Browse Source

Add spotlight to lens tool

master
C. J. Howard 7 years ago
parent
commit
b00f4cc101
7 changed files with 126 additions and 13 deletions
  1. +1
    -1
      data
  2. +0
    -2
      src/application.hpp
  3. +25
    -1
      src/game/tool.cpp
  4. +23
    -2
      src/game/tool.hpp
  5. +63
    -4
      src/render-passes.cpp
  6. +11
    -0
      src/render-passes.hpp
  7. +3
    -3
      src/states/game-state.cpp

+ 1
- 1
data

@ -1 +1 @@
Subproject commit 80851f29bad4062b4505549f572f853db7c50983
Subproject commit f6fed6a858a3b4d71b879df0267b2881f270a18f

+ 0
- 2
src/application.hpp View File

@ -158,8 +158,6 @@ public:
Camera uiCamera; Camera uiCamera;
Camera bgCamera; Camera bgCamera;
DirectionalLight sunlight; DirectionalLight sunlight;
Spotlight lensHotspot;
Spotlight lensFalloff;
ModelInstance forcepsModelInstance; ModelInstance forcepsModelInstance;
ModelInstance navigatorObject; ModelInstance navigatorObject;
ModelInstance antModelInstance; ModelInstance antModelInstance;

+ 25
- 1
src/game/tool.cpp View File

@ -349,7 +349,15 @@ Lens::Lens(const Model* model)
// Setup model instance // Setup model instance
modelInstance.setModel(model); modelInstance.setModel(model);
unfocusedDistance = 15.0f;
// Setup spotlight
spotlight.setColor(Vector3(1.0f));
spotlight.setIntensity(10000.0f);
spotlight.setAttenuation(Vector3(1, 0, 1));
spotlight.setCutoff(glm::radians(45.0f));
spotlight.setExponent(700.0f);
spotlight.setActive(false);
unfocusedDistance = 18.0f;
focusedDistance = 12.0f; focusedDistance = 12.0f;
focused = false; focused = false;
sunDirection = Vector3(0, -1, 0); sunDirection = Vector3(0, -1, 0);
@ -399,6 +407,7 @@ void Lens::update(float dt)
modelInstance.setRotation(rotation); modelInstance.setRotation(rotation);
*/ */
modelInstance.setActive(active); modelInstance.setActive(active);
spotlight.setActive(active);
// Update tweener // Update tweener
tweener->update(dt); tweener->update(dt);
@ -420,6 +429,21 @@ void Lens::update(float dt)
modelInstance.setTranslation(translation); modelInstance.setTranslation(translation);
modelInstance.setRotation(rotation); modelInstance.setRotation(rotation);
float spotlightDistanceFactor = (1.0 - (lensDistance - focusedDistance) / (unfocusedDistance - focusedDistance)) * 2.0f - 1.0f;
spotlight.setTranslation(pick + sunDirection * (-lensDistance + 5.0f * spotlightDistanceFactor));
spotlight.setDirection(sunDirection);
}
void Lens::setActive(bool active)
{
this->active = active;
if (!active)
{
modelInstance.setActive(active);
spotlight.setActive(active);
}
} }
void Lens::focus() void Lens::focus()

+ 23
- 2
src/game/tool.hpp View File

@ -55,7 +55,7 @@ public:
/** /**
* Activates or deactivates the tool. * Activates or deactivates the tool.
*/ */
void setActive(bool active);
virtual void setActive(bool active);
/** /**
* Sets the picking position. * Sets the picking position.
@ -106,7 +106,6 @@ inline ModelInstance* Tool::getModelInstance()
return &modelInstance; return &modelInstance;
} }
/** /**
* The forceps tool can pick up ants and place them anywhere in the world. * The forceps tool can pick up ants and place them anywhere in the world.
*/ */
@ -223,12 +222,24 @@ public:
*/ */
virtual void update(float dt); virtual void update(float dt);
/**
* Activates or deactivates the lens.
*/
virtual void setActive(bool active);
void focus(); void focus();
void unfocus(); void unfocus();
void setSunDirection(const Vector3& direction); void setSunDirection(const Vector3& direction);
/**
* Returns the spotlight.
*/
const Spotlight* getSpotlight() const;
Spotlight* getSpotlight();
private: private:
Spotlight spotlight;
float unfocusedDistance; float unfocusedDistance;
float focusedDistance; float focusedDistance;
bool focused; bool focused;
@ -238,6 +249,16 @@ private:
Tween<float>* ascentTween; Tween<float>* ascentTween;
}; };
inline const Spotlight* Lens::getSpotlight() const
{
return &spotlight;
}
inline Spotlight* Lens::getSpotlight()
{
return &spotlight;
}
/** /**
* The brush tool can paint pheromones on the terrain. * The brush tool can paint pheromones on the terrain.
*/ */

