Clean up ghost file and move shader functions into a new file
This commit is contained in:
25
Makefile
25
Makefile
@@ -1,20 +1,27 @@
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ghostland: glad.o ghostland.o stb_image.o collisions.o player.o
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g++ -o ghostland glad.o ghostland.o stb_image.o collisions.o player.o -ldl -lglfw -std=c++17 -O3
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CC := g++
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CFLAGS := -std=c++17 -O3
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LDFLAGS := -ldl -lglfw
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ghostland: glad.o ghostland.o stb_image.o collisions.o player.o shader.o
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$(CC) -o ghostland glad.o ghostland.o stb_image.o collisions.o player.o shader.o $(LDFLAGS) $(CFLAGS)
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glad.o: glad.c
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g++ -c -o glad.o glad.c -O3
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$(CC) -c -o glad.o glad.c $(CFLAGS)
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ghostland.o: ghostland.cpp
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g++ -c -o ghostland.o ghostland.cpp -std=c++17 -O3
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$(CC) -c -o ghostland.o ghostland.cpp $(CFLAGS)
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stb_image.o: stb_image.c
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g++ -c -o stb_image.o stb_image.c -std=c++17 -O3
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$(CC) -c -o stb_image.o stb_image.c $(CFLAGS)
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collisions.o: collisions.cpp
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g++ -c -o collisions.o collisions.cpp -std=c++17 -O3
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collisions.o: collisions.cpp collisions.h
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$(CC) -c -o collisions.o collisions.cpp $(CFLAGS)
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player.o: player.cpp
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g++ -c -o player.o player.cpp -std=c++17 -O3
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player.o: player.cpp player.h
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$(CC) -c -o player.o player.cpp $(CFLAGS)
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shader.o: shader.cpp shader.h
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$(CC) -c -o shader.o shader.cpp $(CFLAGS)
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clean:
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rm -f *.o ghostland
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152
ghostland.cpp
152
ghostland.cpp
@@ -15,11 +15,11 @@
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#include "collisions.h"
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#include "player.h"
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#include "shader.h"
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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int createShader(const char *filename, int shadertype);
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void set_light_front(int xoffset, int yoffset);
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// player
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@@ -159,44 +159,19 @@ int main(int argc, char *argv[])
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glEnable(GL_DEPTH_TEST);
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int vertex_shader = createShader("vertexshader.glsl", GL_VERTEX_SHADER);
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if (vertex_shader < 0) {
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return -1;
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}
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int fragment_shader = createShader("fragmentshader.glsl", GL_FRAGMENT_SHADER);
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if (fragment_shader < 0) {
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return -1;
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}
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int wall_program = glCreateProgram();
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glAttachShader(wall_program, vertex_shader);
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glAttachShader(wall_program, fragment_shader);
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glLinkProgram(wall_program);
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glGetProgramiv(wall_program, GL_LINK_STATUS, &success);
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if (!success) {
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char infoLog[1024];
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glGetProgramInfoLog(wall_program, 1024, NULL, infoLog);
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printf("Shader wall_program link error: %s\n", infoLog);
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int wall_program = create_shader_program("vertexshader.glsl", "fragmentshader.glsl");
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if (wall_program < 0) {
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glfwTerminate();
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return -1;
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}
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int floor_program = glCreateProgram();
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glAttachShader(floor_program, vertex_shader);
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glAttachShader(floor_program, fragment_shader);
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glLinkProgram(floor_program);
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glGetProgramiv(floor_program, GL_LINK_STATUS, &success);
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if (!success) {
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char infoLog[1024];
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glGetProgramInfoLog(floor_program, 1024, NULL, infoLog);
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printf("Shader floor_program link error: %s\n", infoLog);
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// Perhaps there's a better way of doing this, rather than re-compiling the same files?
