Resurrection
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@@ -0,0 +1,157 @@
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@@ -0,0 +1,247 @@
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#include "gameMap.h"
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using namespace SE;
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TMapCharacter::TMapCharacter() :
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Pos(ZeroVec3),
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RotationMatrix(IdentityMatrix),
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Direction(vec3(0.0f, 0.0f, 1.0f)),
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Destination(ZeroVec3),
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VectorToDestination(ZeroVec3),
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Velocity(0.0f)
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{
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}
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void TMapCharacter::SetPos(vec3& pos)
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{
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Pos = pos;
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}
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void TMapCharacter::GoToDestination(vec3& dest)
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{
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Destination = vec3(dest.v[0], 0.0f, dest.v[2]);
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Velocity = 0.002f;
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}
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void TMapCharacter::Update(cardinal timer)
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{
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const float CONST_DISTANCE_SLOW_DOWN = 1.0f;
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const float CONST_DISTANCE_STOP = 0.1f;
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const float CONST_ROTATION_ANGLE_STEP = pi/200;
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VectorToDestination = (Destination - Pos);
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VectorToDestination.v[1] = 0.0f;
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VectorToDestination = Normalize(VectorToDestination);
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if (!IsFloatEqual(Velocity, 0.0f))
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{
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float cosa = DotProduct(VectorToDestination, Direction);
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float alpha = acosf(cosa);
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if (alpha <= CONST_ROTATION_ANGLE_STEP * timer)
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{
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Direction = VectorToDestination;
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}
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else
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{
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vec3 n = Normalize(CrossProduct(Direction, VectorToDestination));
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float sinb = sinf(CONST_ROTATION_ANGLE_STEP * timer / 2.0f);
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float cosb = cosf(CONST_ROTATION_ANGLE_STEP * timer / 2.0f);
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vec4 q;
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q.v[0] = n.v[0] * sinb;
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q.v[1] = n.v[1] * sinb;
