Refactor stuff into a player class and implement jumping

This commit is contained in:
2023-10-12 11:08:57 -04:00
parent 99d7d3d599
commit 449632fd6d
6 changed files with 476 additions and 219 deletions

View File

@@ -14,41 +14,31 @@
#include <math.h>
#include "collisions.h"
#include "player.h"
glm::vec3 getNormalFromIndex(int ix);
glm::vec3 getVec3FromIndices(int ix, int jx);
glm::vec3 checkIntersection(glm::vec3 movement);
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
int createShader(const char *filename, int shadertype);
void set_light_front(int xoffset, int yoffset);
// player
Player *player;
// settings
const unsigned int WINDOWWIDTH = 1600;
const unsigned int WINDOWHEIGHT = 900;
// camera
glm::vec3 player_pos = glm::vec3(0.0f, 0.0f, 3.0f);
glm::vec3 camera_front = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 camera_up = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 light_pos = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 light_front = glm::vec3(0.0f, 0.0f, -1.0f);
bool mousemove = false;
const float lightoffsetmax = 15.0f;
float xpersist = 0.0f;
float ypersist = 0.0f;
float persist_factor = 0.99f;
float offset_factor = 0.01f;
bool first_mouse = true;
float yaw = 0.0f;
float pitch = 0.0f;
float lastX = WINDOWWIDTH / 2.0;
float lastY = WINDOWHEIGHT / 2.0;
float fov = 60.0f;
float timed = 0.0f;
float last_frame = 0.0f;
@@ -71,7 +61,6 @@ const char *ambientC = "light.ambient";
const char *diffuseC = "light.diffuse";
const char *specularC = "light.specular";
int num_walls;
float *wall_vertices;
@@ -81,17 +70,20 @@ int main(int argc, char *argv[])
{
int success;
glm::vec3 position;
FILE *fp = fopen("maze.txt", "r");
float fakeyaw;
if (fscanf(fp, "%f %f %f %f\n", &player_pos.x, &player_pos.y, &player_pos.z, &fakeyaw) == EOF) {
float yaw;
if (fscanf(fp, "%f %f %f %f\n", &position.x, &position.y, &position.z, &yaw) == EOF) {
printf("1st fscanf failed.\n");
return -1;
}
player = new Player(position, yaw);
if (fscanf(fp, "%d\n", &num_walls) == EOF) {
printf("2nd fscanf failed.\n");
return -1;
}
player->num_walls = num_walls;
// num surfaces * 6 (vertices per point) * 6 (floats per point)
int num_wall_vertices = num_walls * 6 * 6;
wall_vertices = (float *)calloc(sizeof(float), num_wall_vertices);
@@ -118,6 +110,27 @@ int main(int argc, char *argv[])
return -1;
}
}
player->wall_vertices = wall_vertices;
// read floor
float *floor_vertices = (float *)calloc(sizeof(float), 6*6);
for (int j = 0; j < 6; j++) {
int vix = j*6;
if (fscanf(
fp,
"%f %f %f %f %f %f\n",
&floor_vertices[vix],
&floor_vertices[vix+1],
&floor_vertices[vix+2],
&floor_vertices[vix+3],
&floor_vertices[vix+4],
&floor_vertices[vix+5]
) == EOF) {
printf("floor fscanf failed.\n");
return -1;
}
}
fclose(fp);
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
@@ -184,26 +197,6 @@ int main(int argc, char *argv[])
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
// read floor
float *floor_vertices = (float *)calloc(sizeof(float), 6*6);
for (int j = 0; j < 6; j++) {
int vix = j*6;
if (fscanf(
fp,
"%f %f %f %f %f %f\n",
&floor_vertices[vix],
&floor_vertices[vix+1],
&floor_vertices[vix+2],
&floor_vertices[vix+3],
&floor_vertices[vix+4],
&floor_vertices[vix+5]
) == EOF) {
printf("floor fscanf failed.\n");
return -1;
}
}
fclose(fp);
// do stuff for walls
unsigned int wallsVBO, wallsVAO;
glGenVertexArrays(1, &wallsVAO);
@@ -294,7 +287,8 @@ int main(int argc, char *argv[])
int trail_ix = 0;
int trail_sz = 0;
int time_sec = 0, num_frames = 0;
int time_secI = 0, num_frames = 1;
float time_sec;
glm::vec3 wall_color = glm::vec3(0.61f, 0.6f, 0.59f);
float wall_shininess = 6.5;
glm::vec3 floor_color = glm::vec3(0.11f, 0.1f, 0.09f);
@@ -310,15 +304,21 @@ int main(int argc, char *argv[])
{
float current_frame = static_cast<float>(glfwGetTime());
int current_frameI = (int)current_frame;
if (current_frameI != time_sec) {
if (current_frameI != time_secI) {
glm::vec3 player_pos = player->get_position();
float yaw, pitch;
yaw = player->get_yaw();