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int floor_program = create_shader_program("vertexshader.glsl", "fragmentshader.glsl");
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if (wall_program < 0) {
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glfwTerminate();
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return -1;
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}
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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// do stuff for walls
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unsigned int wallsVBO, wallsVAO;
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glGenVertexArrays(1, &wallsVAO);
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@@ -260,24 +235,8 @@ int main(int argc, char *argv[])
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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int trail_shader = createShader("trailshader.glsl", GL_VERTEX_SHADER);
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if (trail_shader < 0) {
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return -1;
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}
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int trailfrag_shader = createShader("trailfragshader.glsl", GL_FRAGMENT_SHADER);
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if (trailfrag_shader < 0) {
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return -1;
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}
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int trail_program = glCreateProgram();
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glAttachShader(trail_program, trail_shader);
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glAttachShader(trail_program, trailfrag_shader);
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glLinkProgram(trail_program);
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glGetProgramiv(trail_program, GL_LINK_STATUS, &success);
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if (!success) {
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char infoLog[1024];
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glGetProgramInfoLog(wall_program, 1024, NULL, infoLog);
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printf("Shader trail_program link error: %s\n", infoLog);
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int trail_program = create_shader_program("trailshader.glsl", "trailfragshader.glsl");
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if (trail_program < 0) {
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glfwTerminate();
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return -1;
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}
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@@ -287,6 +246,7 @@ int main(int argc, char *argv[])
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int trail_ix = 0;
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int trail_sz = 0;
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// TODO move these into config file??
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int time_secI = 0, num_frames = 1;
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float time_sec;
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glm::vec3 wall_color = glm::vec3(0.61f, 0.6f, 0.59f);
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@@ -340,7 +300,7 @@ int main(int argc, char *argv[])
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float fov = player->get_fov();
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glm::mat4 projection = glm::perspective(glm::radians(fov), (float)WINDOWWIDTH / (float)WINDOWHEIGHT, 0.1f, 256.0f);
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glUniformMatrix4fv(glGetUniformLocation(wall_program, projectionC), 1, GL_FALSE, &projection[0][0]);
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set_uniform(wall_program, projectionC, projection);
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glm::vec3 camera_pos, camera_front, camera_up;
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camera_pos = player->get_camera_pos();
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@@ -348,10 +308,10 @@ int main(int argc, char *argv[])
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camera_up = player->get_camera_up();
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glm::mat4 view = glm::lookAt(camera_pos, camera_pos + camera_front, camera_up);
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glUniformMatrix4fv(glGetUniformLocation(wall_program, viewC), 1, GL_FALSE, &view[0][0]);
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set_uniform(wall_program, viewC, view);
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glm::mat4 model = glm::mat4(1.0f);
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glUniformMatrix4fv(glGetUniformLocation(wall_program, modelC), 1, GL_FALSE, &model[0][0]);
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set_uniform(wall_program, modelC, model);
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// light position
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glm::vec3 light_pos = player->get_light_pos();
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@@ -360,54 +320,53 @@ int main(int argc, char *argv[])
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//printf("light_pos: (%f, %f, %f)\n", light_front.x, light_front.y, light_front.z);
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// fragment requirements
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glUniform3fv(glGetUniformLocation(wall_program, viewposC), 1, &camera_pos[0]);
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glUniform1f(glGetUniformLocation(wall_program, shininessC), wall_shininess);
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glUniform3fv(glGetUniformLocation(wall_program, colorC), 1, &wall_color[0]);
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glUniform3fv(glGetUniformLocation(wall_program, lightposC), 1, &light_pos[0]);
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glUniform3fv(glGetUniformLocation(wall_program, directionC), 1, &light_front[0]);
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glUniform1f(glGetUniformLocation(wall_program, largecutoffC), largecutoff);
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glUniform1f(glGetUniformLocation(wall_program, smallcutoffC), smallcutoff);
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glUniform3fv(glGetUniformLocation(wall_program, ambientC), 1, &ambient[0]);
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glUniform3fv(glGetUniformLocation(wall_program, diffuseC), 1, &diffuse[0]);
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glUniform3fv(glGetUniformLocation(wall_program, specularC), 1, &specular[0]);
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set_uniform(wall_program, viewposC, camera_pos);
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set_uniform(wall_program, shininessC, wall_shininess);
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set_uniform(wall_program, colorC, wall_color);
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set_uniform(wall_program, lightposC, light_pos);
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set_uniform(wall_program, directionC, light_front);
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set_uniform(wall_program, largecutoffC, largecutoff);