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q.v[2] = n.v[2] * sinb;
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q.v[3] = cosb;
|
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mat3 rmat = mat3(q);
|
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RotationMatrix *= rmat;
|
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Direction = rmat * Direction;
|
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}
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}
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if (!(Pos == Destination))
|
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{
|
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float dist = sqrtf((Pos.v[0] - Destination.v[0])*(Pos.v[0] - Destination.v[0]) +
|
||||
(Pos.v[1] - Destination.v[1])*(Pos.v[1] - Destination.v[1]) +
|
||||
(Pos.v[2] - Destination.v[2])*(Pos.v[2] - Destination.v[2]));
|
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|
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if (dist > CONST_DISTANCE_SLOW_DOWN)
|
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{
|
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Pos = Pos + timer*Velocity*Direction;
|
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}
|
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else if (dist > CONST_DISTANCE_STOP && dist <= CONST_DISTANCE_SLOW_DOWN)
|
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{
|
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Pos = Pos + 0.5f*timer*Velocity*Direction;
|
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}
|
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else
|
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{
|
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Pos = Destination;
|
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Velocity = 0.0f;
|
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VectorToDestination = ZeroVec3;
|
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}
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}
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}
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vec3 TMapCharacter::GetPos()
|
||||
{
|
||||
return Pos;
|
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}
|
||||
|
||||
mat3 TMapCharacter::GetRotationMatrix()
|
||||
{
|
||||
return RotationMatrix;
|
||||
}
|
||||
|
||||
void TGameMap::LoadMap()
|
||||
{
|
||||
Land = new TSimpleLandClass;
|
||||
Land->LoadFromFile(std::string("landscapes/out.ls1"));
|
||||
Land->SetTexture(std::string("landscapes/out.bmp"));
|
||||
Land->Scale(0.005f);
|
||||
|
||||
StaticModelArr.reserve(1);
|
||||
StaticModelArr.resize(1);
|
||||
StaticModelArr[0].LoadModel("bt_box_yellow.lm1");
|
||||
//StaticModelArr[0].SetShaderTranslateVector(vec3(-1.0f, 0.23f, 6.3f));
|
||||
|
||||
PlayerChar = new TLiteModel;
|
||||
PlayerChar->LoadModel("bt_cone.lm1");
|
||||
|
||||
AnimModel = new TAnimModel;
|
||||
AnimModel->LoadModel("bonemodel.lm1");
|
||||
|
||||
animSeq = 0;
|
||||
//AnimModel->ApplySequence("bonemodel.an1", animSeq);
|
||||
|
||||
GirlText = new TAnimModel;
|
||||
GirlText->LoadModel("girl.lm1");
|
||||
//GirlText->ScaleModel(0.1f);
|
||||
//GirlText->MoveModel(vec3(0,4,0));
|
||||
//GirlText->UpdateVBO();
|
||||
//GirlText->ApplySequence("girl.an1", 0);
|
||||
|
||||
MapChar.SetPos(vec3(0.0f, 0.0f, 10.0f));
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TGameMap::FreeMap()
|
||||
{
|
||||
if (Land)
|
||||
{
|
||||
delete Land;
|
||||
Land = NULL;
|
||||
}
|
||||
|
||||
|
||||
if (PlayerChar)
|
||||
{
|
||||
delete PlayerChar;
|
||||
PlayerChar = NULL;
|
||||
}
|
||||
|
