Example #1
0
int main()
{
	//////////////////////////////////////////BASICS///////////////////////////////////////////

	srand(time(NULL));

	glfwInit();

	//WINDOW
	Window window(50, 50, 800, 600, "ParticleSystem");
	glfwMakeContextCurrent(window.getWindow());

	//CAM
	cam.setPosition(glm::vec4(-15.0, 0.0, 7.0, 1.0));
	cam.setNearFar(0.1f, 100.0f);
	cam.setLookAt(glm::vec3(cam.getPosition().x, cam.getPosition().y, cam.getPosition().z - 1.0));
	cam.setKeySpeed(8.0);
	iH.setAllInputMaps(cam);
	iH.changeActiveInputMap("Pilotview");

	//Callback
	glfwSetKeyCallback(window.getWindow(), key_callback);

	//More then just 60 fps, vsync off
	glfwSwapInterval(0);

	glewInit();

	//SHADER
	VertexShader vsSkybox(loadShaderSource(SHADERS_PATH + std::string("/SkyboxShader/SkyboxShader.vert")));
	FragmentShader fsSkybox(loadShaderSource(SHADERS_PATH + std::string("/SkyboxShader/SkyboxShader.frag")));
	ShaderProgram shaderSkybox(vsSkybox, fsSkybox);

	VertexShader vsObject(loadShaderSource(SHADERS_PATH + std::string("/TextureShader3D/TextureShader3D.vert")));
	FragmentShader fsObject(loadShaderSource(SHADERS_PATH + std::string("/TextureShader3D/TextureShader3D.frag")));
	ShaderProgram shaderObject(vsObject, fsObject);

	/////////////////////////////////////////TEXTURES//////////////////////////////////////////

	//COMIC CLOUD
	Texture* comicBalloonTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/balloon01.png"); 
	Texture* comicBalloonTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/balloon02.png"); 
	Texture* comicBalloonTex3 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/balloon03.png"); 
	Texture* comicBalloonTex4 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/balloon04.png"); 
	Texture* comicCloudTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/cloud01.png"); 
	Texture* comicCloudTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/cloud02.png");
	Texture* comicCloudTex3 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/cloud03.png");
	Texture* comicCloudTex4 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/cloud04.png");
	Texture* comicExclamationMarkTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/exclamationMark01.png");
	Texture* comicExclamationMarkTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/exclamationMark02.png");
	Texture* comicExclamationMarkTex3 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/exclamationMark03.png");
	Texture* comicExclamationMarkTex4 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/exclamationMark04.png");
	Texture* comicLightningTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/lightning01.png");
	Texture* comicLightningTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/lightning02.png");
	Texture* comicLightningTex3 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/lightning03.png");
	Texture* comicLightningTex4 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/lightning04.png");
	Texture* comicSpiralTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/spiral01.png");
	Texture* comicSpiralTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/spiral02.png");
	Texture* comicSpiralTex3 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/spiral03.png");
	Texture* comicSpiralTex4 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/spiral04.png");
	Texture* comicSpiralTex5 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/spiral05.png");
	Texture* comicSpiralTex6 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/spiral06.png");
	Texture* comicStarTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/star01.png");
	Texture* comicStarTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/star02.png");

	//FIRE
	Texture* fireTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/fire/flame01_L.png");
	Texture* fireTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/fire/flame02_L.png");
	Texture* fireTex3 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/fire/flame03_L.png");

	//PARTICLE
	Texture* particleBlackTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/particle/virus.png");
	Texture* particleWhiteTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/particle/particle.png");
	Texture* snowTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/particle/snowflake.png"); //TODO better Resolution
	Texture* glowwormTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/particle/glowworm.png");
	Texture* energyTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/particle/energy.png");
	Texture* fireflyTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/particle/firefly.png");
	Texture* fireSparkTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/particle/sparkOrange.png");
	Texture* fireSparkTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/particle/sparkRed.png");

	//RAIN
	Texture* rainTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/rain/rain.png"); //TODO darker

	//SMOKE
	Texture* drawSmokeTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/smoke/smokeDraw/smoke01_L.png");
	Texture* drawSmokeTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/smoke/smokeDraw/smoke02_L.png");
	Texture* drawSmokeTex3 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/smoke/smokeDraw/smoke03_L.png");
	Texture* drawSmokeTex4 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/smoke/smokeDraw/smoke04_L.png");
	Texture* smokeWhiteTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/smoke/smokeWhite/smokeWhite01.png");
	Texture* smokeWhiteTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/smoke/smokeWhite/smokeWhite02.png");
	Texture* smokeBlackTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/smoke/smokeBlack/smokeBlack01.png");
	Texture* smokeBlackTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/smoke/smokeBlack/smokeBlack02.png");

	//STAR
	Texture* fireWorkYellowTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/star/starYellow.png"); //TODO Work?
	Texture* fireWorkOrangeTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/star/starPink.png"); //TODO Work?
	Texture* fireWorkRedTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/star/starRed.png"); //TODO Work?
	Texture* fireWorkBlueTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/star/starBlue.png"); //TODO Work?
	Texture* fireWorkGreenTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/star/starGreen.png"); //TODO Work?

	///////////////////////////////////////FINAL EMITTER///////////////////////////////////////

	//FINAL EMITTER SNOW
	Emitter* snow = new Emitter(0, glm::vec3(0.0, 5.0, 0.0), 0.0, 0.166, 100, 30.0, true);
	snow->setVelocity(0);
	snow->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, 1.0), 0.5f);
	snow->setAreaEmitting(false,true, 10.0, 10000);
	snow->addTexture(snowTex, 0.0);
	snow->defineLook(true, 0.04, 2.0);
	particleCount += (100 * 30 / 0.166);

	//FINAL EMITTER STRONG SNOW
	Emitter* snowStrong = new Emitter(0, glm::vec3(-3.5, 4.0, 0.0), 0.0, 0.166, 100, 15.0, true);
	snowStrong->setVelocity(2);
	snowStrong->usePhysicDirectionGravity(glm::vec4(0.6, -1.5, 0.0, 1.0), 2.6f);
	snowStrong->setAreaEmitting(false, true, 8.0, 10000);
	snowStrong->addTexture(snowTex, 0.0);
	snowStrong->defineLook(true, 0.03, 1.0, 3.0);
	particleCount += (100 * 15.0 / 0.166);

	//FINAL EMITTER WHITE SMOKE
	Emitter* smokeWhite = new Emitter(0, glm::vec3(3.0, -1.0, 1.0), 0.0, 0.4, 1, 8.0, true);
	smokeWhite->setVelocity(2);
	smokeWhite->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -0.8), 0.3f);
	smokeWhite->addTexture(smokeWhiteTex1, 1.0);
	smokeWhite->addTexture(smokeWhiteTex2, 0.25);
	std::vector<float> smokeWhiteSize{ 0.05f, 0.5f, 0.75f, 1.2f };
	std::vector<float> smokeWhiteTime{ 0.0f, 0.4f, 0.75f, 1.0f };
	smokeWhite->defineLook(true, smokeWhiteSize, smokeWhiteTime, 1.0, 4.0, 3.0, false, 0.3);
	smokeWhite->switchToGeometryShader();
	particleCount += (1 * 8.0 / 0.4);

