//===================================================================// //==================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; }
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; }