CSC 4356 FINAL PROJECT
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Transcript of CSC 4356 FINAL PROJECT
CSC 4356 FINAL PROJECTKEVIN CHERRY
Objective Class Techniques
Shadow Normal Map Point Sprite Water / Mirror Spot / Point Light
Common Techniques Skycube HUD Joystick Camera Bob When Walking Sound Collision Detection
Custom Techniques Water Fade Off
DEMO
Shadow Uses code from notes Able to render for multiple objects
Stores reversed view matrix in texture so I can get just model matrix in shader
Normal Map
Uses function that copies image file to GL texture index Diffuse and normal textures are handled in shader Easy to implement and looks great!
Point Sprite Got starting code online Structs
Sprite: GL texture unit, position, color, scale, texture coordinates
ASprite: Same but GL texture unit is array and texture count, texture index, swap delay, and swap counter added
Point Sprite Render
Creates x,y positions for four vertices Binds sprite’s texture Uses triangle strip and texture coordinates Rendered last so texture’s alpha is blended with scene
Point Sprite
ASprite for animation 3 images swapped every 80 milliseconds
Water
Same as in project 3 Not as good looking though?
Perhaps needs more for it to refract?
Mirror Uses water reflection code Tricky at first
Must flip over the clipping plane axis This and reflection in water is the only time you can see
player
Spot / Point Light Couldn’t get spotlight working Instead objects lit by multiplying white vector based on
camera distance in fragment shader Light flickers with time to simulate fire from match Light gradually takes effect as match comes up/down
Skycube Easy to add to scene, hard to get texture mapped right
Most sky cube textures online have small problems Mapped in Wings and carefully touched up Moves with player so player never escapes
HUD Had a lot of problems at first, but then realized a simple
solution: Pop any model tranformations Reverse view transformations in opposite order Perform HUD translations Render
Joystick
Uses glutJoystickFunc with poll interval of 15 Uses unsigned int as bit mask for buttons Works for any joystick (buttons will be different)
Joystick Problem: Glut only recognizes 3 axis Solution: Glfw
In joystick mapped function, glfw used for 4 axis values Axis values alter same code as mouse movement
Axis values [-1, 1] Deadzone set to 0.2
Joystick
Can switch from joystick to keyboard and mouse while game is running
Each switch resets movement values Switches automatically to keyboard and mouse if joystick
is disconnected
Camera Bobbing
Common technique used in majority of games Running increases bobbing rate Increases a value as you walk Uses sin of value converted to radians for y
displacement
Sound
Uses FMOD Ex Used for footsteps
Triggered when y deviation is less than threshold
Collision Detection Checks camera’s position relative to custom 2D squares
Squares are expressed as center XZ position along with width and depth
If camera is within square Check distance to all edges Move to outside of that edge
Water Fade Off Without this, can see where water is cut by skycube With it, water fades off and seems to continue off into
the distance Accomplished in shader
What’s Left
More realistic water More sounds
Background music? Lens flare? Recursive mirror rendering More scenary
Q & A