+ 63
- 4
src/render-passes.cpp View File

@ -681,6 +681,8 @@ LightingRenderPass::LightingRenderPass():
biasMatrix = glm::translate(Vector3(0.5f)) * glm::scale(Vector3(0.5f)); biasMatrix = glm::translate(Vector3(0.5f)) * glm::scale(Vector3(0.5f));
maxBoneCount = 64; maxBoneCount = 64;
maxDirectionalLightCount = 1;
maxSpotlightCount = 1;
matrixPaletteParam = parameterSet.addParameter("matrixPalette", ShaderParameter::Type::MATRIX_4, maxBoneCount); matrixPaletteParam = parameterSet.addParameter("matrixPalette", ShaderParameter::Type::MATRIX_4, maxBoneCount);
modelParam = parameterSet.addParameter("modelMatrix", ShaderParameter::Type::MATRIX_4, 1); modelParam = parameterSet.addParameter("modelMatrix", ShaderParameter::Type::MATRIX_4, 1);
@ -692,8 +694,17 @@ LightingRenderPass::LightingRenderPass():
shadowMapParam = parameterSet.addParameter("shadowMap", ShaderParameter::Type::INT, 1); shadowMapParam = parameterSet.addParameter("shadowMap", ShaderParameter::Type::INT, 1);
cameraPositionParam = parameterSet.addParameter("cameraPosition", ShaderParameter::Type::VECTOR_3, 1); cameraPositionParam = parameterSet.addParameter("cameraPosition", ShaderParameter::Type::VECTOR_3, 1);
directionalLightCountParam = parameterSet.addParameter("directionalLightCount", ShaderParameter::Type::INT, 1); directionalLightCountParam = parameterSet.addParameter("directionalLightCount", ShaderParameter::Type::INT, 1);
directionalLightColorsParam = parameterSet.addParameter("directionalLightColors", ShaderParameter::Type::VECTOR_3, 1);
directionalLightDirectionsParam = parameterSet.addParameter("directionalLightDirections", ShaderParameter::Type::VECTOR_3, 1);
directionalLightColorsParam = parameterSet.addParameter("directionalLightColors", ShaderParameter::Type::VECTOR_3, maxDirectionalLightCount);
directionalLightDirectionsParam = parameterSet.addParameter("directionalLightDirections", ShaderParameter::Type::VECTOR_3, maxDirectionalLightCount);
spotlightCountParam = parameterSet.addParameter("spotlightCount", ShaderParameter::Type::INT, 1);
spotlightColorsParam = parameterSet.addParameter("spotlightColors", ShaderParameter::Type::VECTOR_3, maxSpotlightCount);
spotlightPositionsParam = parameterSet.addParameter("spotlightPositions", ShaderParameter::Type::VECTOR_3, maxSpotlightCount);
spotlightAttenuationsParam = parameterSet.addParameter("spotlightAttenuations", ShaderParameter::Type::VECTOR_3, maxSpotlightCount);
spotlightDirectionsParam = parameterSet.addParameter("spotlightDirections", ShaderParameter::Type::VECTOR_3, maxSpotlightCount);
spotlightCutoffsParam = parameterSet.addParameter("spotlightCutoffs", ShaderParameter::Type::FLOAT, maxSpotlightCount);
spotlightExponentsParam = parameterSet.addParameter("spotlightExponents", ShaderParameter::Type::FLOAT, maxSpotlightCount);
albedoOpacityMapParam = parameterSet.addParameter("albedoOpacityMap", ShaderParameter::Type::INT, 1); albedoOpacityMapParam = parameterSet.addParameter("albedoOpacityMap", ShaderParameter::Type::INT, 1);
metalnessRoughnessMapParam = parameterSet.addParameter("metalnessRoughnessMap", ShaderParameter::Type::INT, 1); metalnessRoughnessMapParam = parameterSet.addParameter("metalnessRoughnessMap", ShaderParameter::Type::INT, 1);
normalOcclusionMapParam = parameterSet.addParameter("normalOcclusionMap", ShaderParameter::Type::INT, 1); normalOcclusionMapParam = parameterSet.addParameter("normalOcclusionMap", ShaderParameter::Type::INT, 1);
@ -711,8 +722,11 @@ bool LightingRenderPass::load(const RenderContext* renderContext)
std::cerr << "Failed to load tree shadow" << std::endl; std::cerr << "Failed to load tree shadow" << std::endl;
} }
// Load unskinned shader
shaderLoader.undefine(); shaderLoader.undefine();
shaderLoader.define("MAX_DIRECTIONAL_LIGHT_COUNT", maxDirectionalLightCount);
shaderLoader.define("MAX_SPOTLIGHT_COUNT", maxSpotlightCount);
// Load unskinned shader
shaderLoader.define("TEXTURE_COUNT", 0); shaderLoader.define("TEXTURE_COUNT", 0);