||||
if (AnimModel)
|
||||
{
|
||||
delete AnimModel;
|
||||
AnimModel = NULL;
|
||||
}
|
||||
|
||||
if (GirlText)
|
||||
{
|
||||
delete GirlText;
|
||||
GirlText = NULL;
|
||||
}
|
||||
|
||||
StaticModelArr.clear();
|
||||
}
|
||||
|
||||
TSimpleLandClass* TGameMap::GetLand()
|
||||
{
|
||||
return Land;
|
||||
}
|
||||
|
||||
void TGameMap::DrawVBO()
|
||||
{
|
||||
|
||||
Renderer->PushShader("Simple3D");
|
||||
Land->DrawVBO();
|
||||
Renderer->PopShader();
|
||||
//Land->DrawImmediate();
|
||||
|
||||
for (TLiteModelArr::iterator i = StaticModelArr.begin(); i != StaticModelArr.end(); ++i)
|
||||
{
|
||||
//i->DrawImmediate();
|
||||
i->DrawVBO();
|
||||
}
|
||||
|
||||
//PlayerChar->DrawVBO();
|
||||
|
||||
//AnimModel->DrawVBO();
|
||||
|
||||
//GirlText->DrawVBO();
|
||||
|
||||
}
|
||||
|
||||
cardinal timeForSeq = 0;
|
||||
|
||||
void TGameMap::Update(cardinal timer)
|
||||
{
|
||||
|
||||
MapChar.Update(timer);
|
||||
|
||||
|
||||
vec3 vecFrom, vecTo;
|
||||
vec3 pos = Land->CalcVerticalCrossing(MapChar.GetPos());
|
||||
|
||||
PlayerChar->SetShaderTranslateVector(pos);
|
||||
PlayerChar->SetShaderRotateMatrix(MapChar.GetRotationMatrix());
|
||||
|
||||
timeForSeq += timer;
|
||||
|
||||
if (timeForSeq >= 2000)
|
||||
{
|
||||
timeForSeq = 0;
|
||||
|
||||
if (animSeq != 12)
|
||||
{
|
||||
animSeq = 12;
|
||||
//animSeq+= 1;
|
||||
|
||||
|
||||
if (animSeq >= 100)
|
||||
{
|
||||
animSeq = 0;
|
||||
}
|
||||
|
||||
//GirlText->ApplySequence("girl.an1", animSeq);
|
||||
//GirlText->UpdateVBO();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//AnimModel->ApplySequence("bonemodel.an1", animSeq);
|
||||
//AnimModel->UpdateVBO();
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TGameMap::PlayerClicked(int x, int y)
|
||||
{
|
||||
/*
|
||||
vec3 vecFrom, vecTo;
|
||||
SalmonRender->GetVectorOutOfCursor(x, y, vecFrom, vecTo);
|
||||
|
||||
vec3 r = Land->CalcCrossing(vecFrom, vecTo);
|
||||
|
||||
MapChar.GoToDestination(r);
|
||||
*/
|
||||
}
|
||||
@@ -0,0 +1,66 @@
|
||||
#pragma once
|
||||
|
||||
#include "SalmonEngineWindows.h"
|
||||
#include <vector>
|
||||
using namespace SE;
|
||||
|
||||
typedef std::vector<TLiteModel> TLiteModelArr;
|
||||
|
||||
class TMapCharacter
|
||||
{
|
||||
protected:
|
||||
|
||||
//Do not change them directly:
|
||||
vec3 Pos; // y=0 here
|
||||
|
||||
mat3 RotationMatrix;
|
||||
vec3 Direction; // y=0 here
|
||||
vec3 Destination; // y=0 here
|
||||
vec3 VectorToDestination;
|
||||
|
||||
float Velocity;
|
||||
|
||||
public:
|
||||
TMapCharacter();
|
||||
~TMapCharacter() { }
|
||||
|
||||
void SetPos(vec3& pos);
|
||||
void GoToDestination(vec3& dest);
|
||||
void Update(cardinal timer);
|
||||
|
||||
vec3 GetPos();
|
||||
mat3 GetRotationMatrix();
|
||||
|
||||
};
|
||||
|
||||
class TGameMap
|
||||
{
|
||||
protected:
|
||||
TSimpleLandClass* Land;
|
||||
|
||||
TLiteModelArr StaticModelArr;
|
||||
|
||||
TLiteModel* PlayerChar;
|
||||
TMapCharacter MapChar;
|
||||
|
||||
|
||||
|
||||
public:
|
||||
TGameMap() : Land(NULL), PlayerChar(NULL), AnimModel(NULL), GirlText(NULL) {};
|
||||
~TGameMap() { FreeMap(); };
|
||||
|
||||
void LoadMap();
|
||||
void FreeMap();
|
||||
|
||||
TSimpleLandClass* GetLand();
|
||||
|
||||
void DrawVBO();
|
||||
void Update(cardinal timer);
|
||||
|
||||
void PlayerClicked(int x, int y);
|
||||
|
||||
TAnimModel* AnimModel;
|
||||
TAnimModel* GirlText;
|
||||
int animSeq;
|
||||
|
||||
};
|
||||
@@ -0,0 +1,102 @@
|
||||
2024-Jun-06 15:57:24: Log started
|
||||
2024-Jun-06 15:57:25: OpenGL Window created
|
||||
2024-Jun-06 15:57:25: Script manager ready
|
||||
2024-Jun-06 15:57:25: Render::OpenGL glVersion = 4.6.0 - Build 31.0.101.4887