	//FINAL EMITTER BLACK SMOKE
	Emitter* smokeBlack = new Emitter(0, glm::vec3(6.0, -1.0, 1.0), 0.0, 0.6, 1, 8.0, true);
	smokeBlack->setVelocity(2);
	smokeBlack->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -0.8), 0.3f);
	smokeBlack->addTexture(smokeBlackTex1, 1.0);
	smokeBlack->addTexture(smokeBlackTex2, 0.2);
	std::vector<float> smokeBlackSize{ 0.1f, 0.4f, 0.8f, 1.2f };
	std::vector<float> smokeBlackTime{ 0.0f, 0.2f, 0.75f, 1.0f };
	smokeBlack->defineLook(true, smokeBlackSize, smokeBlackTime, 1.0, 5.0, 3.0, false, 0.3);
	smokeBlack->switchToGeometryShader();
	particleCount += (1 * 8 / 0.4);

	//FINAL EMITTER CLOUD SMOKE
	Emitter* smokeCloud = new Emitter(0, glm::vec3(15.0, -1.0, 1.0), 0.0, 0.3, 1, 10.0, true);
	smokeCloud->setVelocity(3);
	smokeCloud->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -0.1), 0.15f);
	smokeCloud->addTexture(smokeWhiteTex1, 1.0);
	smokeCloud->addTexture(smokeWhiteTex2, 0.08);
	std::vector<float> smokeCloudSize{ 0.1f, 0.4f, 0.8f, 1.2f };
	std::vector<float> smokeCloudTime{ 0.0f, 0.2f, 0.75f, 1.0f };
	smokeCloud->defineLook(true, smokeBlackSize, smokeBlackTime, 1.0, 2.0, 4.0, false, 0.3);
	smokeCloud->switchToGeometryShader();
	particleCount += (1 * 10.0 / 0.3);

	//FINAL EMITTER RAIN
	Emitter* rain = new Emitter(0, glm::vec3(0.0, 3.0, 0.0), 0.0, 0.02, 50, 5.0, true);
	rain->setVelocity(0);
	rain->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, 1.0), 5.0f);
	rain->setAreaEmitting(false, true, 8.0, 10000);
	rain->addTexture(rainTex, 0.0);
	rain->defineLook(true, 0.03, 1.0, 0.0);
	particleCount += (50 * 5.0 / 0.02);

	//FINAL EMITTER FONTAINE
	Emitter* fontaine = new Emitter(0, glm::vec3(-15.0,-1.0, 1.0), 0.0, 0.05, 5, 2.0, true);
	fontaine->setVelocity(0);
	fontaine->usePhysicTrajectory(glm::vec4(0.0, 0.0, 0.0, 1.0), 1.0);
	//fontaine->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -0.0), 0.7f);
	fontaine->defineLook(false, 0.3, 0.0, 0.5, 0.0, true, 1.0);
	particleCount += (3 * 2.0 / 0.05);

	//FINAL EMITTER CIRCLE
	Emitter* circle = new Emitter(0, glm::vec3(-18.0, 0.0, 1.0), 0.0, 0.2, 50, 4.0, true);
	circle->setVelocity(4);
	circle->addTexture(fireSparkTex1, 1.0);
	circle->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -0.0), 0.3f);
	circle->addTexture(fireSparkTex2 ,0.1);
	circle->defineLook(true, 0.03, 0.0, 2.0, 1.0, true, 0.0);
	circle->switchToGeometryShader();
	particleCount += (50 * 4.0 / 0.4);

	//FINAL EMITTER QUAD
	Emitter* quad = new Emitter(0, glm::vec3(-21.0, 0.0, 1.0), 0.0, 1.0, 100, 1.0, true);
	quad->setVelocity(0);
	quad->setAreaEmitting(true, true, 0.5, 1);
	quad->defineLook(false, 0.1, 0.0, 0.0, 0.0, false, 0.0);
	particleCount += (50 * 1.0 / 1.0);

	//FINAL EMITTER FRUITFLIES
	Emitter* fruitFlies = new Emitter(0, glm::vec3(11.5, 0.0, 1.0), 0.0, 0.166, 2, 10.0, true);
	fruitFlies->setVelocity(0);
	fruitFlies->usePhysicSwarmCircleMotion(true, true, true, 3.0);
	fruitFlies->setAreaEmitting(true, true, 0.5, 100);
	fruitFlies->addTexture(particleBlackTex, 0.0);
	fruitFlies->defineLook(true, 0.012, 3.0, 3.0, 0.0, true, 1.0);
	fruitFlies->switchToGeometryShader();
	particleCount += (2 * 10.0 / 0.166);

	//FINAL SCREEN EMITTER FRUITFLIES
	Emitter* screenFruitFlies = new Emitter(0, glm::vec3(-0.2, 0.2, 7.0), 0.0, 0.1, 2, 10.0, true);
	screenFruitFlies->setVelocity(0);
	screenFruitFlies->usePhysicSwarmCircleMotion(true, true, true, 3.0);
	screenFruitFlies->setAreaEmitting(true, false, 2.5, 1000);
	screenFruitFlies->addTexture(particleBlackTex, 0.0);
	screenFruitFlies->defineLook(true, 0.02, 1.0, 3.0, 0.0, true, 1.0);
	screenFruitFlies->switchToGeometryShader();
	particleCount += (3 * 10.0 / 0.166);

	//FINAL EMITTER GLOWWORM
	Emitter* glowworm = new Emitter(0, glm::vec3(-3.0, 0.0, 1.0), 0.0, 0.2, 1, 10.0, true);
	glowworm->setVelocity(0);
	glowworm->usePhysicSwarmCircleMotion(true, true, true, 3.0);
	glowworm->setAreaEmitting(true, false, 0.4, 1000);
	glowworm->addTexture(glowwormTex, 0.0);
	glowworm->defineLook(true, 0.1, 1.0, 1.5);
	particleCount += (1 * 10.0 / 0.2);

	//FINAL EMITTER ENERGYBALL
	Emitter* energyBall = new Emitter(0, glm::vec3(-12.0, -1.0, 1.0), 0.0, 0.01, 5, 15.0, true);
	energyBall->setVelocity(5);
	energyBall->usePhysicPointGravity(glm::vec4(-10.0, 1.0, 1.0, 3.0), 8.0, 2, 1.8);
	energyBall->addTexture(energyTex, 1.0);
	energyBall->defineLook(true, 0.04);
	particleCount += (5 * 15.0 / 0.01);

	//FINAL EMITTER COMIC CLOUD
	Emitter* cloud01 = new Emitter(0, glm::vec3(-6.0, 0.5, 1.0), 0.0, 1.6, 1, 10.0, true);
	cloud01->setVelocity(4);
	cloud01->usePhysicPointGravity(glm::vec4(0.0, -1.0, 0.0, -0.0), 0.0, 0, 0.72);
	cloud01->addTexture(comicCloudTex1, 0.0);
	std::vector<float> cloudSize1{ 0.8f, 1.6f };
	std::vector<float> cloudTime1{ 0.0f, 1.0f };
	cloud01->defineLook(true, cloudSize1, cloudTime1, 0.4, 4.0, 0.0, false, 0.3);
	cloud01->switchToGeometryShader();
	particleCount += (1 * 1.5 / 10.0);