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set_uniform(wall_program, smallcutoffC, smallcutoff);
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set_uniform(wall_program, ambientC, ambient);
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set_uniform(wall_program, diffuseC, diffuse);
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set_uniform(wall_program, specularC, specular);
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glBindVertexArray(wallsVAO);
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glDrawArrays(GL_TRIANGLES, 0, num_wall_vertices);
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glUseProgram(floor_program);
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glUniformMatrix4fv(glGetUniformLocation(floor_program, projectionC), 1, GL_FALSE, &projection[0][0]);
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glUniformMatrix4fv(glGetUniformLocation(floor_program, viewC), 1, GL_FALSE, &view[0][0]);
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glUniformMatrix4fv(glGetUniformLocation(floor_program, modelC), 1, GL_FALSE, &model[0][0]);
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glUniform3fv(glGetUniformLocation(floor_program, viewposC), 1, &camera_pos[0]);
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set_uniform(floor_program, projectionC, projection);
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set_uniform(floor_program, viewC, view);
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set_uniform(floor_program, modelC, model);
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set_uniform(floor_program, viewposC, camera_pos);
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// fragment requirements
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glUniform3fv(glGetUniformLocation(floor_program, viewposC), 1, &camera_pos[0]);
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glUniform1f(glGetUniformLocation(floor_program, shininessC), floor_shininess);
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glUniform3fv(glGetUniformLocation(floor_program, colorC), 1, &floor_color[0]);
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glUniform3fv(glGetUniformLocation(floor_program, lightposC), 1, &light_pos[0]);
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glUniform3fv(glGetUniformLocation(floor_program, directionC), 1, &light_front[0]);
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glUniform1f(glGetUniformLocation(floor_program, largecutoffC), largecutoff);
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glUniform1f(glGetUniformLocation(floor_program, smallcutoffC), smallcutoff);
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glUniform3fv(glGetUniformLocation(floor_program, ambientC), 1, &ambient[0]);
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glUniform3fv(glGetUniformLocation(floor_program, diffuseC), 1, &diffuse[0]);
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glUniform3fv(glGetUniformLocation(floor_program, specularC), 1, &specular[0]);
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set_uniform(floor_program, shininessC, floor_shininess);
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set_uniform(floor_program, colorC, floor_color);
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set_uniform(floor_program, lightposC, light_pos);
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set_uniform(floor_program, directionC, light_front);
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set_uniform(floor_program, largecutoffC, largecutoff);
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set_uniform(floor_program, smallcutoffC, smallcutoff);
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set_uniform(floor_program, ambientC, ambient);
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set_uniform(floor_program, diffuseC, diffuse);
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set_uniform(floor_program, specularC, specular);
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glBindVertexArray(floorVAO);
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glDrawArrays(GL_TRIANGLES, 0, 6 * 6 * 1);
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glUseProgram(trail_program);
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glUniformMatrix4fv(glGetUniformLocation(trail_program, projectionC), 1, GL_FALSE, &projection[0][0]);
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glUniformMatrix4fv(glGetUniformLocation(trail_program, viewC), 1, GL_FALSE, &view[0][0]);
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set_uniform(trail_program, projectionC, projection);
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set_uniform(trail_program, viewC, view);
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glm::vec3 trail_color = glm::vec3(1.0f, 0.0f, 0.0f);
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glUniform3fv(glGetUniformLocation(trail_program, objectcolorC), 1, &trail_color[0]);
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set_uniform(trail_program, objectcolorC, trail_color);
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for (int i = 0; i < trail_sz; i++) {
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, trail_positions[i]);
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model = glm::rotate(model, glm::radians(trail_angles[i]), glm::vec3(0.0f, -1.0f, 0.0f));
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glUniformMatrix4fv(glGetUniformLocation(trail_program, modelC), 1, GL_FALSE, &model[0][0]);
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set_uniform(trail_program, modelC, model);
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glBindVertexArray(trailVAO);
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glDrawArrays(GL_TRIANGLES, 0, 3 * 3 * 3);
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@@ -435,39 +394,6 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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glViewport(0, 0, width, height);
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}
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int createShader(const char *filename, int shadertype) {
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FILE* fp = fopen(filename, "r");
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if (!fp) {
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printf("failed to open vertex shader!\n");
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return -1;
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}
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fseek(fp, 0L, SEEK_END);
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unsigned int buffer_sz = ftell(fp);
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rewind(fp);
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char *buffer = (char *)calloc(sizeof(char), buffer_sz + 1);
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if (fread(buffer, buffer_sz, 1, fp) != 1) {
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printf("failed to read vertex shader!\n");
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return -1;
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}
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fclose(fp);
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int shader = glCreateShader(shadertype);