shaderLoader.define("VERTEX_POSITION", EMERGENT_VERTEX_POSITION); shaderLoader.define("VERTEX_POSITION", EMERGENT_VERTEX_POSITION);
shaderLoader.define("VERTEX_NORMAL", EMERGENT_VERTEX_NORMAL); shaderLoader.define("VERTEX_NORMAL", EMERGENT_VERTEX_NORMAL);
@ -1167,12 +1181,48 @@ void LightingRenderPass::render(RenderContext* renderContext)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
int directionalLightCount = 1;
Vector3 directionalLightColors[3]; Vector3 directionalLightColors[3];
Vector3 directionalLightDirections[3]; Vector3 directionalLightDirections[3];
Vector3 spotlightColors[3];
Vector3 spotlightPositions[3];
Vector3 spotlightAttenuations[3];
Vector3 spotlightDirections[3];
float spotlightCutoffs[3];
float spotlightExponents[3];
// Add directional light
int directionalLightCount = 1;
directionalLightColors[0] = Vector3(1); directionalLightColors[0] = Vector3(1);
directionalLightDirections[0] = glm::normalize(Vector3(camera.getView() * -Vector4(0, -2, -1, 0))); directionalLightDirections[0] = glm::normalize(Vector3(camera.getView() * -Vector4(0, -2, -1, 0)));
// Add spotlights
int spotlightCount = 0;
const std::list<SceneObject*>* lights = renderContext->layer->getObjects(SceneObjectType::LIGHT);
if (lights != nullptr)
{
for (auto object: *lights)
{
const Light* light = static_cast<const Light*>(object);
LightType lightType = light->getLightType();
if (lightType == LightType::SPOTLIGHT && light->isActive())
{
const Spotlight* spotlight = static_cast<const Spotlight*>(light);
spotlightColors[spotlightCount] = spotlight->getScaledColor();
spotlightPositions[spotlightCount] = Vector3(camera.getView() * Vector4(spotlight->getTranslation(), 1.0f));
spotlightAttenuations[spotlightCount] = spotlight->getAttenuation();
spotlightDirections[spotlightCount] = glm::normalize(Vector3(camera.getView() * Vector4(-spotlight->getDirection(), 0.0f)));
spotlightCutoffs[spotlightCount] = spotlight->getCutoff();
spotlightExponents[spotlightCount] = spotlight->getExponent();
++spotlightCount;
}
}
}
// Calculate the (light-space) view-projection matrix // Calculate the (light-space) view-projection matrix
Matrix4 lightViewProjectionMatrix = shadowMapPass->getTileMatrix(0) * biasMatrix * shadowMapPass->getCropMatrix(0) * shadowCamera->getViewProjection(); Matrix4 lightViewProjectionMatrix = shadowMapPass->getTileMatrix(0) * biasMatrix * shadowMapPass->getCropMatrix(0) * shadowCamera->getViewProjection();
//Matrix4 lightViewProjectionMatrix = biasMatrix * shadowCamera->getViewProjection(); //Matrix4 lightViewProjectionMatrix = biasMatrix * shadowCamera->getViewProjection();
@ -1240,6 +1290,15 @@ void LightingRenderPass::render(RenderContext* renderContext)
shader->setParameter(directionalLightCountParam, directionalLightCount); shader->setParameter(directionalLightCountParam, directionalLightCount);
shader->setParameter(directionalLightColorsParam, 0, &directionalLightColors[0], directionalLightCount); shader->setParameter(directionalLightColorsParam, 0, &directionalLightColors[0], directionalLightCount);
shader->setParameter(directionalLightDirectionsParam, 0, &directionalLightDirections[0], directionalLightCount); shader->setParameter(directionalLightDirectionsParam, 0, &directionalLightDirections[0], directionalLightCount);
shader->setParameter(spotlightCountParam, spotlightCount);
shader->setParameter(spotlightColorsParam, 0, &spotlightColors[0], spotlightCount);
shader->setParameter(spotlightPositionsParam, 0, &spotlightPositions[0], spotlightCount);
shader->setParameter(spotlightAttenuationsParam, 0, &spotlightAttenuations[0], spotlightCount);
shader->setParameter(spotlightDirectionsParam, 0, &spotlightDirections[0], spotlightCount);
shader->setParameter(spotlightCutoffsParam, 0, &spotlightCutoffs[0], spotlightCount);
shader->setParameter(spotlightExponentsParam, 0, &spotlightExponents[0], spotlightCount);
shader->setParameter(cameraPositionParam, camera.getTranslation()); shader->setParameter(cameraPositionParam, camera.getTranslation());
} }

