Esempio n. 1
0
			ParticleEngine::ParticleEngine() {
				// Seed random generator
				srand(time(0));

				// Load particle images
				loadParticles();
			}
Esempio n. 2
0
void TwoDSceneXMLParser::loadSceneFromXML( const std::string& filename, TwoDScene& twodscene, SceneStepper** scenestepper, scalar& dt, scalar& max_t, scalar& maxfreq, std::vector<renderingutils::Color>& particle_colors, std::vector<renderingutils::Color>& edge_colors, std::vector<renderingutils::ParticlePath>& particle_paths, renderingutils::Color& bgcolor, std::string& description, std::string& scenetag, TwoDimensionalDisplayController& display)
{
  assert( *scenestepper == NULL );
  //std::cout << "Loading scene: " << filename << std::endl;
  
  // Load the xml document
  std::vector<char> xmlchars;
  rapidxml::xml_document<> doc;
  loadXMLFile( filename, xmlchars, doc );

  // Attempt to locate the root node
  rapidxml::xml_node<>* node = doc.first_node("scene");
  if( node == NULL ) 
  {
    std::cerr << "\033[31;1mERROR IN XMLSCENEPARSER:\033[m Failed to parse xml scene file. Failed to locate root <scene> node. Exiting." << std::endl;
    exit(1);
  }    
  
  // TODO: Clear old state

  // Camera
  loadCameraLocation(node, display);

  // Scene
  loadParticles( node, twodscene );
  loadEdges( node, twodscene );
  loadSceneTag( node, scenetag );
  // Forces
  loadSpringForces( node, twodscene );
  loadSimpleGravityForces( node, twodscene );
  loadGravitationalForces( node, twodscene );
  loadDragDampingForces( node, twodscene );
  loadVorexForces( node, twodscene );
  // Integrator/solver
  loadIntegrator( node, scenestepper, dt );
  loadMaxTime( node, max_t );
  // UI
  loadMaxSimFrequency( node, maxfreq );  
  // Rendering state
  particle_colors.resize(twodscene.getNumParticles(),renderingutils::Color(0.650980392156863,0.294117647058824,0.0));
  loadParticleColors( node, particle_colors );
  edge_colors.resize(twodscene.getNumEdges(),renderingutils::Color(0.0,0.388235294117647,0.388235294117647));
  loadEdgeColors( node, edge_colors );
  loadBackgroundColor( node, bgcolor );
  loadParticlePaths( node, dt, particle_paths );
  
  std::string description_string;
  loadSceneDescriptionString( node, description );
}
Esempio n. 3
0
/*
* Initializes all the game engine components
*/
void Game::initSystems() {
		//Create an Opengl window using SDL
	_window.create(_windowTitle, _screenWidth, _screenHeight, 0);		
		//Compile and Link shader
	initShaders();
		//Set up the openGL buffers
	_openGLBuffers.initializeBuffers(_colorProgram);
		//Load the current scenario
	_gameElements.loadGameElements("./resources/scene2D.txt");
	_gameElements.loadBasic3DObjects();
	loadParticles();
	Ke = 800.0f;
	Kd = 8.0f;
	_planeBottom.setPointNormal(glm::vec3(0.0f, -3.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f));
	_planeRight.setPointNormal(glm::vec3(3.0f, 0.0f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f));
	//_planeLeft.setPointNormal(glm::vec3(-4.0f, 0.0f, 0.0f), glm::vec3(-1.0f, 0.0f, 0.0f));
	//_planeTop.setPointNormal(glm::vec3(0.0f, 3.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));

}
Esempio n. 4
0
InfoWidgetMsh::InfoWidgetMsh(Particles *part,QWidget *parent) : QGroupBox("Meshes",parent){

    setCheckable(true);
    setChecked(false);
    setEnabled(false);

    nbMeshes = 0;
    mSpec = NULL;
    activeMeshBx = new QCheckBox();
    meshBx = new QComboBox;
    wireBx = new QCheckBox("Wired mesh");
    wireBt = new QPushButton("Apply to all");
    cullBackFaceBx = new QCheckBox("Cull back face");
    cullBackFaceBt = new QPushButton("Apply to all");

    QObject::connect(activeMeshBx,SIGNAL(clicked(bool)),this,SLOT(changeActiveMesh(bool)));
    QObject::connect(meshBx,SIGNAL(currentIndexChanged(int)),this,SLOT(setMesh(int)));
    QObject::connect(wireBx,SIGNAL(clicked(bool)),this,SLOT(changeShowWires(bool)));
    QObject::connect(wireBt,SIGNAL(pressed()),this,SLOT(changeAllShowWires()));
    QObject::connect(cullBackFaceBx,SIGNAL(clicked(bool)),this,SLOT(changeCullBackFace(bool)));
    QObject::connect(cullBackFaceBt,SIGNAL(pressed()),this,SLOT(changeAllCullBackFace()));