pitch = player->get_pitch();
printf("FPS: %d\n", num_frames);
time_sec = current_frameI;
num_frames = 0;
printf("Player is at: (%f, %f, %f) facing (%f, %f)\n", player_pos.x, player_pos.y, player_pos.z, yaw, pitch);
time_sec = current_frame;
time_secI = current_frameI;
num_frames = 1;
trail_positions[trail_ix].x = player_pos.x;
trail_positions[trail_ix].y = 6.5;
trail_positions[trail_ix].z = player_pos.z;
trail_angles[trail_ix] = yaw;
printf("Recorded trail %d: (%f, %f, %f) %f\n", trail_ix, trail_positions[trail_ix].x, trail_positions[trail_ix].y, trail_positions[trail_ix].z, yaw);
//printf("Recorded trail %d: (%f, %f, %f) %f\n", trail_ix, trail_positions[trail_ix].x, trail_positions[trail_ix].y, trail_positions[trail_ix].z, yaw);
trail_ix = (trail_ix + 1) % trailmax;
if (trail_sz < trailmax) {
trail_sz++;
@@ -331,32 +331,36 @@ int main(int argc, char *argv[])
mousemove = false;
processInput(window);
player->process_input(window);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(wall_program);
float fov = player->get_fov();
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]);
glm::mat4 view = glm::lookAt(player_pos, player_pos + camera_front, camera_up);
glm::vec3 camera_pos, camera_front, camera_up;
camera_pos = player->get_camera_pos();
camera_front = player->get_camera_front();
camera_up = player->get_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]);
glm::mat4 model = glm::mat4(1.0f);
glUniformMatrix4fv(glGetUniformLocation(wall_program, modelC), 1, GL_FALSE, &model[0][0]);
// light position
float armlength = 0.50f;
float yawoffset = 90.0f;
float pitchoffset = -30.0f;
light_pos.x = player_pos.x + armlength * cos(glm::radians(yaw + yawoffset)) * cos(glm::radians(pitch + pitchoffset));
light_pos.y = player_pos.y + armlength * sin(glm::radians(pitch + pitchoffset));
light_pos.z = player_pos.z + armlength * sin(glm::radians(yaw + yawoffset)) * cos(glm::radians(pitch + pitchoffset));
glm::vec3 light_pos = player->get_light_pos();
//printf("light_pos: (%f, %f, %f)\n", light_pos.x, light_pos.y, light_pos.z);
glm::vec3 light_front = player->get_light_front();
//printf("light_pos: (%f, %f, %f)\n", light_front.x, light_front.y, light_front.z);
// fragment requirements
glUniform3fv(glGetUniformLocation(wall_program, viewposC), 1, &player_pos[0]);
glUniform3fv(glGetUniformLocation(wall_program, viewposC), 1, &camera_pos[0]);
glUniform1f(glGetUniformLocation(wall_program, shininessC), wall_shininess);
glUniform3fv(glGetUniformLocation(wall_program, colorC), 1, &wall_color[0]);
glUniform3fv(glGetUniformLocation(wall_program, lightposC), 1, &light_pos[0]);
@@ -375,10 +379,10 @@ int main(int argc, char *argv[])
glUniformMatrix4fv(glGetUniformLocation(floor_program, projectionC), 1, GL_FALSE, &projection[0][0]);
glUniformMatrix4fv(glGetUniformLocation(floor_program, viewC), 1, GL_FALSE, &view[0][0]);
glUniformMatrix4fv(glGetUniformLocation(floor_program, modelC), 1, GL_FALSE, &model[0][0]);
glUniform3fv(glGetUniformLocation(floor_program, viewposC), 1, &player_pos[0]);
glUniform3fv(glGetUniformLocation(floor_program, viewposC), 1, &camera_pos[0]);
// fragment requirements
glUniform3fv(glGetUniformLocation(floor_program, viewposC), 1, &player_pos[0]);
glUniform3fv(glGetUniformLocation(floor_program, viewposC), 1, &camera_pos[0]);
glUniform1f(glGetUniformLocation(floor_program, shininessC), floor_shininess);
glUniform3fv(glGetUniformLocation(floor_program, colorC), 1, &floor_color[0]);
glUniform3fv(glGetUniformLocation(floor_program, lightposC), 1, &light_pos[0]);
@@ -409,13 +413,11 @@ int main(int argc, char *argv[])
glDrawArrays(GL_TRIANGLES, 0, 3 * 3 * 3);
}
player->apply_movement();
glfwSwapBuffers(window);
glfwPollEvents();
if (!mousemove) {
set_light_front(0.0f, 0.0f);
}
}
glDeleteVertexArrays(1, &wallsVAO);
@@ -428,88 +430,11 @@ int main(int argc, char *argv[])
return 0;
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
float camera_speed_adjusted = static_cast<float>(camera_speed * timed);
glm::vec3 movement;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
