Clean up ghost file and move shader functions into a new file

This commit is contained in:
2023-10-12 18:55:21 -04:00
parent 449632fd6d
commit 3422fafbff
5 changed files with 150 additions and 123 deletions

View File

@@ -1,20 +1,27 @@
ghostland: glad.o ghostland.o stb_image.o collisions.o player.o CC := g++
g++ -o ghostland glad.o ghostland.o stb_image.o collisions.o player.o -ldl -lglfw -std=c++17 -O3 CFLAGS := -std=c++17 -O3
LDFLAGS := -ldl -lglfw
ghostland: glad.o ghostland.o stb_image.o collisions.o player.o shader.o
$(CC) -o ghostland glad.o ghostland.o stb_image.o collisions.o player.o shader.o $(LDFLAGS) $(CFLAGS)
glad.o: glad.c glad.o: glad.c
g++ -c -o glad.o glad.c -O3 $(CC) -c -o glad.o glad.c $(CFLAGS)
ghostland.o: ghostland.cpp ghostland.o: ghostland.cpp
g++ -c -o ghostland.o ghostland.cpp -std=c++17 -O3 $(CC) -c -o ghostland.o ghostland.cpp $(CFLAGS)
stb_image.o: stb_image.c stb_image.o: stb_image.c
g++ -c -o stb_image.o stb_image.c -std=c++17 -O3 $(CC) -c -o stb_image.o stb_image.c $(CFLAGS)
collisions.o: collisions.cpp collisions.o: collisions.cpp collisions.h
g++ -c -o collisions.o collisions.cpp -std=c++17 -O3 $(CC) -c -o collisions.o collisions.cpp $(CFLAGS)
player.o: player.cpp player.o: player.cpp player.h
g++ -c -o player.o player.cpp -std=c++17 -O3 $(CC) -c -o player.o player.cpp $(CFLAGS)
shader.o: shader.cpp shader.h
$(CC) -c -o shader.o shader.cpp $(CFLAGS)
clean: clean:
rm -f *.o ghostland rm -f *.o ghostland

View File

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

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@@ -17,7 +17,6 @@ const float hvelocity = 10.0;
class Player { class Player {
public: public:
Player(glm::vec3 startpos, float startyaw); Player(glm::vec3 startpos, float startyaw);

82
shader.cpp Normal file
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@@ -0,0 +1,82 @@
#include <stdio.h>
#include <stdlib.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "shader.h"
int create_shader(const char *filename, int shadertype) {
FILE* fp = fopen(filename, "r");
if (!fp) {
printf("failed to open vertex shader!\n");
return -1;
}
fseek(fp, 0L, SEEK_END);
unsigned int buffer_sz = ftell(fp);
rewind(fp);
char *buffer = (char *)calloc(sizeof(char), buffer_sz + 1);
if (fread(buffer, buffer_sz, 1, fp) != 1) {
printf("failed to read vertex shader!\n");
return -1;
}
fclose(fp);
int shader = glCreateShader(shadertype);
glShaderSource(shader, 1, &buffer, NULL);
free(buffer);
glCompileShader(shader);
int success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
char info_log[1024];
glGetShaderInfoLog(shader, 1024, NULL, info_log);
printf("Shader compile error for %s: %s\n", filename, info_log);
glfwTerminate();
return -1;
}
return shader;
}
int create_shader_program(const char *vertex_filename, const char *fragment_filename) {
int vertex_shader = create_shader(vertex_filename, GL_VERTEX_SHADER);
if (vertex_shader < 0) {
return -1;
}
int fragment_shader = create_shader(fragment_filename, GL_FRAGMENT_SHADER);
if (fragment_shader < 0) {
return -1;
}
int program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
int success;
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
char infoLog[1024];
glGetProgramInfoLog(program, 1024, NULL, infoLog);
printf("Shader wall_program link error: %s\n", infoLog);
return -1;
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return program;
}
void set_uniform(int program, const char *key, float value) {
glUniform1f(glGetUniformLocation(program, key), value);
}
void set_uniform(int program, const char *key, const glm::vec3 &value) {
glUniform3fv(glGetUniformLocation(program, key), 1, &value[0]);
}
void set_uniform(int program, const char *key, const glm::mat4 &value) {
glUniformMatrix4fv(glGetUniformLocation(program, key), 1, GL_FALSE, &value[0][0]);
}

13
shader.h Normal file
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@@ -0,0 +1,13 @@
#ifndef SHADER_H
#define SHADER_H
#include <glm/glm.hpp>
int create_shader(const char *filename, int shadertype);
int create_shader_program(const char *vertex_filename, const char *fragment_filename);
void set_uniform(int program, const char *key, float value);
void set_uniform(int program, const char *key, const glm::vec3 &value);
void set_uniform(int program, const char *key, const glm::mat4 &value);
#endif