    QVBoxLayout *vLayout = new QVBoxLayout;
    QHBoxLayout *hLayout = new QHBoxLayout;
    hLayout->addWidget(activeMeshBx);
    hLayout->addWidget(meshBx);
    hLayout->setStretchFactor(meshBx,1);
    vLayout->addLayout(hLayout);
    QGridLayout *gLayout = new QGridLayout;
    gLayout->setColumnStretch(0,1);
    gLayout->addWidget(wireBx,0,0);
    gLayout->addWidget(wireBt,0,1);
    gLayout->addWidget(cullBackFaceBx,1,0);
    gLayout->addWidget(cullBackFaceBt,1,1);
    vLayout->addLayout(gLayout);
    setLayout(vLayout);
    loadParticles(part);
}
Esempio n. 5
0
void loadAssets()
{
	loadParticles();
	loadPlane();

	pstack.push(glm::perspective(45.0f, 
					(GLfloat)window.GetWidth()/window.GetHeight(), 0.1f, 175.0f));
	
	mstack.push(glm::lookAt(vec3(0, 2.7, 7), vec3(0, 2.4, 6), vec3(0, 1, 0)));
	
	// Load terrain shader
	if (!g_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "terrain-vert.glsl", 
			GLSLShader::VERTEX)) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	if (!g_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "terrain-frag.glsl", 
			GLSLShader::FRAGMENT)) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	if (!g_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "terrain-tc.glsl", 
			GLSLShader::TESS_CONTROL)) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	if (!g_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "terrain-te.glsl", 
			GLSLShader::TESS_EVALUATION)) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	if (!g_program.link()) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	// Load plane shader
	if (!d_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "default-vert.glsl", 
			GLSLShader::VERTEX)) {
		fprintf(stderr, "%s\n", d_program.log().c_str());
		exit(1);
	}

	if (!d_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "default-frag.glsl", 
			GLSLShader::FRAGMENT)) {
		fprintf(stderr, "%s\n", d_program.log().c_str());
		exit(1);
	}

	const char *outputNames[] = { "Position" };
	glTransformFeedbackVaryings(d_program.getHandle(), 1, outputNames, GL_SEPARATE_ATTRIBS);

	if (!d_program.link()) {
		fprintf(stderr, "%s\n", d_program.log().c_str());
		exit(1);
	}

	
	g_program.use();
	g_program.setUniform("Viewport", viewport);
	
	g_program.setUniform("MinTessLevel", 1.0f);
	g_program.setUniform("MaxTessLevel", max_tess);
	//g_program.setUniform("MaxTessLevel", 20.0f);

	g_program.setUniform("NearClip", 0.1f);
	g_program.setUniform("FarClip", 175.0f);
	g_program.setUniform("NearFog", 10.0f);
	g_program.setUniform("FarFog", 125.0f);

	g_program.setUniform("Light0.position", vec3(L0POSITION));
	g_program.setUniform("Light0.La", vec3(L0AMBIENT));
	g_program.setUniform("Light0.Ld", vec3(L0DIFFUSE));


	GLuint terrainmap = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "heightmap-vlarge.png",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint watermap = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "watermap.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint ttex1 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "grass.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint ttex2 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "stonesnow.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint ttex3 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "water.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint ttex4 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "foam.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint nmap1 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "normalmap-vlarge.png",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint nmap2 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "watermap_NRM.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint omap1 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "occmap-vlarge.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	omap2 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "watermap_OCC.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	plane = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "F16_diffusemap2.tga",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );

	
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, terrainmap);
	g_program.setUniform("TerrainMap", 0);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);

	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, watermap);
	g_program.setUniform("WaterMap", 1);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glActiveTexture(GL_TEXTURE2);
	glBindTexture(GL_TEXTURE_2D, ttex1);
	g_program.setUniform("TTex1", 2);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glActiveTexture(GL_TEXTURE3);
	glBindTexture(GL_TEXTURE_2D, ttex2);
	g_program.setUniform("TTex2", 3);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glActiveTexture(GL_TEXTURE4);
	glBindTexture(GL_TEXTURE_2D, ttex3);
	g_program.setUniform("TTex3", 4);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glActiveTexture(GL_TEXTURE5);
	glBindTexture(GL_TEXTURE_2D, ttex4);
	g_program.setUniform("TTex4", 5);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glActiveTexture(GL_TEXTURE6);
	glBindTexture(GL_TEXTURE_2D, nmap1);
	g_program.setUniform("NMap1", 6);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glActiveTexture(GL_TEXTURE7);
	glBindTexture(GL_TEXTURE_2D, nmap2);
	g_program.setUniform("NMap2", 7);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glActiveTexture(GL_TEXTURE8);
	glBindTexture(GL_TEXTURE_2D, omap1);
	g_program.setUniform("OMap1", 8);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	glActiveTexture(GL_TEXTURE9);
	glBindTexture(GL_TEXTURE_2D, omap2);
	g_program.setUniform("OMap2", 9);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	
	d_program.use();

	plv = glGetSubroutineIndex(d_program.getHandle(), GL_VERTEX_SHADER, "RenderPlane");
	plf = glGetSubroutineIndex(d_program.getHandle(), GL_FRAGMENT_SHADER, "RenderPlane");
	pav = glGetSubroutineIndex(d_program.getHandle(), GL_VERTEX_SHADER, "RenderParticles");
	paf = glGetSubroutineIndex(d_program.getHandle(), GL_FRAGMENT_SHADER, "RenderParticles");


	glActiveTexture(GL_TEXTURE9);
	glBindTexture(GL_TEXTURE_2D, plane);
	d_program.setUniform("PlaneTex", 9);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	d_program.setUniform("Light0.position", vec3(L0POSITION));
	d_program.setUniform("Light0.La", vec3(L0AMBIENT));
	d_program.setUniform("Light0.Ld", vec3(L0DIFFUSE));

	loadLand(156, 100);
}