	Emitter* cloud02 = new Emitter(0, glm::vec3(-6.0, 0.5, 1.0), 0.0, 2.3, 1, 10.0, true);
	cloud02->setVelocity(4);
	cloud02->usePhysicPointGravity(glm::vec4(0.0, -1.0, 0.0, -0.0), 0.0, 0, 0.6);
	cloud02->addTexture(comicCloudTex3, 0.0);
	std::vector<float> cloudSize2{ 0.8f, 1.6f };
	std::vector<float> cloudTime2{ 0.0f, 1.0f };
	cloud02->defineLook(true, cloudSize2, cloudTime2, 0.4, 4.0, 0.0, false, 0.3);
	cloud02->switchToGeometryShader();
	particleCount += (1 * 2.1 / 10.0);

	Emitter* cloud03 = new Emitter(0, glm::vec3(-7.0, 1.0, 1.0), 0.0, 0.0, 1, 0.0, false);
	cloud03->setVelocity(0);
	cloud03->addTexture(comicBalloonTex4, 1.0);
	cloud03->defineLook(true, 0.8, 2.0);
	cloud03->switchToGeometryShader();
	particleCount += 1;

	Emitter* cloud04 = new Emitter(0, glm::vec3(-4.8, 2.0, 1.0), 0.0, 0.0, 1, 0.0, false);
	cloud04->setVelocity(0);
	cloud04->addTexture(comicStarTex2, 1.0);
	cloud04->defineLook(true, 0.3, 2.0, 0.0, 0.0, false, 0.6);
	cloud04->switchToGeometryShader();
	particleCount += 1;

	Emitter* cloud05 = new Emitter(0, glm::vec3(-7.0, -1.0, 1.0), 0.0, 0.0, 1, 0.0, false);
	cloud05->setVelocity(0);
	cloud05->addTexture(comicStarTex2, 1.0);
	cloud05->defineLook(true, 0.5, 2.0, 0.0, 0.0, true, 0.4);
	cloud05->switchToGeometryShader();
	particleCount += 1;

	Emitter* cloud06 = new Emitter(0, glm::vec3(-4.3, 0.2, 1.0), 0.0, 0.0, 1, 0.0, false);
	cloud06->setVelocity(0);
	cloud06->addTexture(comicSpiralTex5, 1.0);
	cloud06->defineLook(true, 0.3, 2.0);
	cloud06->switchToGeometryShader();
	particleCount += 1;

	Emitter* cloud07 = new Emitter(0, glm::vec3(-8.0, 0.7, 1.0), 0.0, 0.0, 1, 0.0, false);
	cloud07->setVelocity(0);
	cloud07->addTexture(comicSpiralTex3, 1.0);
	cloud07->defineLook(true, 0.3, 2.0);
	cloud07->switchToGeometryShader();
	particleCount += 1;

	Emitter* cloud08 = new Emitter(0, glm::vec3(-7.9, 2.1, 1.0), 0.0, 0.0, 1, 0.0, false);
	cloud08->setVelocity(0);
	cloud08->addTexture(comicLightningTex1, 1.0);
	cloud08->defineLook(true, 0.6, 2.0);
	cloud08->switchToGeometryShader();
	particleCount += 1;

	Emitter* cloud09 = new Emitter(0, glm::vec3(-4.0, 1.4, 1.0), 0.0, 0.0, 1, 0.0, false);
	cloud09->setVelocity(0);
	cloud09->addTexture(comicLightningTex4, 1.0);
	cloud09->defineLook(true, 0.5, 2.0);
	cloud09->switchToGeometryShader();
	particleCount += 1;

	Emitter* cloud10 = new Emitter(0, glm::vec3(-3.7, 0.8, 1.0), 0.0, 0.0, 1, 0.0, false);
	cloud10->setVelocity(0);
	cloud10->addTexture(comicExclamationMarkTex3, 1.0);
	cloud10->defineLook(true, 0.3, 2.0);
	cloud10->switchToGeometryShader();
	particleCount += 1;

	Emitter* cloud11 = new Emitter(0, glm::vec3(-6.5, 2.4, 1.0), 0.0, 0.0, 1, 0.0, false);
	cloud11->setVelocity(0);
	cloud11->addTexture(comicExclamationMarkTex2, 1.0);
	cloud11->defineLook(true, 0.5, 2.0);
	cloud11->switchToGeometryShader();
	particleCount += 1;

	////////////////////////////////NOT FINAL EMITTER////////////////////////////////

	//FINAL EMITTER MAXIMUM; SET POSITION
	Emitter* maximumParticle = new Emitter(0, glm::vec3(-21.0, -3.0, 0.0), 0.0, 0.2, 5000, 12.0, true);
	maximumParticle->setVelocity(3);
	maximumParticle->usePhysicDirectionGravity(glm::vec4(0.0, 1.0, 0.0, 0.2), 0.5);
	maximumParticle->defineLook(false, 0.01);
	int particleCountMax = 5000 * 12 / 0.2;

	//particleMax with Texture

	//!EMITTER FIRE
	Emitter* fireMiddle = new Emitter(0, glm::vec3(9.0, 0.0, 1.0), 0.0, 1.0, 3.0, 4.0, true);
	fireMiddle->setVelocity(3);
	fireMiddle->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -0.5), 0.2);
	fireMiddle->addTexture(fireTex1, 1.0);
	//fireMiddle->addTexture(fireTex2, 0.5);
	fireMiddle->addTexture(fireTex3, 0.0);
	fireMiddle->defineLook(true, 0.5, 1.0, 2.0);
	fireMiddle->switchToGeometryShader();

	Emitter* fireSmoke = new Emitter(0, glm::vec3(9.0, -1.0, 1.0), 0.0, 0.4, 1, 8.0, true);
	fireSmoke->setVelocity(2);
	fireSmoke->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -0.8), 0.3f);
	fireSmoke->addTexture(smokeBlackTex1, 1.0);
	fireSmoke->addTexture(smokeBlackTex2, 0.08);
	std::vector<float> fireSmokeSize{ 0.1f, 0.4f, 0.8f, 1.2f };
	std::vector<float> fireSmokeTime{ 0.0f, 0.2f, 0.75f, 1.0f };
	fireSmoke->defineLook(true, fireSmokeSize, fireSmokeTime, 1.0, 4.0, 1.0, false, 0.3);
	fireSmoke->switchToGeometryShader();

	Emitter* firefly = new Emitter(0, glm::vec3(9.1, -0.9, 1.0), 0.0, 1.3, 1, 9.0, true);
	firefly->setVelocity(3);
	firefly->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -1.5), 0.13f);
	firefly->addTexture(fireflyTex, 1.0);
	firefly->defineLook(true, 0.04, 2.0, 2.0, 0.0, false, 0.3);

