void setTorchLight(float x, float y, float z, float radius) { //PLight PointLight p; p.SetColor(fireLightColor[0], fireLightColor[1], fireLightColor[2]); p.SetPosition(x, y, z); p.SetAttenuation(0.01, 0.1, 0.1); //p.SetAttenuation(1.0, 0.05, 0.0); p.SetRadius(radius); p.SetGrain(10); plights.push_back(p); }
World::World(sf::RenderWindow& inWindow) : window(inWindow), gbuffer(WINDOW_WIDTH, WINDOW_HEIGHT), hdrDownsampleTexture(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2, true), hdrBlurTexture(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2, true), hdrDownsample2Texture(WINDOW_WIDTH / 4, WINDOW_HEIGHT / 4, true), hdrBlur2Texture(WINDOW_WIDTH / 4, WINDOW_HEIGHT / 4, true), fullscreenQuad(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT), aaTexture(WINDOW_WIDTH, WINDOW_HEIGHT) { // OpenGL State glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_ONE, GL_ONE); glStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR_WRAP, GL_KEEP); glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR_WRAP, GL_KEEP); // Seed the PRNG. srand(static_cast<unsigned int>(time(0))); // Load light meshes. pointLightMesh.LoadFromFile("Models/pointlightMesh.obj"); spotLightMesh.LoadFromFile("Models/spotlightMesh.obj"); directionalLightMesh.LoadFromFile("Models/directionalMesh.obj"); // Lighting Shaders. pointLightShader.LoadFromFile("Shaders/lightShader.vert", "Shaders/pointlightShader.frag"); spotLightShader.LoadFromFile("Shaders/lightShader.vert", "Shaders/spotlightShader.frag"); directionalLightShader.LoadFromFile("Shaders/lightShader.vert", "Shaders/directionalShader.frag"); // HDR Shaders. hdrDownsample.LoadFromFile("Shaders/fsquad.vert", "Shaders/hdrDownsample.frag"); hdrTonemap.LoadFromFile("Shaders/fsquad.vert", "Shaders/hdrTonemap.frag"); hdrBlur.LoadFromFile("Shaders/fsquad.vert", "Shaders/hdrBlur.frag"); hdrBrightness.LoadFromFile("Shaders/fsquad.vert", "Shaders/hdrBrightness.frag"); // Load Models. mdl2.LoadFromFile("Models/sphere.obj"); mdl.LoadFromFile("Models/floor.obj"); mdl3.LoadFromFile("Models/sphere.obj"); quadMesh.LoadFromFile("Models/quad.obj"); // Load Shaders basicShader.LoadFromFile("Shaders/basic.vert", "Shaders/basic.frag"); pass1Shader.LoadFromFile("Shaders/drpass1.vert", "Shaders/drpass1.frag"); pass2Shader.LoadFromFile("Shaders/drpass2.vert", "Shaders/drpass2.frag"); pass2ShaderDirectional.LoadFromFile("Shaders/empty.vert", "Shaders/drpass2directional.frag"); quadShader.LoadFromFile("Shaders/fsquad.vert", "Shaders/hdrTonemap.frag"); terrainShader.LoadFromFile("Shaders/terrainshader.vert", "Shaders/terrainshader.frag"); flatShader.LoadFromFile("Shaders/basic.vert", "Shaders/flatshade.frag"); emptyShader.LoadFromFile("Shaders/empty.vert", "Shaders/empty.frag"); sphereShader.LoadFromFile("Shaders/sphere.vert", "Shaders/sphere.frag"); // Anti-Aliasing Shaders #if USE_FXAA == 1 fxaaShader.LoadFromFile("Shaders/fxaa.vert", "Shaders/fxaa.frag"); #endif baseAAShader.LoadFromFile("Shaders/baseaa.vert", "Shaders/baseaa.frag"); // Load textures. mdlTex.loadFromFile("Textures/test.png"); terrainTexture.loadFromFile("Textures/terraintex.png"); terrainWater.loadFromFile("Textures/terrainwater.png"); // Main world directional light. DirectionalLight worldLight; worldLight.SetDirection(Vector3(-1.0f, 0.0f, 0.0f)); worldLight.SetColor(Color(0.8f, 0.8f, 0.8f)); worldLight.SetDiffuseIntensity(0.9f); worldLight.SetAmbientIntensity(0.4f); directionalLights.push_back(worldLight); // Lights const unsigned int numLights = 40; const float lightRadius = 2.0f; PointLight l; l.SetPosition(Vector3(10.0f, 2.0f, 10.0f)); l.SetScale(Vector3(3.0f, 3.0f, 3.0f)); l.SetColor(Color(0.0f, 0.0f, 1.4f, 1.0f)); l.SetAttenuationConstant(0.4f); l.SetDiffuseIntensity(0.4f); l.SetAmbientIntensity(0.2f); pointLights.push_back(l); const int maxXZ = 15; const int minXZ = -15; const int maxY = 5; const float minRad = 0.3f; const float maxRad = 2.0f; for (int i = 0; i < numLights; i++) { PointLight l; // Generate position. int x = (rand() % (maxXZ - minXZ)) + minXZ; int y = (rand() % maxY); int z = (rand() % (maxXZ - minXZ)) + minXZ; l.SetPosition(Vector3(x, y, z)); // Generate Scale float frand = ((float)rand() / (float)RAND_MAX); float fdiff = maxRad - minRad; //l.SetScale(Vector3(scale, scale, scale)); // Generate Color float r = float_rand(0.0f, maxCol); float g = float_rand(0.0f, maxCol); float b = float_rand(0.0f, maxCol); l.SetColor(Color(r, g, b, 1.0f)); float ambient = ((float)rand() / (float)RAND_MAX); float diff = ((float)rand() / (float)RAND_MAX); l.SetAmbientIntensity(ambient); l.SetDiffuseIntensity(diff); float catt = ((float)rand() / (float)RAND_MAX); float latt = ((float)rand() / (float)RAND_MAX); float eatt = ((float)rand() / (float)RAND_MAX); float mc = fmax(fmax((float)r, (float)g), (float)b); float ret = (-latt + sqrtf(latt * latt - 4 * eatt * (eatt - 256 * mc * diff))) / 2 * eatt; l.SetScale(Vector3(ret, ret, ret)); l.SetAttenuationConstant(catt); l.SetAttenuationLinear(latt); l.SetAttenuationExponential(eatt); pointLights.push_back(l); } // Set the initial position of the sphere spherePos = Vector3(10.0f, 3.0f, 10.0f); // Setup the help text. defaultFont.loadFromFile("arial.ttf"); helpText.setFont(defaultFont); helpText.setString("Controls:\n" \ "Mouse: Camera direction.\n" \ "WASD: Camera movement.\n" \ "I: Randomize light attenuations.\n" \ "K: Randomize light color and intensity.\n" \ "Insert: Disable mouse.\n" \ "Delete: Switch shown render target.\n" \ "Home: Disable/Enable terrain movement.\n" ); helpText.setCharacterSize(14); helpText.setColor(sf::Color(255, 0, 255, 255)); targetText.setFont(defaultFont); targetText.setCharacterSize(14); targetText.setPosition(sf::Vector2f(0.0, window.getSize().y - 25)); targetText.setString("Current Buffer: Final Output"); targetText.setColor(sf::Color(255, 0, 255, 255)); // Sounds sndExplodeBuffer.loadFromFile("explode.wav"); sndExplode.setBuffer(sndExplodeBuffer); sndExplode.setAttenuation(10.0f); sndExplode.setMinDistance(60.0f); sndExplode.setPosition(sf::Vector3f(0.0f, 1.0f, 0.0f)); }