500, 100}; sphereNode->position = {470, 130, 100};
sphereNode->scale *= 15; sphereNode->scale *= 0.2;
sphereNode->diffuse_color; sphereNode->scale.z *= 150*5;
sphereNode->setMaterial(Material().reflection_mapped(&t_reflection, 0.5).no_colors().no_texture_reset(), true); sphereNode->setMaterial(Material().reflection_mapped(&t_reflection, 0.5).no_colors().no_texture_reset(), true);
//rootNode->children.push_back(sphereNode); rootNode->children.push_back(sphereNode);
*/
//sphereNode = createSceneNode();
//sphereNode->setMesh(&m_sphere);
//sphereNode->position = {0.9, -4.3, 1.1};
//sphereNode->scale *= 0.015;
//sphereNode->emissive_color = vec3(1.0);
//carNode->children.push_back(sphereNode);
glClearColor(0.05, 0.1, 0.15, 1.0);
lightNode[0]->position = {-600, 1400, 800}; lightNode[0]->position = {-600, 1400, 800};
lightNode[0]->position = {-600, 0, 800};
lightNode[0]->attenuation = vec3(1.8, 0.0, 0.0); lightNode[0]->attenuation = vec3(1.8, 0.0, 0.0);
//lightNode[0]->light_color = vec3(0.3, 0.3, 0.9);
lightNode[0]->light_color = vec3(0.5, 0.5, 1.0);
rootNode->children.push_back(lightNode[0]);
// car spotlights
lightNode[1]->nodeType = SPOT_LIGHT;
lightNode[1]->position = {0.9, -4.3, 1.1};
lightNode[2]->light_color = vec3(0.7, 0.7, 0.5);
lightNode[1]->spot_direction = glm::normalize(vec3(-1, -0.15, 0));
lightNode[1]->spot_cuttof_cos = glm::cos(glm::radians(20.0));
lightNode[1]->transform_spot = true;
lightNode[1]->attenuation = vec3(1.0, 0.0, 0.000005);
carNode->children.push_back(lightNode[1]);
lightNode[2]->nodeType = SPOT_LIGHT;
lightNode[2]->position = {-0.9, -4.3, 1.1};
lightNode[2]->light_color = vec3(0.7, 0.7, 0.5);
lightNode[2]->spot_direction = glm::normalize(vec3(-1, -0.15, 0));
lightNode[2]->spot_cuttof_cos = glm::cos(glm::radians(20.0));
lightNode[2]->transform_spot = true;
lightNode[2]->attenuation = vec3(1.0, 0.0, 0.000005);
carNode->children.push_back(lightNode[2]);
/* /*
lightNode[1]->position = {500, 0, 80};
lightNode[1]->referencePoint = {0, 500, 0};
lightNode[1]->scale *= 0.8;
lightNode[1]->light_color = vec3(0.0);
lightNode[1]->attenuation = vec3(1.0, 0.0, 0.000005);
lightNode[2]->position = {400, -200, 300}; lightNode[2]->position = {400, -200, 300};
lightNode[2]->nodeType = SPOT_LIGHT; lightNode[2]->nodeType = SPOT_LIGHT;
lightNode[2]->attenuation = vec3(1, 0, 0); lightNode[2]->attenuation = vec3(1, 0, 0);
lightNode[2]->spot_target = lightNode[1]; lightNode[2]->spot_target = lightNode[1];
rootNode->children.push_back(lightNode[1]);
*/ */
textNode = createSceneNode(); textNode = createSceneNode();
@ -187,13 +233,47 @@ void step_scene(double timeDelta) {
cout << "td: " << timeDelta << " " << 1/timeDelta << endl; cout << "td: " << timeDelta << " " << 1/timeDelta << endl;
plainNode->uvOffset.x += timeDelta*0.5;
plainNode->uvOffset.y -= timeDelta*0.5;
if (boxNode) boxNode->rotation.z += timeDelta; if (boxNode) boxNode->rotation.z += timeDelta;
lightNode[1]->rotation.z -= timeDelta;
//lightNode[1]->position.z = 80 + 40*glm::sin(5 * lightNode[1]->rotation.z); //carNode->rotation.x = glm::sin(timeAcc*2);
if(carNode) carNode->rotation.z += timeDelta;
if(treeNode) treeNode->rotation.z += timeDelta; {
vec3 o = carNode->position;
o.x += plainNode->uvOffset.x*1000/3;
o.y += plainNode->uvOffset.y*1000/3;
float t = carNode->rotation.z + 3*3.1415926535/2.0;
vec3 fr = o + vec3(60*glm::cos(t), 60*glm::sin(t), 0) + vec3(30*glm::sin(t), -30*glm::cos(t), 0);
vec3 fl = o + vec3(60*glm::cos(t), 60*glm::sin(t), 0) - vec3(30*glm::sin(t), -30*glm::cos(t), 0);
vec3 bl = o - vec3(40*glm::cos(t), 40*glm::sin(t), 0) - vec3(30*glm::sin(t), -30*glm::cos(t), 0);
vec3 br = o - vec3(40*glm::cos(t), 40*glm::sin(t), 0) + vec3(30*glm::sin(t), -30*glm::cos(t), 0);
//sphereNode->position = fr; // to check where it is
float frh = DISPLACEMENT * (t_perlin.at_bilinear(fr.x*3/1000, fr.y*3/1000).x * 2 - 1);
float flh = DISPLACEMENT * (t_perlin.at_bilinear(fl.x*3/1000, fl.y*3/1000).x * 2 - 1);
float brh = DISPLACEMENT * (t_perlin.at_bilinear(br.x*3/1000, br.y*3/1000).x * 2 - 1);
float blh = DISPLACEMENT * (t_perlin.at_bilinear(bl.x*3/1000, bl.y*3/1000).x * 2 - 1);
cout << o.x << " " << o.y << endl;
cout << frh << "\t" << flh << "\t" << blh << "\t" << brh << endl;
cout << ((frh+flh)-(brh+blh))/2 / 100 << endl;
carNode->rotation.x = -glm::asin(((frh+flh)-(brh+blh)) / 2 / 100);
carNode->rotation.y = glm::asin(((frh+brh)-(flh+blh)) / 2 / 60);
carNode->position.z = (frh+flh+blh+brh)/4.0;
}
plainNode->uvOffset.x -= timeDelta*0.5;
plainNode->uvOffset.y -= timeDelta*0.1;
for (SceneNode* node : movingNodes) {
node->position.x += timeDelta*500/3;
node->position.y += timeDelta*100/3;
if (node->position.x > 1000.0) node->position.x -= 1000.0;
if (node->position.y > 1000.0) node->position.y -= 1000.0;
//node->position.z = DISPLACEMENT * (t_perlin.at_bilinear(node->position.x*3/1000, node->position.y*3/1000).x * 2 - 1) - 0.5;
}
/* /*
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1)) { if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1)) {