	Emitter* fireSparkOrange = new Emitter(0, glm::vec3(9.1, -0.9, 1.0), 0.0, 0.1, 1, 0.8, true);
	fireSparkOrange->setVelocity(3);
	fireSparkOrange->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -1.0), 1.5f);
	fireSparkOrange->addTexture(fireSparkTex1, 1.0);
	fireSparkOrange->defineLook(true, 0.02, 0.4, 0.3, 0.0, false, 0.3);

	Emitter* fireSparkRed = new Emitter(0, glm::vec3(9.1, -0.9, 1.0), 0.0, 0.1, 1, 1.0, true);
	fireSparkRed->setVelocity(3);
	fireSparkRed->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -1.5), 1.5f);
	fireSparkRed->addTexture(fireSparkTex2, 1.0);
	fireSparkRed->defineLook(true, 0.02, 0.4, 0.3, 0.0, false, 0.3);

	//!EMITTER FIREWORK
	Emitter* firework = new Emitter(0, glm::vec3(0.6, 0.6, 0.0), 0.0, 0.5, 5, 1.0, true);
	firework->setVelocity(4);
	firework->usePhysicDirectionGravity(glm::vec4(0.0,-1.0,0.0,0.1), 1.0f);
	//firework->addTexture(*fireWorkYellowTex, 0.0);
	//firework->defineLook(true, 0.8, 0.1, 0.2);
	Emitter* firework2 = new Emitter(0, glm::vec3(-0.6, -0.6, 0.0), 0.0, 0.5, 5, 1.0, true);
	firework2->setVelocity(4);
	firework2->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, 0.1), 1.0f);
	//firework2->addTexture(*fireWorkOrangeTex, 0.0);
	//firework2->defineLook(true, 0.8, 0.1, 0.2);

	//////////////////////////////////////OUR SCENE///////////////////////////////////////////////

	//SKYBOX
	Cube cube;
	const char *textureNames[6] = { 
		/*(char*)RESOURCES_PATH "/PereaBeach1/posx.jpg",
		(char*)RESOURCES_PATH "/PereaBeach1/negx.jpg",
		(char*)RESOURCES_PATH "/PereaBeach1/posy.jpg",
		(char*)RESOURCES_PATH "/PereaBeach1/negy.jpg",
		(char*)RESOURCES_PATH "/PereaBeach1/posz.jpg",
		(char*)RESOURCES_PATH "/PereaBeach1/negz.jpg"*/
		(char*)RESOURCES_PATH "/Color/testTex.png",
		(char*)RESOURCES_PATH "/Color/testTex.png",
		(char*)RESOURCES_PATH "/Color/testTex.png",
		(char*)RESOURCES_PATH "/Color/testTex.png",
		(char*)RESOURCES_PATH "/Color/testTex.png",
		(char*)RESOURCES_PATH "/Color/testTex.png" };
	Skybox skybox(textureNames);
	Node skyboxNode("skybox");
	skyboxNode.addGeometry(&cube);

	//OBJECTS
	Teapot teapot;
	teapot.loadBufferData();
	Sphere sphere;
	sphere.loadBufferData();
	Rect plane;
	plane.loadBufferData();

	//TEXTURES
	Texture chrome((char*)RESOURCES_PATH "/Metal/chrome.jpg");
	Texture marble((char*)RESOURCES_PATH "/Wall/seamless_marble.png"); //TODO JPG
	Texture cvLogo((char*)RESOURCES_PATH "/Symbol/cv_logo.bmp");
	Texture bricks((char*)RESOURCES_PATH "/Wall/brick.bmp");

	//CREATING NODES
	Level testLevel("testLevel");
	Scene testScene("testScene");
	testLevel.addScene(&testScene);
	testLevel.changeScene("testScene");

	Node cube1("cube1");
	cube1.addGeometry(&cube);
	cube1.addTexture(&chrome);
	cube1.setModelMatrix(glm::translate(cube1.getModelMatrix(), glm::vec3(-0.3, 0.25, 0.4)));
	cube1.setModelMatrix(glm::scale(cube1.getModelMatrix(), glm::vec3(0.3, 0.3, 0.3)));

	Node cube2("cube2");
	cube2.addGeometry(&cube);
	cube2.addTexture(&chrome);
	cube2.setModelMatrix(glm::translate(cube2.getModelMatrix(), glm::vec3(0.7, 0.25, 0.4)));
	cube2.setModelMatrix(glm::scale(cube2.getModelMatrix(), glm::vec3(0.3, 0.3, 0.3)));

	Node wallNode1("wall1");
	wallNode1.addGeometry(&plane);
	wallNode1.addTexture(&marble);
	wallNode1.setModelMatrix(glm::translate(wallNode1.getModelMatrix(), glm::vec3(0.0, -1.0, 0.0)));
	wallNode1.setModelMatrix(glm::rotate(wallNode1.getModelMatrix(), 90.0f, glm::vec3(1.0, 0.0, 0.0)));
	wallNode1.setModelMatrix(glm::scale(wallNode1.getModelMatrix(), glm::vec3(25.0, 2.0, 1.0)));

	Node wallNode2("wall2");
	wallNode2.addGeometry(&plane);
	wallNode2.addTexture(&bricks);
	wallNode2.setModelMatrix(glm::translate(wallNode2.getModelMatrix(), glm::vec3(0.0, 0.0, 0.0)));
	wallNode2.setModelMatrix(glm::scale(wallNode2.getModelMatrix(), glm::vec3(25.0, 2.5, 1.0)));

	Node teaNode("teaNode");
	teaNode.addGeometry(&teapot);
	teaNode.addTexture(&cvLogo);
	teaNode.setModelMatrix(glm::translate(teaNode.getModelMatrix(), glm::vec3(0.2, 0.3, 1.0)));
	teaNode.setModelMatrix(glm::scale(teaNode.getModelMatrix(), glm::vec3(0.3, 0.3, 0.3)));

	//CREATING A SCENEGRAPH
	testScene.getScenegraph()->getRootNode()->addChildrenNode(&wallNode1);
	testScene.getScenegraph()->getRootNode()->addChildrenNode(&wallNode2);
	testScene.getScenegraph()->getRootNode()->addChildrenNode(&cube1);
	testScene.getScenegraph()->getRootNode()->addChildrenNode(&cube2);
	testScene.getScenegraph()->getRootNode()->addChildrenNode(&teaNode);

	//ADD CAMERA TO SCENEGRAPH
	testScene.getScenegraph()->addCamera(&cam);
	testScene.getScenegraph()->getCamera("Pilotview");
	testScene.getScenegraph()->setActiveCamera("Pilotview");

	//GUI
	initGUI();

	double startCamTime = glfwGetTime();

	int outputFrames = 0;
	float dTime;

	while (!glfwWindowShouldClose(window.getWindow()))
	{
		//CAM
		dTime = glfwGetTime() - startCamTime;
		cam.setSensitivity(dTime);
		startCamTime = glfwGetTime();