|
||||
2024-Jun-06 15:57:25: Render::OpenGL glVersion above 2.0 ok
|
||||
2024-Jun-06 15:57:25: Render::OpenGL GL_ARB_framebuffer_object supported ok
|
||||
2024-Jun-06 15:57:25: Render::OpenGL GL_ARB_uniform_buffer_object supported ok
|
||||
2024-Jun-06 15:57:25: Prepare to add shader GUI
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: Shader program is - 3
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: GUI
|
||||
2024-Jun-06 15:57:25: Prepare to add shader Parallax
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
WARNING: 0:27: 'assign' : implicit type conversion allowed from GLSL 1.20
|
||||
WARNING: 0:27: 'assign' : implicit type conversion allowed from GLSL 1.20
|
||||
WARNING: 0:27: 'assign' : implicit type conversion allowed
|
||||
2024-Jun-06 15:57:25: Shader program is - 6
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Parallax
|
||||
2024-Jun-06 15:57:25: Prepare to add shader Directlight
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: Shader program is - 9
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Directlight
|
||||
2024-Jun-06 15:57:25: Prepare to add shader Env
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: Shader program is - 12
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Env
|
||||
2024-Jun-06 15:57:25: Prepare to add shader Water
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
WARNING: 0:20: 'assign' : implicit type conversion allowed from GLSL 1.20
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: Shader program is - 15
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Water
|
||||
2024-Jun-06 15:57:25: Prepare to add shader Frame
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: Shader program is - 18
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Frame
|
||||
2024-Jun-06 15:57:25: Prepare to add shader Lightview
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:5: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: Shader program is - 21
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Lightview
|
||||
2024-Jun-06 15:57:25: Prepare to add shader Simple3D
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: Shader program is - 24
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Simple3D
|
||||
2024-Jun-06 15:57:25: ResourceManager::TexList Texture added: bt_box_yellow.bmp with id = 1
|
||||
2024-Jun-06 15:57:25: ResourceManager::TexList Texture added: bt_box_norm.bmp32 with id = 2
|
||||
2024-Jun-06 15:57:25: Lite model added successfully: models/bt_box_yellow.lm1
|
||||
2024-Jun-06 15:57:25: ResourceManager::TexList Texture added: bt_cone.bmp with id = 3
|
||||
2024-Jun-06 15:57:25: Lite model added successfully: models/bt_cone.lm1
|
||||
2024-Jun-06 15:57:25: Lite model added successfully: models/girl.lm1
|
||||
2024-Jun-06 15:57:25: Lite model added successfully: models/bonemodel.lm1
|
||||
2024-Jun-06 15:57:26: ResourceManager::TexList Texture added: out.bmp with id = 4
|
||||
2024-Jun-06 15:57:26: FrameManager:: frame buffer added: Skybox
|
||||
2024-Jun-06 15:57:26: ResourceManager::TexList Texture added: normalmap.bmp with id = 6
|
||||
2024-Jun-06 15:57:26: FrameManager:: frame buffer added: ScreenBlur
|
||||
2024-Jun-06 15:57:26: FrameManager:: frame buffer added: ShadowBufferGlobal
|
||||
2024-Jun-06 15:57:26: FrameManager:: frame buffer added: ShadowBufferLocal
|
||||
@@ -0,0 +1,302 @@
|
||||
#include "main.h"
|
||||
|
||||
|
||||
float CONST_CAM_ALPHA_MOUSE_SENSITIVETY = 0.005f;
|
||||
float CONST_CAM_PHI_MOUSE_SENSITIVETY = 0.005f;
|
||||
|
||||
float CONST_CAM_ZOOM_SENSITIVITY = 1.0f/120.0f;
|
||||
|
||||
cardinal CONST_CUBEMAP_UPDATE_INTERVAL = 5000;