+ 11
- 0
src/render-passes.hpp View File

@ -232,6 +232,15 @@ private:
const ShaderParameter* directionalLightCountParam; const ShaderParameter* directionalLightCountParam;
const ShaderParameter* directionalLightColorsParam; const ShaderParameter* directionalLightColorsParam;
const ShaderParameter* directionalLightDirectionsParam; const ShaderParameter* directionalLightDirectionsParam;
const ShaderParameter* spotlightCountParam;
const ShaderParameter* spotlightColorsParam;
const ShaderParameter* spotlightPositionsParam;
const ShaderParameter* spotlightAttenuationsParam;
const ShaderParameter* spotlightDirectionsParam;
const ShaderParameter* spotlightCutoffsParam;
const ShaderParameter* spotlightExponentsParam;
const ShaderParameter* albedoOpacityMapParam; const ShaderParameter* albedoOpacityMapParam;
const ShaderParameter* metalnessRoughnessMapParam; const ShaderParameter* metalnessRoughnessMapParam;
const ShaderParameter* normalOcclusionMapParam; const ShaderParameter* normalOcclusionMapParam;
@ -242,6 +251,8 @@ private:
Shader* skinnedShader; Shader* skinnedShader;
int maxBoneCount; int maxBoneCount;
int maxDirectionalLightCount;
int maxSpotlightCount;
ShaderLoader shaderLoader; ShaderLoader shaderLoader;
std::map<std::size_t, Shader*> shaderCache; std::map<std::size_t, Shader*> shaderCache;
//Shader* lightingShader; //Shader* lightingShader;

+ 3
- 3
src/states/game-state.cpp View File

@ -63,6 +63,7 @@ void GameState::enter()
// Add tools to scene // Add tools to scene
application->defaultLayer->addObject(application->forceps->getModelInstance()); application->defaultLayer->addObject(application->forceps->getModelInstance());
application->defaultLayer->addObject(application->lens->getModelInstance()); application->defaultLayer->addObject(application->lens->getModelInstance());
application->defaultLayer->addObject(application->lens->getSpotlight());
application->defaultLayer->addObject(application->brush->getModelInstance()); application->defaultLayer->addObject(application->brush->getModelInstance());
@ -70,9 +71,7 @@ void GameState::enter()
application->defaultLayer->addObject(&application->currentLevel->terrainSurface); application->defaultLayer->addObject(&application->currentLevel->terrainSurface);
//application->defaultLayer->addObject(&application->currentLevel->terrainSubsurface); //application->defaultLayer->addObject(&application->currentLevel->terrainSubsurface);
//application->defaultLayer->addObject(&application->biomeFloorModelInstance); //application->defaultLayer->addObject(&application->biomeFloorModelInstance);
// Spawn ants // Spawn ants
Navmesh* navmesh = application->currentLevel->terrain.getSurfaceNavmesh(); Navmesh* navmesh = application->currentLevel->terrain.getSurfaceNavmesh();
for (int i = 0; i < 200; ++i) for (int i = 0; i < 200; ++i)
@ -309,6 +308,7 @@ void GameState::exit()
application->defaultLayer->removeObject(&application->biomeFloorModelInstance); application->defaultLayer->removeObject(&application->biomeFloorModelInstance);
application->defaultLayer->removeObject(application->forceps->getModelInstance()); application->defaultLayer->removeObject(application->forceps->getModelInstance());
application->defaultLayer->removeObject(application->lens->getModelInstance()); application->defaultLayer->removeObject(application->lens->getModelInstance());
application->defaultLayer->removeObject(application->lens->getSpotlight());
application->defaultLayer->removeObject(application->brush->getModelInstance()); application->defaultLayer->removeObject(application->brush->getModelInstance());
for (std::size_t i = 0; i < application->colony->getAntCount(); ++i) for (std::size_t i = 0; i < application->colony->getAntCount(); ++i)
{ {

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