		//Maximum Particle
		if (!useMaximumParticle->isActive()){

			//SKYBOX
			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
			shaderSkybox.bind();
			glDisable(GL_DEPTH_TEST);
			shaderSkybox.sendMat4("viewMatrix", cam.getViewMatrix());
			shaderSkybox.sendMat4("projectionMatrix", cam.getProjectionMatrix());
			shaderSkybox.sendSkyboxTexture("testTexture", skybox.getSkyboxTexture());
			//skyboxNode.render();
			shaderSkybox.unbind();

			glEnable(GL_DEPTH_TEST);
			shaderObject.bind();
			shaderObject.sendMat4("viewMatrix", cam.getViewMatrix());
			shaderObject.sendMat4("projectionMatrix", cam.getProjectionMatrix());
			shaderObject.sendInt("useTexture", 1);
			teaNode.setModelMatrix(glm::rotate(teaNode.getModelMatrix(), 3.0f, glm::vec3(0.0, 1.0, 0.0)));
			cube1.setModelMatrix(glm::rotate(cube1.getModelMatrix(), 3.0f, glm::vec3(0.0, 1.0, 0.0)));
			cube2.setModelMatrix(glm::rotate(cube2.getModelMatrix(), 3.0f, glm::vec3(0.0, 1.0, 0.0)));
			//testScene.render(shaderObject);
			shaderObject.unbind();

			///////////////////////////////////////FINAL EMITTER///////////////////////////////////////
			glDisable(GL_DEPTH_TEST);

			//smokeWhite->update();
			//smokeWhite->render(cam);

			//smokeBlack->update();
			//smokeBlack->render(cam);

			fontaine->update();
			fontaine->render(cam);

			//circle->update();
			//circle->render(cam);

			//quad->update();
			//quad->render(cam);

			//glowworm->update();
			//glowworm->render(cam);

			//fruitFlies->update();
			//fruitFlies->render(cam);

			//energyBall->update();
			//energyBall->render(cam);

			//cloud01->update();
			//cloud01->render(cam);
			//cloud02->update();
			//cloud02->render(cam);
			//cloud03->update();
			//cloud03->render(cam);
			//cloud04->update();
			//cloud04->render(cam);
			//cloud05->update();
			//cloud05->render(cam);
			//cloud06->update();
			//cloud06->render(cam);
			//cloud07->update();
			//cloud07->render(cam);
			//cloud08->update();
			//cloud08->render(cam);
			//cloud09->update();
			//cloud09->render(cam);
			//cloud10->update();
			//cloud10->render(cam);
			//cloud11->update();
			//cloud11->render(cam);
		}
		////////////////////////////////FINAL SCREEN EMITTER//////////////////////////////////////////////////
		else{
			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
			maximumParticle->update();
			maximumParticle->render(cam);
			particleCount = particleCountMax;
		}

		if (useFruitFliesButton->isActive()){
			screenFruitFlies->update();
			screenFruitFlies->render(screen);
		}
		else{
			screenFruitFlies->startTime();
		}

			////////////////////////////////FINAL GUI EMITTER///////////////////////////////////////////
		if (useSnowButton->isActive()){
			snow->update(glm::vec3(cam.getPosition()));
			snow->render(cam);
		}
		else{
			snow->startTime();
		}

		if (useStrongSnowButton->isActive()){
			snowStrong->update(glm::vec3(cam.getPosition()));
			snowStrong->render(cam);
		}
		else{
			snowStrong->startTime();
		}

		if (useRainButton->isActive()){
			rain->update(glm::vec3(cam.getPosition()));
			rain->render(cam);
		}{
			rain->startTime();
		}

		////////////////////////////////WAITING FOR TEXTURES EMITTER////////////////////////////////

		//todo: flamme
		//fireMiddle->update();
		//fireMiddle->render(cam);
		//fireSmoke->update();
		//fireSmoke->render(cam);
		//firefly->update();
		//firefly->render(cam);
		//fireSparkOrange->update();
		//fireSparkOrange->render(cam);
		//fireSparkRed->update();
		//fireSparkRed->render(cam);

		// todo all
		//firework->update();
		//firework->render(cam);

		//smokeCloud
		//smokeCloud->update();
		//smokeCloud->render(cam);

		////////////////////////////////BASICS///////////////////////////////////////////////////////

		//renderer->renderGUI(*gui, window);

		//WINDOW
		window.swapAndPoll();

		//FPS
		if (!(outputFrames % 30)){
			outputFrames = 1;
			//std::cout << "FPS: " << static_cast<int> (1 / dTime) << "; Up to " << particleCount << " particles"<<std::endl;
		}
		outputFrames++;
	}
	glfwDestroyWindow(window.getWindow());
	glfwTerminate();

	return 0;
}
Example #2
0
//===================================================================//
//==================Main Method=====================================//
//==================================================================//
int main()
{

	//===================================================================//
	//==================Things you need to start with====================//
	//==================================================================//
	glfwInit();

	Window testWindow(500, 50, 800, 600, "Demo");
	glfwMakeContextCurrent(testWindow.getWindow());

	// Callback
	glfwSetKeyCallback(testWindow.getWindow(), key_callback);

	cam.setKeySpeed(2.0);
	cam.setNearFar(0.01, 100);

	glewInit();

	OpenGL3Context context;
	//renderer = new Renderer(context);
	Renderer renderer(context);

	//===================================================================//
	//==================Shaders for your program========================//
	//==================================================================//
	VertexShader vs(loadShaderSource(SHADERS_PATH + std::string("/Vertex-Shaders/TextureShader3D.vert")));
	FragmentShader fs(loadShaderSource(SHADERS_PATH + std::string("/Fragment-Shaders/TextureShader3D.frag")));
	ShaderProgram shader(vs, fs);

	VertexShader vsGBuffer(loadShaderSource(SHADERS_PATH + std::string("/GBuffer/GBuffer.vert")));
	FragmentShader fsGBuffer(loadShaderSource(SHADERS_PATH + std::string("/GBuffer/GBuffer.frag")));
	ShaderProgram shaderGBuffer(vsGBuffer, fsGBuffer);

	VertexShader vsSfq(loadShaderSource(SHADERS_PATH + std::string("/ScreenFillingQuad/ScreenFillingQuad.vert")));
	FragmentShader fsSfq(loadShaderSource(SHADERS_PATH + std::string("/ScreenFillingQuad/ScreenFillingQuad.frag")));
	ShaderProgram shaderSFQ(vsSfq, fsSfq);

	VertexShader vsSkybox(loadShaderSource(SHADERS_PATH + std::string("/SkyboxShader/SkyboxShader.vert")));
	FragmentShader fsSkybox(loadShaderSource(SHADERS_PATH + std::string("/SkyboxShader/SkyboxShader.frag")));
	ShaderProgram shaderSkybox(vsSkybox, fsSkybox);

	FBO fboGBuffer(WINDOW_WIDTH, WINDOW_HEIGHT, 3, true, false);

	SoundFileHandler sfh = SoundFileHandler(1000);

	Rect screenFillingQuad;
	screenFillingQuad.loadBufferData();

	//===================================================================//
	//==================Object declarations - Geometry, Texture, Node=== //
	//==========================Object: Terrain===========================//

	StaticObject terrainObject;
	terrainObject.setClassType(ClassType::TERRAIN);

	Texture terrainTex((char*)RESOURCES_PATH "/Grass2.jpg");