|
||||
|
||||
void TMyApplication::DrawToCubemap()
|
||||
{
|
||||
Renderer->PushShader("Directlight");
|
||||
|
||||
Renderer->SwitchToCubemapBuffer("Skybox",0);
|
||||
Renderer->SetGlPosXView();
|
||||
DrawSceneWithoutWater();
|
||||
|
||||
Renderer->SwitchToCubemapBuffer("Skybox",1);
|
||||
Renderer->SetGlNegXView();
|
||||
DrawSceneWithoutWater();
|
||||
|
||||
Renderer->SwitchToCubemapBuffer("Skybox",2);
|
||||
Renderer->SetGlPosYView();
|
||||
DrawSceneWithoutWater();
|
||||
|
||||
Renderer->SwitchToCubemapBuffer("Skybox",3);
|
||||
Renderer->SetGlNegYView();
|
||||
DrawSceneWithoutWater();
|
||||
|
||||
Renderer->SwitchToCubemapBuffer("Skybox",4);
|
||||
Renderer->SetGlPosZView();
|
||||
DrawSceneWithoutWater();
|
||||
|
||||
Renderer->SwitchToCubemapBuffer("Skybox",5);
|
||||
Renderer->SetGlNegZView();
|
||||
DrawSceneWithoutWater();
|
||||
|
||||
Renderer->SwitchToScreen();
|
||||
|
||||
Renderer->PopShader();
|
||||
}
|
||||
|
||||
void TMyApplication::DrawToShadowMap()
|
||||
{
|
||||
|
||||
Renderer->PushShader("Lightview");
|
||||
|
||||
Renderer->BeginDrawToDepthBufferGlobal(std::string("ShadowBufferGlobal"));
|
||||
DrawSceneWithoutWater();
|
||||
Renderer->BeginDrawToDepthBufferLocal(std::string("ShadowBufferLocal"));
|
||||
DrawSceneWithoutWater();
|
||||
Renderer->EndDrawToDepthBuffer();
|
||||
|
||||
Renderer->PopShader();
|
||||
}
|
||||
|
||||
void TMyApplication::DrawSceneWithoutWater()
|
||||
{
|
||||
GameMap.DrawVBO();
|
||||
}
|
||||
|
||||
void TMyApplication::DrawWaterSurface()
|
||||
{
|
||||
|
||||
Renderer->PushShader("Water");
|
||||
|
||||
RenderUniform1f("WaterTimer", WaterTimer);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["normalmap.bmp"]);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, ResourceManager->FrameManager.GetFrameTexture("Skybox"));
|
||||
|
||||
glBegin(GL_POLYGON);
|
||||
glTexCoord2f(2, 2);
|
||||
glVertex3f(20, 0, 20);
|
||||
glTexCoord2f(2, 0);
|
||||
glVertex3f(20, 0, -20);
|
||||
glTexCoord2f(0, 0);
|
||||
glVertex3f(-20, 0, -20);
|
||||
glTexCoord2f(0, 2);
|
||||
glVertex3f(-20, 0, 20);
|
||||
glEnd();
|
||||
|
||||
Renderer->PopShader();
|
||||
}
|
||||
|
||||
//What to do on init
|
||||
void TMyApplication::InnerInit()
|
||||
{
|
||||
ResourceManager->PathToResources = "C:\\Work\\OldProjects\\ho3\\resources\\";
|
||||
|
||||
|
||||
ResourceManager->ShaderManager.AddShader("GUI", "shaders/gui_transparent.vertex", "shaders/gui_transparent.fragment");
|
||||
ResourceManager->ShaderManager.AddShader("Parallax", "shaders/directlight_parallax_shadow.vertex", "shaders/directlight_parallax_shadow.fragment");
|
||||
ResourceManager->ShaderManager.AddShader("Directlight", "shaders/directlight.vertex", "shaders/directlight.fragment");
|
||||
ResourceManager->ShaderManager.AddShader("Env", "shaders/env.vertex", "shaders/env.fragment");
|
||||
ResourceManager->ShaderManager.AddShader("Water", "shaders/water.vertex", "shaders/water.fragment");
|
||||
ResourceManager->ShaderManager.AddShader("Frame", "shaders/frame.vertex", "shaders/frame.fragment");
|
||||
ResourceManager->ShaderManager.AddShader("Lightview", "shaders/lightview.vertex", "shaders/lightview.fragment");
|
||||
ResourceManager->ShaderManager.AddShader("Simple3D", "shaders/simple3d.vertex", "shaders/simple3d.fragment");
|
||||
|
||||
Renderer->SetBackgroundShader("Env");
|
||||
|
||||
Renderer->PushShader("Parallax");
|
||||
//Renderer->PushShader("GUI");
|
||||
|
||||
|
||||
ResourceManager->ModelManager.AddLiteModel("models/bt_box_yellow.lm1");
|
||||
ResourceManager->ModelManager.AddLiteModel("models/bt_cone.lm1");
|
||||
|
||||