movement = glm::vec3(camera_front.x, 0.0, camera_front.z);
} else if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
movement = glm::vec3(-camera_front.x, 0.0, -camera_front.z);
} else if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
glm::vec3 right = glm::cross(camera_front, camera_up);
movement = glm::vec3(-right.x, 0.0, -right.z);
} else if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
glm::vec3 right = glm::cross(camera_front, camera_up);
movement = glm::vec3(right.x, 0.0, right.z);
} else {
return;
}
movement = glm::normalize(movement) * camera_speed_adjusted;
movement = checkIntersection(movement);
player_pos += movement;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void mouse_callback(GLFWwindow* window, double xpos_in, double ypos_in)
{
mousemove = true;
float xpos = static_cast<float>(xpos_in);
float ypos = static_cast<float>(ypos_in);
if (first_mouse)
{
lastX = xpos;
lastY = ypos;
first_mouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
float sensitivity = 0.1f;
xoffset *= sensitivity;
yoffset *= sensitivity;
float prev_yaw = yaw;
yaw += xoffset;
pitch += yoffset;
if (pitch > 89.0f)
pitch = 89.0f;
if (pitch < -89.0f)
pitch = -89.0f;
glm::vec3 front;
front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
front.y = sin(glm::radians(pitch));
front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
camera_front = normalize(front);
set_light_front(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
fov -= (float)yoffset;
if (fov < 1.0f)
fov = 1.0f;
if (fov > 90.0f)
fov = 90.0f;
}
int createShader(const char *filename, int shadertype) {
FILE* fp = fopen(filename, "r");
if (!fp) {
@@ -543,87 +468,10 @@ int createShader(const char *filename, int shadertype) {
return shader;
}
glm::vec3 getNormalFromIndex(int ix) {
return glm::vec3(
wall_vertices[ix * 6 * 6 + 3],
wall_vertices[ix * 6 * 6 + 4],
wall_vertices[ix * 6 * 6 + 5]
);
void mouse_callback(GLFWwindow* window, double xpos, double ypos) {
player->mouse_callback(window, xpos, ypos);
}
glm::vec3 getVec3FromIndices(int ix, int jx) {
return glm::vec3(
wall_vertices[ix * 6 * 6 + jx * 6],
wall_vertices[ix * 6 * 6 + jx * 6 + 1],
wall_vertices[ix * 6 * 6 + jx * 6 + 2]
);
}
glm::vec3 checkIntersection(glm::vec3 movement) {
glm::vec3 vec_start, vec_stop, p1, p2, p3, res;
int gotX = 0, gotZ = 0;
vec_start = player_pos;
vec_stop = vec_start + movement * 20.0f;
res.x = movement.x;
res.y = movement.y;
res.z = movement.z;
for (int ix = 0; ix < num_walls; ix++) {
glm::vec3 norm = getNormalFromIndex(ix);
if (gotX && gotZ) {
break;
}
if (!gotX) {
if ((movement.x > 0 && norm.x < 0) || (movement.x < 0 && norm.x > 0)) {
p1 = getVec3FromIndices(ix, 1);
p2 = getVec3FromIndices(ix, 0);
p3 = getVec3FromIndices(ix, 2);
if (getIntersection(vec_start, vec_stop, p1, p2, p3)) {
gotX = 1;
res.x = -movement.x;
}
}
}
if (!gotZ) {
if ((movement.z > 0 && norm.z < 0) || (movement.z < 0 && norm.z > 0)) {
p1 = getVec3FromIndices(ix, 1);
p2 = getVec3FromIndices(ix, 0);
p3 = getVec3FromIndices(ix, 2);
if (getIntersection(vec_start, vec_stop, p1, p2, p3)) {
gotZ = 1;
res.z = -movement.z;
}
}
}
}
return res;
}
void set_light_front(int xoffset, int yoffset) {
xoffset *= 128.0f;
yoffset *= 128.0f;
xpersist = xpersist * persist_factor + xoffset * offset_factor;
if (xpersist > lightoffsetmax) {
xpersist = lightoffsetmax;
} else if (xpersist < -lightoffsetmax) {
xpersist = -lightoffsetmax;
}
ypersist = ypersist * persist_factor + yoffset * offset_factor;
if (ypersist > lightoffsetmax) {
ypersist = lightoffsetmax;
} else if (ypersist < -lightoffsetmax) {
ypersist = -lightoffsetmax;
}
float yawp = yaw + xpersist;
float pitchp = pitch + ypersist;
glm::vec3 front;
front.x = cos(glm::radians(yawp)) * cos(glm::radians(pitchp));
front.y = sin(glm::radians(pitchp));
front.z = sin(glm::radians(yawp)) * cos(glm::radians(pitchp));
light_front = normalize(front);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) {
player->scroll_callback(window, xoffset, yoffset);
}