void Matrix44::setUpAndOrthonormalize(Vector3 up) { up.normalize(); //put the up vector in the matrix m[4] = up.x; m[5] = up.y; m[6] = up.z; //orthonormalize Vector3 right,front; right = rightVector(); if ( abs(right.dot( up )) < 0.99998 ) { right = up.cross( frontVector() ); front = right.cross( up ); } else { front = Vector3(right).cross( up ); right = up.cross( front ); } right.normalize(); front.normalize(); m[8] = front.x; m[9] = front.y; m[10] = front.z; m[0] = right.x; m[1] = right.y; m[2] = right.z; }
void CoordinateFrame::getXYZYPRRadians(float& x, float& y, float& z, float& yaw, float& pitch, float& roll) const { x = translation.x; y = translation.y; z = translation.z; const Vector3& look = lookVector(); if (abs(look.y) > 0.99f) { // Looking nearly straight up or down yaw = G3D::pi() + atan2(look.x, look.z); pitch = asin(look.y); roll = 0.0f; } else { // Yaw cannot be affected by others, so pull it first yaw = G3D::pi() + atan2(look.x, look.z); // Pitch is the elevation of the yaw vector pitch = asin(look.y); Vector3 actualRight = rightVector(); Vector3 expectedRight = look.cross(Vector3::unitY()); roll = 0;//acos(actualRight.dot(expectedRight)); TODO } }
void Matrix44::setFrontAndOrthonormalize(Vector3 front) { front.normalize(); //put the up vector in the matrix m[8] = front.x; m[9] = front.y; m[10] = front.z; //orthonormalize Vector3 right,up; right = rightVector(); if ( abs(right.dot( front )) < 0.99998 ) { right = topVector().cross( front ); up = front.cross( right ); } else { up = front.cross( right ); right = up.cross( front ); } right.normalize(); up.normalize(); m[4] = up.x; m[5] = up.y; m[6] = up.z; m[0] = right.x; m[1] = right.y; m[2] = right.z; }
void GLSpriteRenderer::Render() { SPADES_MARK_FUNCTION(); lastImage = NULL; program->Use(); projectionViewMatrix(program); rightVector(program); upVector(program); texture(program); viewMatrix(program); fogDistance(program); fogColor(program); positionAttribute(program); spritePosAttribute(program); colorAttribute(program); projectionViewMatrix.SetValue(renderer->GetProjectionViewMatrix()); viewMatrix.SetValue(renderer->GetViewMatrix()); fogDistance.SetValue(renderer->GetFogDistance()); Vector3 fogCol = renderer->GetFogColor(); fogColor.SetValue(fogCol.x,fogCol.y,fogCol.z); const client::SceneDefinition& def = renderer->GetSceneDef(); rightVector.SetValue(def.viewAxis[0].x, def.viewAxis[0].y, def.viewAxis[0].z); upVector.SetValue(def.viewAxis[1].x, def.viewAxis[1].y, def.viewAxis[1].z); texture.SetValue(0); device->ActiveTexture(0); device->EnableVertexAttribArray(positionAttribute(), true); device->EnableVertexAttribArray(spritePosAttribute(), true); device->EnableVertexAttribArray(colorAttribute(), true); for(size_t i = 0; i < sprites.size(); i++){ Sprite& spr = sprites[i]; if(spr.image != lastImage){ Flush(); lastImage = spr.image; SPAssert(vertices.empty()); } Vertex v; v.x = spr.center.x; v.y = spr.center.y; v.z = spr.center.z; v.radius = spr.radius; v.angle = spr.angle; v.r = spr.color.x; v.g = spr.color.y; v.b = spr.color.z; v.a = spr.color.w; uint32_t idx = (uint32_t)vertices.size(); v.sx = -1; v.sy = -1; vertices.push_back(v); v.sx = 1; v.sy = -1; vertices.push_back(v); v.sx = -1; v.sy = 1; vertices.push_back(v); v.sx = 1; v.sy = 1; vertices.push_back(v); indices.push_back(idx); indices.push_back(idx + 1); indices.push_back(idx + 2); indices.push_back(idx + 1); indices.push_back(idx + 3); indices.push_back(idx + 2); } Flush(); device->EnableVertexAttribArray(positionAttribute(), false); device->EnableVertexAttribArray(spritePosAttribute(), false); device->EnableVertexAttribArray(colorAttribute(), false); }