ResourceManager->ModelManager.AddLiteModel("models/girl.lm1");
|
||||
ResourceManager->ModelAnimManager.AddAnimationToModel("girl.lm1","models/girl.bn2");
|
||||
ResourceManager->ModelAnimManager["girl.lm1"]->LoadAnimSequenceFromFileAn1("models/girl.an1");
|
||||
|
||||
ResourceManager->ModelManager.AddLiteModel("models/bonemodel.lm1");
|
||||
ResourceManager->ModelAnimManager.AddAnimationToModel("bonemodel.lm1","models/bonemodel.bn2");
|
||||
ResourceManager->ModelAnimManager["bonemodel.lm1"]->LoadAnimSequenceFromFileAn1("models/bonemodel.an1");
|
||||
|
||||
GameMap.LoadMap();
|
||||
|
||||
Renderer->SetLandToCalcCollision(GameMap.GetLand());
|
||||
|
||||
Renderer->MoveDist(15.0f);
|
||||
Renderer->MovePhi(pi/6);
|
||||
|
||||
|
||||
float len = 50.0f;
|
||||
|
||||
//ResourceManager->LightManager.SetLightPos(0, vec4(-len * cos(pi/4), len * sin(pi/4), 0.0f, 0.0f));
|
||||
|
||||
ResourceManager->FrameManager.AddCubemapBuffer("Skybox",256,256);
|
||||
|
||||
Renderer->SetBackgroundCubemap(ResourceManager->FrameManager.GetFrameTexture("Skybox"));
|
||||
|
||||
ResourceManager->TexList.AddTexture("../resources/normalmap.bmp");
|
||||
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("ScreenBlur", 512, 512);
|
||||
ResourceManager->FrameManager.AddDepthBuffer("ShadowBufferGlobal", 512, 512);
|
||||
|
||||
ResourceManager->FrameManager.AddDepthBuffer("ShadowBufferLocal", 1024, 1024);
|
||||
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("ShadowBufferGlobal"));
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("ShadowBufferLocal"));
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
glClearColor(0.2f, 0.5f, 1.0f, 1.0f);
|
||||
|
||||
//Renderer->SetShadowClampValue(0.3f);
|
||||
Renderer->SetShadowClampValue(0.0f);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
//What to do on deinit
|
||||
void TMyApplication::InnerDeinit()
|
||||
{
|
||||
GameMap.FreeMap();
|
||||
ResourceManager->FrameManager.DeleteFrameRenderBuffer("Skybox");
|
||||
}
|
||||
|
||||
//What to do on draw
|
||||
void TMyApplication::InnerDraw()
|
||||
{
|
||||
Renderer->SwitchToScreen();
|
||||
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
Renderer->PushShader("GUI");
|
||||
DrawSceneWithoutWater();
|
||||
Renderer->PopShader();
|
||||
|
||||
/*
|
||||
DrawToCubemap();
|
||||
|
||||
DrawToShadowMap();
|
||||
|
||||
Renderer->SwitchToFrameBuffer(std::string("ScreenBlur"));
|
||||
|
||||
DrawSceneWithoutWater();
|
||||
DrawWaterSurface();
|
||||
|
||||
|
||||
Renderer->SwitchToScreen();
|
||||
|
||||
Renderer->PushShader("Frame");
|
||||
Renderer->DrawFrameFullScreen(std::string("ScreenBlur"));
|
||||
Renderer->PopShader();*/
|
||||
|
||||
|
||||
|
||||
/*
|
||||
Renderer->SwitchToFrameBuffer(std::string("ScreenBlur"));
|
||||
|
||||
Renderer->PushShader("GUI");
|
||||
DrawSceneWithoutWater();
|
||||
Renderer->PopShader();
|
||||
|
||||
Renderer->SwitchToScreen();
|
||||
|
||||
Renderer->PushShader("Frame");
|
||||
Renderer->DrawFrameFullScreen(std::string("ScreenBlur"));
|
||||
Renderer->PopShader();*/
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
//What to do on update. timer means how many ms passed since last update
|
||||
void TMyApplication::InnerUpdate(cardinal timer)
|
||||
{
|
||||
WaterTimer += 0.001f * timer;
|
||||
|
||||
GameMap.Update(timer);
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::UpdateQuick()
|
||||
{
|
||||
if (GetKeyState(VK_UP) >> 15)
|
||||
{
|
||||
Renderer->MoveForward();
|
||||
}
|
||||
|
||||
if (GetKeyState(VK_DOWN) >> 15)
|
||||
{
|
||||
Renderer->MoveBackward();
|
||||
}
|
||||
|
||||
if (GetKeyState(VK_LEFT) >> 15)
|
||||
{
|
||||
Renderer->MoveLeft();
|
||||
}
|
||||