	Terrain terrain2((char*)RESOURCES_PATH "/heightmap.jpg", 0.0f, 0.0f);
	Node terrainNode2("Terrain");
	terrainNode2.addGeometry(&terrain2);
	terrainNode2.addTexture(&terrainTex);
	terrainNode2.setObject(&terrainObject);


	//===================================================================//
	//==================Object declarations - Geometry, Texture, Node=== //
	//==========================Object: Player===========================//

	Texture texCV((char*)RESOURCES_PATH "/cv_logo.bmp");

	GekoMesh gekoMesh;
	geko.setExp(0.0);
	geko.setLevelThreshold(100.0);
	geko.setLevel(0);

	Node playerNode("Player");

	playerNode.addGeometry(&gekoMesh);
	playerNode.setObject(&geko);
	playerNode.addTexture(&texCV);

	sfh.generateSource(glm::vec3(geko.getPosition()), RESOURCES_PATH "/Sound/Rascheln.wav");
	geko.setSoundHandler(&sfh);
	geko.setSourceName(MOVESOUND, "SpielerFootsteps", RESOURCES_PATH "/Sound/Rascheln.wav");
	//geko.setSourceName(BACKGROUNDMUSIC, "Hintergrund", RESOURCES_PATH "/Sound/jingle2.wav");
	geko.setSourceName(FIGHTSOUND, "Kampfsound", RESOURCES_PATH "/Sound/punch.wav");
	geko.setSourceName(EATSOUND, "Essen", RESOURCES_PATH "/Sound/Munching.wav");
	geko.setSourceName(QUESTSOUND, "Quest", RESOURCES_PATH "/Sound/jingle.wav");
	geko.setSourceName(ITEMSOUND, "Item", RESOURCES_PATH "/Sound/itempickup.wav");
	geko.setSourceName(FIRESOUND, "Fire", RESOURCES_PATH "/Sound/Feuer_kurz.wav");

	sfh.disableLooping("Essen");
	sfh.disableLooping("Quest");
	sfh.disableLooping("Item");
	geko.setPosition(glm::vec4(terrain2.getResolutionX() / 2.0f, 10.0f, terrain2.getResolutionY() / 2.0f, 1.0));
	//sfh.generateSource("Feuer",posFood, RESOURCES_PATH "/Sound/Feuer kurz.wav");
	playerNode.setCamera(&cam);

	//===================================================================//
	//==================Setting up the Level and Scene==================//
	//==================================================================//

	Level testLevel("testLevel");
	Scene testScene("testScene");
	testLevel.addScene(&testScene);
	testLevel.changeScene("testScene");
	testLevel.setTerrain(&terrain2);

	//==================Add Camera to Scene============================//
	testScene.getScenegraph()->addCamera(&cam);
	testScene.getScenegraph()->setActiveCamera("PlayerViewCam");

	//==================Set Input-Maps and activate one================//
	iH.setAllInputMaps(*(testScene.getScenegraph()->getActiveCamera()));
	iH.changeActiveInputMap(MapType::OBJECT);
	iH.getActiveInputMap()->update(geko);

	//==================Add Objects to the Scene=======================//
	//==================Update the Bounding-Sphere 1st time============//
	/*Node translateNode("Translate");
	translateNode.addTranslation(glm::vec3(terrain2.getResolutionX() / 2.0f, 0.0, terrain2.getResolutionY() / 2.0f));*/

	testScene.getScenegraph()->getRootNode()->addChildrenNode(&terrainNode2);
	testScene.getScenegraph()->getRootNode()->addChildrenNode(&playerNode);
	//testScene.getScenegraph()->getRootNode()->addChildrenNode(&translateNode);
	//testScene.getScenegraph()->getRootNode()->getChildrenNode("Translate")->addChildrenNode(&playerNode);



	//===================================================================//
	//==================Setting up the Observers========================//
	//==================================================================//

	ObjectObserver playerObserver(&testLevel);
	SoundObserver soundPlayerObserver(&testLevel);
	geko.addObserver(&playerObserver);
	geko.addObserver(&soundPlayerObserver);


	// ==============================================================
	// == Object (Forest) ==========================================
	// ==============================================================
	TreeMesh tree;

	glm::vec3 tmp;
	std::stringstream name;
	for (int i = 0; i<TreeData::forest1.size(); i++)
	{
		name << "Forest1Tree" << i;
		std::string stringname = name.str();
		StaticObject *treeStatic = new StaticObject();
		treeStatic->setTree(50 / TreeData::forest1.size());
		Node *treeNode = new Node(stringname);
		treeNode->addGeometry(&tree);
		treeNode->setObject(treeStatic);
		tmp.x = TreeData::forest1[i].x;
		tmp.z = TreeData::forest1[i].z;
		tmp.y = terrain2.getHeight(glm::vec2(tmp.x, tmp.z));
		treeNode->addTranslation(tmp);
		treeNode->getBoundingSphere()->radius = 2.5;
		testScene.getScenegraph()->getRootNode()->addChildrenNode(treeNode);
		name.str("");
	}
	for (int i = 0; i<TreeData::forest2.size(); i++)
	{
		name << "Forest2Tree" << i;
		std::string stringname = name.str();
		StaticObject *treeStatic = new StaticObject();
		treeStatic->setTree(50 / TreeData::forest2.size());
		Node *treeNode = new Node(stringname);
		treeNode->addGeometry(&tree);
		treeNode->setObject(treeStatic);

		tmp.x = TreeData::forest2[i].x;
		tmp.z = TreeData::forest2[i].z;
		tmp.y = terrain2.getHeight(glm::vec2(tmp.x, tmp.z));
		treeNode->addTranslation(tmp);
		treeNode->getBoundingSphere()->radius = 2.5;
		testScene.getScenegraph()->getRootNode()->addChildrenNode(treeNode);
		name.str("");
	}

	// ==============================================================
	// == Object (Anthome) ==========================================
	// ==============================================================
	glm::vec3 posFood(10.0, 0.0, -5.0);
	glm::vec3 posFood2((terrain2.getResolutionX() / 2.0f) + 10.0, 0.0, (terrain2.getResolutionY() / 2.0f) - 5.0);
	glm::vec3 posSpawn(terrain2.getResolutionX() / 2.0f, 10.0, terrain2.getResolutionY() / 2.0f);
	glm::vec3 posDefaultPlayer(0.0, 0.0, 0.0);
	AntMesh antMesh;

	DecisionTree *aggressivedecisionTree = new DecisionTree();
	aggressivedecisionTree->setAntTreeAggressiv();

	DecisionTree *afraidDecisionTree = new DecisionTree();
	afraidDecisionTree->setAntTreeAfraid();

	Graph<AStarNode, AStarAlgorithm>* antAggressiveGraph = new Graph<AStarNode, AStarAlgorithm>();
	antAggressiveGraph->setExampleAntAggressiv(posSpawn, posFood2, posDefaultPlayer);

	Graph<AStarNode, AStarAlgorithm>* antAfraidGraph = new Graph<AStarNode, AStarAlgorithm>();
	antAfraidGraph->setExampleAntAfraid2(posSpawn, posDefaultPlayer);

