(Note: fill in this portion with information about your game.)
Title: sleep is for the weak
Author: Tiffany Li
Design Document: Based on Musical Bloom (http://graphics.cs.cmu.edu/courses/15-466-f18/game3-designs/ishmaelj/)
Screen Shot:
How To Play:
Type. Maximize the window to see the text better.
Changes From The Design Document:
I used text instead of shapes as typing cues. I also made this game resemble a typing game more than Simon Says.
Good / Bad / Ugly Code:
Good:
- I made my code modular
- I parsed the typing prompts from a text document
- I included a lot of sound cues
Bad:
- I could have preloaded the text document but I didn't how to do this
- Text sequencing code could be cleaned up
Attributions:
- https://freesound.org/people/AlaskaRobotics/sounds/221570/
- https://freesound.org/people/Timbre/sounds/440711/
- https://freesound.org/people/Timbre/sounds/221682/
I've changed the main executable name back to 'main' and disabled building the server. However, Connection.*pp
is still around if you decide to do some networking.
I've added a new shader (which you are likely to be modifying) in texture_program.*pp
; it supports a shadow-map-based spotlight as well as the existing point and hemisphere lights, and gets its surface color from a texture modulated by a vertex color. This means you can use it with textured objects (with all-white vertex color) and vertex colored objects (with all-white texture).
Scene objects support multiple shader program slots now. This means they can have different uniforms, programs (even geometry) in different rendering passes. The code uses this when rendering the shadow map.
This shader, along with the code in GameMode::draw() which sets it up, is going to be very useful to dig into. Particular shadow map things that were a bit tricky:
- I'm rendering only the back-facing polygons into the shadow framebuffer; this means there is less Z-fighting on the front faces but can causes a light leak at the back of the pillar which is why there is still a little bit of bias added in the projection matrix.
- Clip space coordinates are in [-1,1]^3 while depth textures are indexed by values in [0,1]^2 and contain depths in [0,1]. So when transforming the vertex position into shadow map space the coordinates are all scaled by 0.5 and offset by 0.5.
- The texture_shader does the depth comparison in its shadow lookup by declaring spot_depth_tex as a sampler2DShadow and by setting the TEXTURE_COMPARE_MODE and TEXTURE_COMPARE_FUNC parameters on the texture in GameMode::draw . It also sets filtering mode LINEAR on the texture so that the result in a blend of the four closest depth comparisons.
- When used on a sampler2DShadow, the textureProj(tex, coord) returns projection and comparison on the supplied texture coordinate -- i.e., (coord.z / coord.w < tex[coord.xy / coord.w] ? 1.0 : 0.0) -- which is very convenient for writing shadow map lookups.
I also added a blur shader that renders the scene to an offscreen framebuffer and then samples and averages it to come up with a sort of lens blur effect. (See the third part of GameMode::draw .)
Before you dive into the code, it helps to understand the overall structure of this repository.
- Files you should read and/or edit:
main.cpp
creates the game window and contains the main loop. You should read through this file to understand what it's doing, but you shouldn't need to change things (other than window title, size, and maybe the initial Mode).server.cpp
creates a basic server.GameMode.*pp
declaration+definition for the GameMode, a basic scene-based game mode.meshes/export-meshes.py
exports meshes from a .blend file into a format usable by our game runtime.meshes/export-walkmeshes.py
exports meshes from a given layer of a .blend file into a format usable by the WalkMeshes loading code.meshes/export-scene.py
exports the transform hierarchy of a blender scene to a file.Connection.*pp
networking code.Jamfile
responsible for telling FTJam how to build the project. If you add any additional .cpp files or want to change the name of your runtime executable you will need to modify this..gitignore
ignores theobjs/
directory and the generated executable file. You will need to change it if your executable name changes. (If you find yourself changing it to ignore, e.g., your editor's swap files you should probably, instead be investigating making this change in the global git configuration.)
- Files you should read the header for (and use):
Sound.*pp
spatial sound code.WalkMesh.*pp
code to load and walk on walkmeshes.MenuMode.hpp
presents a menu with configurable choices. Can optionally display another mode in the background.Scene.hpp
scene graph implementation, including loading code.Mode.hpp
base class for modes (things that recieve events and draw).Load.hpp
asset loading system. Very useful for OpenGL assets.MeshBuffer.hpp
code to load mesh data in a variety of formats (and create vertex array objects to bind it to program attributes).data_path.hpp
contains a helper function that allows you to specify paths relative to the executable (instead of the current working directory). Very useful when loading assets.draw_text.hpp
draws text (limited to capital letters + *) to the screen.compile_program.hpp
compiles OpenGL shader programs.load_save_png.hpp
load and save PNG images.
- Files you probably don't need to read or edit:
GL.hpp
includes OpenGL prototypes without the namespace pollution of (e.g.) SDL's OpenGL header. It makes use ofglcorearb.h
andgl_shims.*pp
to make this happen.make-gl-shims.py
does what it says on the tin. Included in case you are curious. You won't need to run it.read_chunk.hpp
contains a function that reads a vector of structures prefixed by a magic number. It's surprising how many simple file formats you can create that only require such a function to access.
The meshes/export-meshes.py
script can write mesh data including a variety of attributes (e.g., positions, normals, colors, texcoords) from a selected layer of a blend file:
blender --background --python meshes/export-meshes.py -- meshes/crates.blend:1 dist/crates.pnc
The meshes/export-scene.py
script can write the transformation hierarchy of the scene from a selected layer of a blend file, and includes references to meshes (by name):
blender --background --python meshes/export-scene.py -- meshes/crates.blend:1 dist/crates.scene
The meshes/export-walkmeshes.py
script can writes vertices, normals, and triangle indicies of all meshes on a selected layer of a .blend file:
blender --background --python meshes/export-walkmeshes.py -- meshes/crates.blend:3 dist/crates.walkmesh
There is a Makefile in the meshes
directory with some example commands of this sort in it as well.
The runtime code has been set up to be built with FT Jam.
For more information on Jam, see the Jam Documentation page at Perforce, which includes both reference documentation and a getting started guide.
On unixish OSs, Jam is available from your package manager:
brew install ftjam #on OSX
apt get ftjam #on Debian-ish Linux
On Windows, you can get a binary from sourceforge,
and put it somewhere in your %PATH%
.
(Possibly: also set the JAM_TOOLSET
variable to VISUALC
.)
This code uses the libSDL library to create an OpenGL context, and the glm library for OpenGL-friendly matrix/vector types. On MacOS and Linux, the code should work out-of-the-box if if you have these installed through your package manager.
If you are compiling on Windows or don't want to install these libraries globally there are pre-built library packages available in the kit-libs-linux, kit-libs-osx, and kit-libs-win repositories. Simply clone into a subfolder and the build should work.
Open a terminal (or x64 Native Tools Command Prompt for VS 2017
on Windows), change to the directory containing this code, and type:
jam
That's it. You can use jam -jN
to run N
parallel jobs if you'd like; jam -q
to instruct jam to quit after the first error; jam -dx
to show commands being executed; or jam main.o
to build a specific file (in this case, main.cpp). jam -h
will print help on additional options.