|
||||
if (GetKeyState(VK_RIGHT) >> 15)
|
||||
{
|
||||
Renderer->MoveRight();
|
||||
}
|
||||
}
|
||||
|
||||
void TMyApplication::OnMouseMove(TMouseState& mouseState)
|
||||
{
|
||||
if (MouseRightButtonPressed)
|
||||
{
|
||||
int dx = mouseState.X - MouseX0;
|
||||
int dy = mouseState.Y - MouseY0;
|
||||
|
||||
MouseX0 = mouseState.X;
|
||||
MouseY0 = mouseState.Y;
|
||||
|
||||
Renderer->MoveAlpha(dx * CONST_CAM_ALPHA_MOUSE_SENSITIVETY);
|
||||
Renderer->MovePhi(dy * CONST_CAM_PHI_MOUSE_SENSITIVETY);
|
||||
}
|
||||
}
|
||||
|
||||
void TMyApplication::OnMouseDown(TMouseState& mouseState)
|
||||
{
|
||||
if (mouseState.RightButtonPressed)
|
||||
{
|
||||
MouseRightButtonPressed = true;
|
||||
MouseX0 = mouseState.X;
|
||||
MouseY0 = mouseState.Y;
|
||||
}
|
||||
|
||||
if (mouseState.LeftButtonPressed)
|
||||
{
|
||||
MouseLeftButtonPressed = true;
|
||||
}
|
||||
}
|
||||
|
||||
void TMyApplication::OnMouseUp(TMouseState& mouseState)
|
||||
{
|
||||
|
||||
|
||||
MouseRightButtonPressed = false;
|
||||
if (MouseLeftButtonPressed)
|
||||
{
|
||||
MouseLeftButtonPressed = false;
|
||||
GameMap.PlayerClicked(mouseState.X, mouseState.Y);
|
||||
}
|
||||
}
|
||||
|
||||
void TMyApplication::OnMouseWheel(short int delta)
|
||||
{
|
||||
Renderer->MoveDist(-CONST_CAM_ZOOM_SENSITIVITY * delta);
|
||||
}
|
||||
|
||||
|
||||
int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,
|
||||
LPSTR lpszCmdLine, int nCmdShow)
|
||||
{
|
||||
//Create application
|
||||
TMyApplication Application;
|
||||
|
||||
//Start application
|
||||
return MainLoop(Application);
|
||||
}
|
||||
@@ -0,0 +1,70 @@
|
||||
#pragma once
|
||||
|
||||
/* Path to the engine */
|
||||
#include "SalmonEngineWindows.h"
|
||||
#include "gameMap.h"
|
||||
|
||||
using namespace SE;
|
||||
|
||||
//Application class
|
||||
class TMyApplication : public SE::TApplication
|
||||
{
|
||||
/*
|
||||
TLiteModel* lm;
|
||||
TSimpleLandClass* TestLand;
|
||||
glmat3 LiteModelRotateMatrix;
|
||||
glmat3 LiteModelDeltaRotateMatrix;
|
||||
cardinal LiteModelUpdateTimer;
|
||||
*/
|
||||
TGameMap GameMap;
|
||||
|
||||
bool MouseRightButtonPressed;
|
||||
//Rotate camera on mouse right button pressed
|
||||
|
||||
bool MouseLeftButtonPressed;
|
||||
|
||||
int MouseX0, MouseY0;
|
||||
//Mouse pos caught on right button click
|
||||
|
||||
float WaterTimer;
|
||||
|
||||
void DrawSceneWithoutWater();
|
||||
|
||||
void DrawToCubemap();
|
||||
|
||||
void DrawToShadowMap();
|
||||
|
||||
void DrawWaterSurface();
|
||||
|
||||
public:
|
||||
|
||||
//Constructor
|
||||
TMyApplication() : MouseRightButtonPressed(false), MouseLeftButtonPressed(false), WaterTimer(0) { }
|
||||
|
||||
virtual void InnerInit();
|
||||
//What to do on init
|
||||
|
||||
virtual void InnerDeinit();
|
||||
//What to do on deinit
|
||||
|
||||
virtual void InnerDraw();
|
||||
//What to do on draw
|
||||
|
||||
virtual void InnerUpdate(cardinal timer);
|
||||
//What to do on update. timer means how many ms passed since last update
|
||||
|
||||
virtual void UpdateQuick();
|
||||
//To process input - this method is called more frequently than Update()
|
||||
|
||||
virtual void OnMouseMove(TMouseState& mouseState);
|
||||
//To do on mouse move (with or without pressed buttons)
|
||||
|
||||
virtual void OnMouseDown(TMouseState& mouseState);
|
||||
//To do on mouse move (with or without pressed buttons)
|
||||
|
||||
virtual void OnMouseUp(TMouseState& mouseState);
|
||||
//To do on mouse move (with or without pressed buttons)
|
||||
|
||||
virtual void OnMouseWheel(short int delta);
|
||||
//To do on mouse wheel move
|
||||
};
|
||||
Reference in new issue
Block a user