	AntHome antHome(posSpawn, antMesh, &playerObserver, &texCV, &texCV, aggressivedecisionTree, antAggressiveGraph, afraidDecisionTree, antAfraidGraph);
	//antHome.generateGuards(5, &aiObserver, testScene.getScenegraph()->getRootNode());
	antHome.generateWorkers(5, testScene.getScenegraph()->getRootNode());
	/*antHome.addAntsToSceneGraph(testScene.getScenegraph()->getRootNode());*/





	//===================================================================//
	//==================Setting up the Collision=========================//
	//==================================================================//
	CollisionTest collision;
	collision.collectNodes(testScene.getScenegraph()->getRootNode());

	CollisionObserver colObserver(&testLevel);
	collision.addObserver(&colObserver);
	collision.addObserver(&soundPlayerObserver);

	GravityObserver gravityObserver(&testLevel);
	collision.addObserver(&gravityObserver);



	//===================================================================//
	//==================Setting up the Gravity===========================//
	//==================================================================//
	Gravity gravity;
	playerNode.addGravity(&gravity);

	//===================================================================//
	//==================Setting up the Gravity===========================//
	//==================================================================//
	PlayerGUI playerGUI(HUD_WIDTH, HUD_HEIGHT, WINDOW_HEIGHT, WINDOW_WIDTH, QUEST_HEIGHT, QUEST_WIDTH, playerNode.getPlayer());

	//===================================================================//
	//==================The Render-Loop==================================//
	//==================================================================//
	float lastTime = glfwGetTime();

	sfh.playSource("Hintergrund");
	sfh.setGain("Hintergrund", 0.5f);


	//TODO adjust the Rotation,to match the Terrain
	glm::vec4 tmpPos;
	glm::vec3 normalFromTerrain;
	glm::vec3 rotateAxis;
	glm::vec4 viewDirFromPlayer;
	glm::vec3 up(0.0, 1.0, 0.0);
	float lengthFromNormal;
	float lengthFromUp;
	float phi;



	while (!glfwWindowShouldClose(testWindow.getWindow()))
	{


		float currentTime = glfwGetTime();
		float deltaTime = currentTime - lastTime;
		lastTime = currentTime;


		//===================================================================//
		//==================Update your Objects per Frame here =============//
		//==================================================================//
		collision.update();


		//===================================================================//
		//==================Input and update for the Player==================//
		//==================================================================//

		geko.update();
		geko.setDeltaTime(currentTime);

		tmpPos = testScene.getScenegraph()->searchNode("Player")->getPlayer()->getPosition();
		viewDirFromPlayer = testScene.getScenegraph()->searchNode("Player")->getPlayer()->getViewDirection();
		//ToDo calculate Normal funktioniert evtl falsch
		normalFromTerrain = terrain2.calculateNormal(tmpPos.x, tmpPos.z);
		rotateAxis = glm::cross(glm::vec3(viewDirFromPlayer), normalFromTerrain );
	//	lengthFromNormal = glm::length(normalFromTerrain);
	//	lengthFromUp = glm::length(up);
		normalFromTerrain = glm::normalize(normalFromTerrain);
		up = glm::normalize(up);
		phi = glm::dot(up, normalFromTerrain);
		phi = glm::atan(phi) * (180 / glm::pi<float>());
	//	phi = glm::acos(glm::dot(normalFromTerrain, up) / (lengthFromNormal * lengthFromUp));
		//ToDo Rotation überschreibt die frühere Rotation
		testScene.getScenegraph()->searchNode("Player")->addRotation(phi, rotateAxis);

		antHome.updateAnts();

		//===================================================================//
		//==================Render your Objects==============================//
		//==================================================================//
		//renderer.renderScene(testScene, testWindow);


		fboGBuffer.bind();
		glClearColor(0.5, 0.5, 0.5, 0);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		shaderGBuffer.bind();
		shaderGBuffer.sendMat4("viewMatrix", cam.getViewMatrix());
		shaderGBuffer.sendMat4("projectionMatrix", cam.getProjectionMatrix());

		testScene.render(shaderGBuffer);


		shaderGBuffer.unbind();
		fboGBuffer.unbind();

		//ScreenFillingQuad Render Pass
		shaderSFQ.bind();
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		shaderSFQ.sendSampler2D("fboTexture", fboGBuffer.getColorTexture(2));

		screenFillingQuad.renderGeometry();
		shaderSFQ.unbind();

		renderer.renderGUI(*playerGUI.getHUD(), testWindow);
		glfwSwapBuffers(testWindow.getWindow());
		glfwPollEvents();


	}



	glfwDestroyWindow(testWindow.getWindow());
	glfwTerminate();


	return 0;

}
Example #3
0
int main()
{
	Player geko("Geko", glm::vec3(10.0, 10.0, 10.0));


	// Start Konifguration - Window, Context, Camera and Callbacks //
	glfwInit();

	Window testWindow(500, 50, 800, 600, "testWindow");
	glfwMakeContextCurrent(testWindow.getWindow());

	cam.setKeySpeed(2.0);
	cam.setNearFar(0.01, 100);

	//Callback for Camera and Player
	glfwSetKeyCallback(testWindow.getWindow(), key_callback);

	glewInit();

	// Shader  and Renderer Initialization //
	//Shader for Objects
	VertexShader vs(loadShaderSource(SHADERS_PATH + std::string("/Vertex-Shaders/TextureShader3D.vert")));
	FragmentShader fs(loadShaderSource(SHADERS_PATH + std::string("/Fragment-Shaders/TextureShader3D.frag")));
	ShaderProgram shader(vs, fs);

	//Shader for a Skybox
	VertexShader vsSkybox(loadShaderSource(SHADERS_PATH + std::string("/SkyboxShader/SkyboxShader.vert")));
	FragmentShader fsSkybox(loadShaderSource(SHADERS_PATH + std::string("/SkyboxShader/SkyboxShader.frag")));
	ShaderProgram shaderSkybox(vsSkybox, fsSkybox);

	//Renderer with context
	OpenGL3Context context;
	Renderer renderer(context);

	//Level and Scene
	Level testLevel("testLevel");
	Scene testScene("testScene");
	testLevel.addScene(&testScene);
	testLevel.changeScene("testScene");

	//Add Camera to scenegraph
	testScene.getScenegraph()->addCamera(&cam);
	testScene.getScenegraph()->getCamera("PlayerViewCam");
	testScene.getScenegraph()->setActiveCamera("PlayerViewCam");

	//Set all InputMaps and set one InputMap active
	iH.setAllInputMaps(*(testScene.getScenegraph()->getActiveCamera()));
	iH.changeActiveInputMap("Object");
	iH.getActiveInputMap()->update(geko);

	// ==============================================================
	// == Object (ant, afraid) ======================================
	// ==============================================================
	Teapot teaAnt;
	Texture texCV((char*)RESOURCES_PATH "/cv_logo.bmp");
	//AntMesh antMesh;
	//Node aiNodeFlick("Flick");

	//aiNodeFlick.addGeometry(&teaAnt);
	//aiNodeFlick.addTexture(&texCV);

	//testScene.getScenegraph()->getRootNode()->addChildrenNode(&aiNodeFlick);

