#include "scene.hpp" #include "renderlogic.hpp" #include "sceneGraph.hpp" #include #include #include #include #include #include #include #include #include #include #include #include using std::cout; using std::endl; typedef unsigned int uint; vec3 cameraPosition = vec3(0, 0, 400); vec3 cameraLookAt = vec3(500, 500, 0); vec3 cameraUpward = vec3(0, 0, 1); SceneNode* rootNode; SceneNode* hudNode; SceneNode* lightNode[N_LIGHTS]; SceneNode* plainNode; SceneNode* carNode; SceneNode* treeNode; SceneNode* grassNode; SceneNode* boxNode; SceneNode* sphereNode; SceneNode* textNode; Gloom::Shader* default_shader; Gloom::Shader* plain_shader; Gloom::Shader* post_shader; // todo: const the following: // meshes Mesh m_box = generateBox(50, 50, 50); Mesh m_sphere = generateSphere(10, 100, 100); Mesh m_plain = generateSegmentedPlane(1000, 1000, 100, 100, 3); Mesh m_hello_world = generateTextGeometryBuffer("Skjer'a bagera?", 1.3, 2); // textures PNGImage t_charmap = loadPNGFile("../res/textures/charmap.png"); PNGImage t_cobble_diff = loadPNGFile("../res/textures/cobble_diff.png"); PNGImage t_cobble_normal = loadPNGFile("../res/textures/cobble_normal.png"); PNGImage t_plain_diff = loadPNGFile("../res/textures/plain_diff.png"); PNGImage t_plain_normal = loadPNGFile("../res/textures/plain_normal.png", true); PNGImage t_reflection = loadPNGFile("../res/textures/reflection_field.png"); PNGImage t_reflection2 = loadPNGFile("../res/textures/reflection_blurry.png"); PNGImage t_perlin = makePerlinNoisePNG(256, 256, 0.05/16); void init_scene(CommandLineOptions options) { default_shader = new Gloom::Shader(); default_shader->makeBasicShader("../res/shaders/simple.vert", "../res/shaders/simple.frag"); rootNode = createSceneNode(); hudNode = createSceneNode(); rootNode->shader = default_shader; hudNode->shader = default_shader; t_perlin.repeat_mirrored = true; // no const for me ;( // create and add lights to graph for (uint i = 0; ilightID = i; rootNode->children.push_back(lightNode[i]); } //treeNode = loadModelScene("../res/models/fur_tree", "scene.gltf"); //treeNode->position = {300, 800, 10}; //rootNode->children.push_back(treeNode); //uint i = 30; //while (i--) { // SceneNode* asd = treeNode->clone(); // asd->position.x = (std::rand() % 10000) / 10; // asd->position.y = (std::rand() % 10000) / 10; // rootNode->children.push_back(asd); //} grassNode = loadModelScene("../res/models/single_grass", "scene.gltf"); grassNode->position = {400, 400, 15}; 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); } /* 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 { 1, Material().diffuse(vec3(0.85)).emissive(vec3(0.1)).reflection_mapped(&t_reflection, -1.0)},// Metal (decals) //{ 2, Material().diffuse({1.0, 1.0, 1.0})},// Front_Light_Glass // { 3, Material().diffuse({0.2, 0.2, 0.2})},// Black_Rubber { 4, Material().no_colors().reflection_mapped(&t_reflection, 1.0)},// Mirror //{ 5, Material().diffuse({1.0, 1.0, 1.0})},// Black_Metal //{ 6, Material().diffuse({1.0, 1.0, 1.0})},// Plastic { 7, Material().diffuse(vec3(0.2)).emissive(vec3(0.25)).specular(vec3(1.0), 70).reflection_mapped(&t_reflection, -0.8)},// Window_Glass //{ 8, Material().diffuse({1.0, 1.0, 1.0})},// Material { 9, Material().diffuse(vec3(1.0)).emissive(vec3(0.2)).specular(vec3(0.4), 70).reflection_mapped(&t_reflection, -1.0)},// Glossy_metal //{10, Material().diffuse({1.0, 1.0, 1.0})},// Rogh_Metal {11, Material().no_colors().reflection_mapped(&t_reflection, 1.0)},// License_Plate_Metal //{12, Material().diffuse({1.0, 1.0, 1.0})},// License_Plate_Frame //{13, Material().diffuse({1.0, 1.0, 1.0})},// }); carNode->position = {500, 500, 100}; carNode->scale *= 100; rootNode->children.push_back(carNode); */ //create the scene: plainNode = createSceneNode(); plainNode->setTexture(&t_plain_diff, &t_plain_normal, &t_perlin); plainNode->setMesh(&m_plain); plainNode->position = {0, 0, 0}; plainNode->shininess = 20; plainNode->displacementCoefficient = 40; rootNode->children.push_back(plainNode); /* boxNode = createSceneNode(); boxNode->setTexture(&t_cobble_diff, &t_cobble_normal); boxNode->setMesh(&m_box); boxNode->position = {500, 500, 40}; boxNode->referencePoint = {25, 25, 25}; boxNode->scale *= 2; boxNode->shininess = 20; boxNode->displacementCoefficient = 40; rootNode->children.push_back(boxNode); */ sphereNode = createSceneNode(); //sphereNode->setTexture(&t_cobble_diff, &t_cobble_normal); sphereNode->setMesh(&m_sphere); sphereNode->position = {500, 500, 100}; sphereNode->scale *= 15; sphereNode->diffuse_color; sphereNode->setMaterial(Material().reflection_mapped(&t_reflection, 0.5).no_colors().no_texture_reset(), true); //rootNode->children.push_back(sphereNode); lightNode[0]->position = {-600, 1400, 800}; lightNode[0]->attenuation = vec3(1.8, 0.0, 0.0); /* 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]->nodeType = SPOT_LIGHT; lightNode[2]->attenuation = vec3(1, 0, 0); lightNode[2]->spot_target = lightNode[1]; */ textNode = createSceneNode(); textNode->setTexture(&t_charmap); textNode->setMesh(&m_hello_world); textNode->position = vec3(-1.0, -1.0, 0.0); textNode->isIlluminated = false; textNode->isInverted = true; hudNode->children.push_back(textNode); } // returns true if mouse should be centered and invisible bool mouse_position_handler(double mx, double my, int scale) { //cout << mx << "\t" << my << endl; return false; } void step_scene(double timeDelta) { static double timeAcc = 0; // shrug timeAcc += timeDelta; cout << "td: " << timeDelta << " " << 1/timeDelta << endl; plainNode->uvOffset.x += timeDelta*0.5; plainNode->uvOffset.y -= timeDelta*0.5; if (boxNode) boxNode->rotation.z += timeDelta; lightNode[1]->rotation.z -= timeDelta; //lightNode[1]->position.z = 80 + 40*glm::sin(5 * lightNode[1]->rotation.z); if(carNode) carNode->rotation.z += timeDelta; if(treeNode) treeNode->rotation.z += timeDelta; /* if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1)) { if (options.enableMusic) { sound = new sf::Sound(); sound->setBuffer(*buffer); sf::Time startTime = sf::seconds(debug_startTime); sound->setPlayingOffset(startTime); sound->play(); } // I really should calculate this using the std::chrono timestamp for this // You definitely end up with a cumulative error when doing lots of small additions like this // However, for a game that lasts only a few minutes this is fine. totalElapsedTime += timeDelta; } */ }