void Polygon::updateGeometry() { angle = (float*)calloc(nVertices, sizeof(float)); edgeLength = (float*)calloc(nVertices, sizeof(float)); //locals float angleSum = 0; int isReflex; int dotProduct; float magnRightSqr; float magnLeftSqr; float cosOfAngleSqr; float cosOfAngle; Pair leftVector(0,0); Pair rightVector(0,0); for(int i = 0; i < nVertices; i++) { Pair leftVector = vertex[(nVertices-1+i) % nVertices] - vertex[i]; Pair rightVector = vertex[(i+1) % nVertices] - vertex[i]; isReflex = (rightVector.x*leftVector.y-rightVector.y*leftVector.x); dotProduct = (rightVector.x*leftVector.x + rightVector.y*leftVector.y); magnRightSqr = (rightVector.x*rightVector.x) + (rightVector.y*rightVector.y); magnLeftSqr = (leftVector.x*leftVector.x) + (leftVector.y*leftVector.y); cosOfAngleSqr = 0; if(magnLeftSqr==0 || magnRightSqr ==0) { cosOfAngle = 1; } else { cosOfAngle = dotProduct/sqrt(magnLeftSqr*magnRightSqr); } angle[i] = acos(cosOfAngle); /* if(dotProduct<0) { angle[i] = PI - acos(cosOfAngle); } else { angle[i] = acos(cosOfAngle); } */ if(isReflex<0) { angle[i] = 2*PI-angle[i]; } angleSum += angle[i]; edgeLength[i] = sqrt((float)magnRightSqr); } if(angleSum >= PI*nVertices) { order = true; for(int i=0; i<nVertices; i++) { angle[i] = 360 - angle[i]*180/PI; } } else { order = false; for(int i=0; i<nVertices; i++) { angle[i] = angle[i]*180/PI; } } }
void GLSoftSpriteRenderer::Render() { SPADES_MARK_FUNCTION(); lastImage = NULL; program->Use(); device->Enable(IGLDevice::Blend, true); device->BlendFunc(IGLDevice::One, IGLDevice::OneMinusSrcAlpha); projectionViewMatrix(program); rightVector(program); frontVector(program); viewOriginVector(program); upVector(program); texture(program); depthTexture(program); viewMatrix(program); fogDistance(program); fogColor(program); zNearFar(program); positionAttribute(program); spritePosAttribute(program); colorAttribute(program); projectionViewMatrix.SetValue(renderer->GetProjectionViewMatrix()); viewMatrix.SetValue(renderer->GetViewMatrix()); fogDistance.SetValue(renderer->GetFogDistance()); Vector3 fogCol = renderer->GetFogColor(); fogCol *= fogCol; // linearize fogColor.SetValue(fogCol.x, fogCol.y, fogCol.z); const client::SceneDefinition &def = renderer->GetSceneDef(); rightVector.SetValue(def.viewAxis[0].x, def.viewAxis[0].y, def.viewAxis[0].z); upVector.SetValue(def.viewAxis[1].x, def.viewAxis[1].y, def.viewAxis[1].z); frontVector.SetValue(def.viewAxis[2].x, def.viewAxis[2].y, def.viewAxis[2].z); viewOriginVector.SetValue(def.viewOrigin.x, def.viewOrigin.y, def.viewOrigin.z); texture.SetValue(0); depthTexture.SetValue(1); zNearFar.SetValue(def.zNear, def.zFar); device->ActiveTexture(1); device->BindTexture(IGLDevice::Texture2D, renderer->GetFramebufferManager()->GetDepthTexture()); device->ActiveTexture(0); device->EnableVertexAttribArray(positionAttribute(), true); device->EnableVertexAttribArray(spritePosAttribute(), true); device->EnableVertexAttribArray(colorAttribute(), true); thresLow = tanf(def.fovX * .5f) * tanf(def.fovY * .5f) * 1.8f; thresRange = thresLow * .5f; // full-resolution sprites { GLProfiler::Context