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glShaderSource(shader, 1, &buffer, NULL);
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free(buffer);
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glCompileShader(shader);
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int success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char info_log[1024];
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glGetShaderInfoLog(shader, 1024, NULL, info_log);
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printf("Shader compile error for %s: %s\n", filename, info_log);
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glfwTerminate();
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return -1;
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}
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return shader;
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}
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void mouse_callback(GLFWwindow* window, double xpos, double ypos) {
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player->mouse_callback(window, xpos, ypos);
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}
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1
player.h
1
player.h
@@ -17,7 +17,6 @@ const float hvelocity = 10.0;
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class Player {
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public:
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Player(glm::vec3 startpos, float startyaw);
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82
shader.cpp
Normal file
82
shader.cpp
Normal file
@@ -0,0 +1,82 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "shader.h"
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int create_shader(const char *filename, int shadertype) {
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FILE* fp = fopen(filename, "r");
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if (!fp) {
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printf("failed to open vertex shader!\n");
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return -1;
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}
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fseek(fp, 0L, SEEK_END);
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unsigned int buffer_sz = ftell(fp);
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rewind(fp);
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char *buffer = (char *)calloc(sizeof(char), buffer_sz + 1);
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if (fread(buffer, buffer_sz, 1, fp) != 1) {
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printf("failed to read vertex shader!\n");
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return -1;
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}
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fclose(fp);
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int shader = glCreateShader(shadertype);
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glShaderSource(shader, 1, &buffer, NULL);
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free(buffer);
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glCompileShader(shader);
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int success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char info_log[1024];
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glGetShaderInfoLog(shader, 1024, NULL, info_log);
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printf("Shader compile error for %s: %s\n", filename, info_log);
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glfwTerminate();
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return -1;
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}
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return shader;
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}
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int create_shader_program(const char *vertex_filename, const char *fragment_filename) {
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int vertex_shader = create_shader(vertex_filename, GL_VERTEX_SHADER);
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if (vertex_shader < 0) {
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return -1;
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}
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int fragment_shader = create_shader(fragment_filename, GL_FRAGMENT_SHADER);
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if (fragment_shader < 0) {
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return -1;
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}
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int program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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int success;
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (!success) {
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char infoLog[1024];
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glGetProgramInfoLog(program, 1024, NULL, infoLog);
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printf("Shader wall_program link error: %s\n", infoLog);
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return -1;
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}
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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return program;
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}
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void set_uniform(int program, const char *key, float value) {
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glUniform1f(glGetUniformLocation(program, key), value);
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}
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void set_uniform(int program, const char *key, const glm::vec3 &value) {
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glUniform3fv(glGetUniformLocation(program, key), 1, &value[0]);
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}
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void set_uniform(int program, const char *key, const glm::mat4 &value) {
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glUniformMatrix4fv(glGetUniformLocation(program, key), 1, GL_FALSE, &value[0][0]);
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}
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13
shader.h
Normal file
13
shader.h
Normal file
@@ -0,0 +1,13 @@
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#ifndef SHADER_H
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#define SHADER_H
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#include <glm/glm.hpp>
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int create_shader(const char *filename, int shadertype);
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int create_shader_program(const char *vertex_filename, const char *fragment_filename);
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void set_uniform(int program, const char *key, float value);
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void set_uniform(int program, const char *key, const glm::vec3 &value);
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void set_uniform(int program, const char *key, const glm::mat4 &value);
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#endif
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