	//AI ant_Flick;
	//ant_Flick.setAntAfraid();
	//aiNodeFlick.ssetObject(&ant_Flick);

	// ==============================================================
	// == Object (ant, aggressiv) ===================================
	// ==============================================================
	AntMesh antMesh;
	//Node aiNodeFlack("Flack");

	//aiNodeFlack.addGeometry(&teaAnt);
	//aiNodeFlack.addGeometry(&antMesh);
	//aiNodeFlack.addTexture(&texCV);

	//testScene.getScenegraph()->getRootNode()->addChildrenNode(&aiNodeFlack);

	//AI ant_Flack;
	//ant_Flack.setAntAggressiv();
	//aiNodeFlack.setObject(&ant_Flack);

	// ==============================================================
	// == Object (Tree) =============================================
	// ==============================================================

	Texture texBrick((char*)RESOURCES_PATH "/brick.bmp");
	//TreeMesh treeMesh;
	Teapot teaTree;
	TreeMesh treeMesh;

	Node treeNode("CookieTree");
	StaticObject tree;
	tree.setTree();

	treeNode.setObject(&tree);
	treeNode.addTexture(&texCV);
	treeNode.addGeometry(&treeMesh);
	glm::vec3 posFood(10.0, 0.0, -5.0);
	treeNode.addTranslation(posFood);
	treeNode.getBoundingSphere()->radius = 2.0;

	testScene.getScenegraph()->getRootNode()->addChildrenNode(&treeNode);

	// ==============================================================
	// == Player ====================================================
	// ==============================================================

	Teapot teaPlayer;
	GekoMesh gekomesh;
	//	Texture texBrick((char*)RESOURCES_PATH "/brick.bmp");

	Node playerNode("Player");
	playerNode.addTexture(&texBrick);
	playerNode.setObject(&geko);
	//playerNode.addGeometry(&teaPlayer);
	playerNode.addGeometry(&gekomesh);
	playerNode.setCamera(&cam);
	geko.setPosition(glm::vec3(10.0, 0.0, 10.0));

	//Add the node to the Scene
	testScene.getScenegraph()->getRootNode()->addChildrenNode(&playerNode);

	// ==============================================================
	// == Questsystem ====================================================
	// ==============================================================
	//QuestHandler questhandler;

	Quest questCollect(1);
	questCollect.setActive(true);
	Goal_Collect goalCollect(1);
	Goal_Collect goalCollect3(3);
	questCollect.addGoal(&goalCollect);
	questCollect.addGoal(&goalCollect3);

	Quest questCollect2(2);
	questCollect2.setActive(true);
	Goal_Collect goalCollect2(2);
	questCollect2.addGoal(&goalCollect2);

	goalCollect.setGoalCount(50);
	goalCollect2.setGoalCount(50);
	goalCollect3.setGoalCount(50);

	goalCollect.setItemType(ItemType::BRANCH);
	goalCollect2.setItemType(ItemType::BRANCH);
	goalCollect3.setItemType(ItemType::COOKIE);

	testLevel.getQuestHandler()->addQuest(&questCollect);
	testLevel.getQuestHandler()->addQuest(&questCollect2);
	/*questhandler.addQuest(&questCollect);
	questhandler.addQuest(&questCollect2);*/

	//std::cout << "GRÖßE DES QUESTHANDLERS : " << questhandler.getQuests().size() << std::endl;


	// ==============================================================
	// == Collision, FightSystem=====================================
	// ==============================================================

	// Bounding Box creation for the objects and collision test //
	CollisionTest collision;


	FightSystem fight;

	//===================================================================//
	//==================Setting up the Observers========================//
	//==================================================================//
	ObjectObserver aiObserver(&testLevel);
	//ant_Flick.addObserver(&aiObserver);
	//ant_Flack.addObserver(&aiObserver);

	ObjectObserver playerObserver(&testLevel);
	geko.addObserver(&playerObserver);

	CollisionObserver colObserver(&testLevel);
	collision.addObserver(&colObserver);

	GravityObserver gravityObserver(&testLevel);
	collision.addObserver(&gravityObserver);

	SoundObserver soundObserver(&testLevel);

	// ==============================================================
	// == Object (Anthome) ==========================================
	// ==============================================================

	//TreeMesh treeMesh;
	AntHomeMesh homeMesh;

	Node homeNode("AntHome");
	StaticObject home;
	//home.setTree();

	homeNode.setObject(&home);
	homeNode.addTexture(&texBrick);
	homeNode.addGeometry(&homeMesh);
	glm::vec3 posHome(1.0, 0.0, 1.0);
	homeNode.addTranslation(posHome);
	homeNode.getBoundingSphere()->radius = 0.5;

	testScene.getScenegraph()->getRootNode()->addChildrenNode(&homeNode);

	glm::vec3 posFood2(10.0, 0.0, -5.0);
	glm::vec3 posSpawn(3.0, 0.0, 3.0);
	glm::vec3 posDefaultPlayer(0.0, 0.0, 0.0);

	DecisionTree *aggressivedecisionTree = new DecisionTree();
	aggressivedecisionTree->setAntTreeAggressiv();

	DecisionTree *afraidDecisionTree = new DecisionTree();
	afraidDecisionTree->setAntTreeAfraid();

	Graph<AStarNode, AStarAlgorithm>* antAggressiveGraph = new Graph<AStarNode, AStarAlgorithm>();
	antAggressiveGraph->setExampleAntAfraid(posSpawn, posFood2, posDefaultPlayer);

	Graph<AStarNode, AStarAlgorithm>* antAfraidGraph = new Graph<AStarNode, AStarAlgorithm>();
	antAfraidGraph->setExampleAntAfraid(posSpawn, posFood, posDefaultPlayer);

	//AntHome antHome(posSpawn, antMesh, &texCV, &texCV, aggressivedecisionTree, antAggressiveGraph, afraidDecisionTree, antAfraidGraph);
	////antHome.generateGuards(5, &aiObserver);
	//antHome.generateWorkers(1, &aiObserver);
	SoundFileHandler sfh(1000);
	AntHome antHome(posSpawn, &sfh, antMesh, &soundObserver, &playerObserver, &texCV, &texCV, aggressivedecisionTree, antAggressiveGraph, afraidDecisionTree, antAfraidGraph);
	antHome.generateWorkers(5, testScene.getScenegraph()->getRootNode());
	antHome.addAntsToSceneGraph(testScene.getScenegraph()->getRootNode());


	collision.collectNodes(testScene.getScenegraph()->getRootNode());
	float lastTime = glfwGetTime();
	int i = 0;
	while (!glfwWindowShouldClose(testWindow.getWindow()))
	{
		i++;
		if (i == 30){
			i++;
		}
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		float currentTime = glfwGetTime();
		float deltaTime = currentTime - lastTime;
		lastTime = currentTime;
		collision.update();

		antHome.updateAnts();
		antHome.printPosWorkers();

		/*	ant_Flick.update();
		ant_Flack.update();*/

		geko.update();
		geko.setDeltaTime(currentTime);

		renderer.renderScene(testScene, testWindow);

	}

	glfwDestroyWindow(testWindow.getWindow());
	glfwTerminate();

	return 0;
}