measure(renderer->GetGLProfiler(), "Full Resolution"); for (size_t i = 0; i < sprites.size(); i++) { Sprite &spr = sprites[i]; float layer = LayerForSprite(spr); if (layer == 1.f) continue; if (spr.image != lastImage) { Flush(); lastImage = spr.image; SPAssert(vertices.empty()); } Vertex v; v.x = spr.center.x; v.y = spr.center.y; v.z = spr.center.z; v.radius = spr.radius; v.angle = spr.angle; v.r = spr.color.x; v.g = spr.color.y; v.b = spr.color.z; v.a = spr.color.w; float fade = 1.f - layer; v.r *= fade; v.g *= fade; v.b *= fade; v.a *= fade; uint32_t idx = (uint32_t)vertices.size(); v.sx = -1; v.sy = -1; vertices.push_back(v); v.sx = 1; v.sy = -1; vertices.push_back(v); v.sx = -1; v.sy = 1; vertices.push_back(v); v.sx = 1; v.sy = 1; vertices.push_back(v); indices.push_back(idx); indices.push_back(idx + 1); indices.push_back(idx + 2); indices.push_back(idx + 1); indices.push_back(idx + 3); indices.push_back(idx + 2); } Flush(); } // low-res sprites IGLDevice::UInteger lastFb = device->GetInteger(IGLDevice::FramebufferBinding); int sW = device->ScreenWidth(), sH = device->ScreenHeight(); int lW = (sW + 3) / 4, lH = (sH + 3) / 4; int numLowResSprites = 0; GLColorBuffer buf = renderer->GetFramebufferManager()->CreateBufferHandle(lW, lH, true); device->BindFramebuffer(IGLDevice::Framebuffer, buf.GetFramebuffer()); device->ClearColor(0.f, 0.f, 0.f, 0.f); device->Clear(IGLDevice::ColorBufferBit); device->BlendFunc(IGLDevice::One, IGLDevice::OneMinusSrcAlpha); device->Viewport(0, 0, lW, lH); { GLProfiler::Context measure(renderer->GetGLProfiler(), "Low Resolution"); for (size_t i = 0; i < sprites.size(); i++) { Sprite &spr = sprites[i]; float layer = LayerForSprite(spr); if (layer == 0.f) continue; if (spr.image != lastImage) { Flush(); lastImage = spr.image; SPAssert(vertices.empty()); } numLowResSprites++; Vertex v; v.x = spr.center.x; v.y = spr.center.y; v.z = spr.center.z; v.radius = spr.radius; v.angle = spr.angle; v.r = spr.color.x; v.g = spr.color.y; v.b = spr.color.z; v.a = spr.color.w; float fade = layer; v.r *= fade; v.g *= fade; v.b *= fade; v.a *= fade; uint32_t idx = (uint32_t)vertices.size(); v.sx = -1; v.sy = -1; vertices.push_back(v); v.sx = 1; v.sy = -1; vertices.push_back(v); v.sx = -1; v.sy = 1; vertices.push_back(v); v.sx = 1; v.sy = 1; vertices.push_back(v); indices.push_back(idx); indices.push_back(idx + 1); indices.push_back(idx + 2); indices.push_back(idx + 1); indices.push_back(idx + 3); indices.push_back(idx + 2); } Flush(); } // finalize device->ActiveTexture(1); device->BindTexture(IGLDevice::Texture2D, 0); device->ActiveTexture(0); device->BindTexture(IGLDevice::Texture2D, 0); device->EnableVertexAttribArray(positionAttribute(), false); device->EnableVertexAttribArray(spritePosAttribute(), false); device->EnableVertexAttribArray(colorAttribute(), false); // composite downsampled sprite device->BlendFunc(IGLDevice::One, IGLDevice::OneMinusSrcAlpha); if (numLowResSprites > 0) { GLProfiler::Context measure(renderer->GetGLProfiler(), "Finalize"); GLQuadRenderer qr(device); // do gaussian blur GLProgram *program = renderer->RegisterProgram("Shaders/PostFilters/Gauss1D.program"); static GLProgramAttribute blur_positionAttribute("positionAttribute"); static GLProgramUniform blur_textureUniform("mainTexture"); static GLProgramUniform