Improvements to flashlight movement

This commit is contained in:
2023-10-10 16:06:08 -04:00
parent e4aab5c2ea
commit 99d7d3d599
2 changed files with 120 additions and 67 deletions

View File

@@ -32,8 +32,8 @@ void main()
// check if lighting is inside the spotlight cone
float theta = dot(lightDir, normalize(-light.direction));
float co = clamp((theta - light.largecutoff) / (light.smallcutoff - light.largecutoff), 0.0, 1.0);
// diffuse
vec3 norm = normalize(Normal);
float diff = max(dot(norm, lightDir), 0.0);

View File

@@ -15,11 +15,15 @@
#include "collisions.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);
// settings
const unsigned int WINDOWWIDTH = 1600;
@@ -30,6 +34,14 @@ 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;
@@ -65,66 +77,7 @@ float *wall_vertices;
int trailmax = 1800;
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]
);
}
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;
}
int main()
int main(int argc, char *argv[])
{
int success;
@@ -376,6 +329,8 @@ int main()
timed = current_frame - last_frame;
last_frame = current_frame;
mousemove = false;
processInput(window);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
@@ -393,16 +348,19 @@ int main()
glUniformMatrix4fv(glGetUniformLocation(wall_program, modelC), 1, GL_FALSE, &model[0][0]);
// light position
light_pos.x = player_pos.x + 0.5 * cos(glm::radians(yaw + 45.0f)) * cos(glm::radians(pitch));
light_pos.y = player_pos.y + 0.5 * sin(glm::radians(pitch));
light_pos.z = player_pos.z + 0.5 * sin(glm::radians(yaw + 45.0f)) * cos(glm::radians(pitch));
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));
// fragment requirements
glUniform3fv(glGetUniformLocation(wall_program, viewposC), 1, &player_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]);
glUniform3fv(glGetUniformLocation(wall_program, directionC), 1, &camera_front[0]);
glUniform3fv(glGetUniformLocation(wall_program, directionC), 1, &light_front[0]);
glUniform1f(glGetUniformLocation(wall_program, largecutoffC), largecutoff);
glUniform1f(glGetUniformLocation(wall_program, smallcutoffC), smallcutoff);
glUniform3fv(glGetUniformLocation(wall_program, ambientC), 1, &ambient[0]);
@@ -424,7 +382,7 @@ int main()
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]);
glUniform3fv(glGetUniformLocation(floor_program, directionC), 1, &camera_front[0]);
glUniform3fv(glGetUniformLocation(floor_program, directionC), 1, &light_front[0]);
glUniform1f(glGetUniformLocation(floor_program, largecutoffC), largecutoff);
glUniform1f(glGetUniformLocation(floor_program, smallcutoffC), smallcutoff);
glUniform3fv(glGetUniformLocation(floor_program, ambientC), 1, &ambient[0]);
@@ -454,6 +412,10 @@ int main()
glfwSwapBuffers(window);
glfwPollEvents();
if (!mousemove) {
set_light_front(0.0f, 0.0f);
}
}
glDeleteVertexArrays(1, &wallsVAO);
@@ -498,6 +460,9 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int 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);
@@ -517,6 +482,7 @@ void mouse_callback(GLFWwindow* window, double xpos_in, double ypos_in)
xoffset *= sensitivity;
yoffset *= sensitivity;
float prev_yaw = yaw;
yaw += xoffset;
pitch += yoffset;
@@ -529,7 +495,9 @@ void mouse_callback(GLFWwindow* window, double xpos_in, double ypos_in)
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 = glm::normalize(front);
camera_front = normalize(front);
set_light_front(xoffset, yoffset);
}
@@ -574,3 +542,88 @@ 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]
);
}
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);
}