blur_unitShift("unitShift"); program->Use(); blur_positionAttribute(program); blur_textureUniform(program); blur_unitShift(program); blur_textureUniform.SetValue(0); device->ActiveTexture(0); qr.SetCoordAttributeIndex(blur_positionAttribute()); device->Enable(IGLDevice::Blend, false); // x-direction GLColorBuffer buf2 = renderer->GetFramebufferManager()->CreateBufferHandle(lW, lH, true); device->BindTexture(IGLDevice::Texture2D, buf.GetTexture()); device->BindFramebuffer(IGLDevice::Framebuffer, buf2.GetFramebuffer()); blur_unitShift.SetValue(1.f / lW, 0.f); qr.Draw(); buf.Release(); // x-direction GLColorBuffer buf3 = renderer->GetFramebufferManager()->CreateBufferHandle(lW, lH, true); device->BindTexture(IGLDevice::Texture2D, buf2.GetTexture()); device->BindFramebuffer(IGLDevice::Framebuffer, buf3.GetFramebuffer()); blur_unitShift.SetValue(0.f, 1.f / lH); qr.Draw(); buf2.Release(); buf = buf3; device->Enable(IGLDevice::Blend, true); // composite program = renderer->RegisterProgram("Shaders/PostFilters/PassThrough.program"); static GLProgramAttribute positionAttribute("positionAttribute"); static GLProgramUniform colorUniform("colorUniform"); static GLProgramUniform textureUniform("mainTexture"); static GLProgramUniform texCoordRange("texCoordRange"); positionAttribute(program); textureUniform(program); texCoordRange(program); colorUniform(program); program->Use(); textureUniform.SetValue(0); texCoordRange.SetValue(0.f, 0.f, 1.f, 1.f); colorUniform.SetValue(1.f, 1.f, 1.f, 1.f); qr.SetCoordAttributeIndex(positionAttribute()); device->BindFramebuffer(IGLDevice::Framebuffer, lastFb); device->BindTexture(IGLDevice::Texture2D, buf.GetTexture()); device->Viewport(0, 0, sW, sH); qr.Draw(); device->BindTexture(IGLDevice::Texture2D, 0); } else { device->Viewport(0, 0, sW, sH); device->BindFramebuffer(IGLDevice::Framebuffer, lastFb); } buf.Release(); }
int main() { //Create window, and limit frame rate sf::RenderWindow window (sf::VideoMode(800, 600, 32), "Game", sf::Style::Default); window.setFramerateLimit(60); //------------------------TEXTURES------------------------------ //Declare textures sf::Texture texture; sf::Texture texture1; sf::Texture texture2; //Load image if(!texture.loadFromFile("Sprites/main.png")) { return 1; } if(!texture1.loadFromFile("Sprites/background.png")) { return 1; } if(!texture2.loadFromFile("Sprites/house.png")) { return 1; } //------------------------SPRITES-------------------------- //Creates and places the sprites sf::Sprite sprite; sf::Sprite background; sf::Sprite house; sprite.setPosition(400, 300); background.setPosition(0, 0); house.setPosition(440, 300); //Loads texture into sprite sprite.setTexture(texture); background.setTexture(texture1); house.setTexture(texture2); //-------------------------RECTANGLES-------------------------------- //Declares the rectangles sf::IntRect front(1, 1, 18, 24); sf::IntRect back (20, 1, 18, 24); sf::IntRect left (20, 26, 18, 24); sf::IntRect right (1, 26, 18, 24); //Steps sf::IntRect frontLeft(39, 1, 18, 24); sf::IntRect frontRight(39, 26, 18, 24); sf::IntRect backLeft(); sf::IntRect backRight(); sf::IntRect leftLeft(); sf::IntRect leftRight(); sf::IntRect rightLeft(); sf::IntRect rightRight(); sf::IntRect backgroundRect (0, 0, 800, 600); sf::IntRect houseRect (0, 0, 17, 22); //Crop sprites using rectangles defined above sprite.setTextureRect(front); background.setTextureRect(backgroundRect); house.setTextureRect(houseRect); //-----------------------SOUND------------------------------------------------------ //Declare the Sound Buffer sf::SoundBuffer footstepsBuffer; sf::SoundBuffer bumpBuffer; //Loads the sound file if(!footstepsBuffer.loadFromFile("Sounds/footsteps.wav")) { return 1; } if(!bumpBuffer.loadFromFile("Sounds/bump.wav")) { return 1; } //Declare sound sf::Sound footsteps; sf::Sound bump; //Load Buffer into Sound footsteps.setBuffer(footstepsBuffer); bump.setBuffer(bumpBuffer); //-------------------------------MAIN----------------------------- //Main window loop while(window.isOpen()) { sf::Event event; //Vectors used for collision sf::Vector2i spritePosition(sprite.getPosition()); sf::Vector2i backgroundPosition(background.getPosition()); sf::Vector2i housePosition(house.getPosition()); //Sprite Vectors sf::Vector2i backVector(back.width, back.height); sf::Vector2i frontVector(front.width, front.height); sf::Vector2i rightVector(right.width, right.height); sf::Vector2i leftVector(left.width, left.height); //House Vectors sf::Vector2i houseVector(houseRect.width, houseRect.height); while(window.pollEvent(event)) { if(event.type == sf::Event::Closed) { window.close(); } if(event.key.code == sf::Keyboard::Insert) { sf::Image screenshot = window.capture(); screenshot.saveToFile("Screenshot.png"); } } //-----------------------------------MOVEMENT---------------------------------------- if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) { //Change to stepping sprite Sleep(250); sprite.setTextureRect(back); sprite.move(0, -24); //Redeclaring the collision textures sf::Vector2i spritePosition(sprite.getPosition()); sf::Vector2i housePosition(house.getPosition()); if(collision(spritePosition, backVector, housePosition, houseVector) == true) { sprite.move(0, 24); bump.play(); } else { footsteps.play(); } } else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) { //Change to stepping sprite Sleep(250); sprite.setTextureRect(front); sprite.move(0, 24); //Redeclaring the collision textures sf::Vector2i spritePosition(sprite.getPosition()); sf::Vector2i housePosition(house.getPosition()); if(collision(spritePosition, frontVector, housePosition, houseVector) == true) { sprite.move(0, -24); bump.play(); } else { footsteps.play(); } } else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) { //Change to stepping sprite Sleep(250); sprite.setTextureRect(right); sprite.move(19, 0); //Redeclaring the collision textures sf::Vector2i spritePosition(sprite.getPosition()); sf::Vector2i housePosition(house.getPosition()); if(collision(spritePosition, leftVector, housePosition, houseVector) == true) { sprite.move(-19, 0); bump.play(); } else { footsteps.play(); } } else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) { //Change to stepping sprite Sleep(250); sprite.setTextureRect(left); sprite.move(-19, 0); //Redeclaring the collision textures sf::Vector2i spritePosition(sprite.getPosition()); sf::Vector2i housePosition(house.getPosition()); if(collision(spritePosition, rightVector, housePosition, houseVector) == true) { sprite.move(19, 0); bump.play(); } else { footsteps.play(); } } //Draw sequence window.clear(); //(Red, Green, Blue, (optional) Alpha) Alpha is transperency //Draw.... window.draw(background); window.draw(house); window.draw(sprite); window.display(); std::cout << x << std::endl; std::cout << y << std::endl; } return 0; }