Implement flashlight

This commit is contained in:
2023-10-09 19:33:09 -04:00
parent c98c7efcdb
commit c202e47d23
2 changed files with 233 additions and 113 deletions

View File

@@ -1,38 +1,57 @@
#version 460 core
out vec4 FragColor;
in vec3 Normal;
struct Material {
//sampler2D diffuse;
//sampler2D specular;
float shininess;
vec3 color;
};
struct Light {
vec3 position;
vec3 direction;
float largecutoff;
float smallcutoff;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
in vec3 FragPos;
in vec3 Normal;
uniform vec3 viewPos;
uniform vec3 lightColor;
uniform vec3 objectColor;
uniform Material material;
uniform Light light;
void main()
{
// ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor;
vec3 lightDir = normalize(light.position - FragPos);
vec3 vecDist = viewPos - FragPos;
vec3 normDist = normalize(vecDist);
// 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);
vec3 lightDir = normDist;
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
vec3 diffuse = light.diffuse * diff * material.color * co;
// specular
float specularStrength = 0.5;
vec3 viewDir = normDist;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 8);
vec3 specular = specularStrength * spec * lightColor;
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = light.specular * spec * material.color * co;
float dist = distance(viewPos, FragPos);
float att = 1.0 / (1.0 + 0.1*dist + 0.01*dist*dist);
// attenuation
float distance = length(light.position - FragPos);
float atten = 1.0 / (1.0 + 0.1 * distance + 0.01 * (distance * distance));
vec3 result = (ambient + diffuse + specular) * att * objectColor;
diffuse *= atten;
specular *= atten;
vec3 result = light.ambient + diffuse + specular;
FragColor = vec4(result, 1.0);
}

View File

@@ -13,6 +13,7 @@
#include <iostream>
#include <filesystem>
#include <vector>
#include <math.h>
#include "collisions.h"
@@ -20,6 +21,7 @@ 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);
// settings
const unsigned int WINDOWWIDTH = 1600;
@@ -27,7 +29,7 @@ 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_front = glm::vec3(1.0f, 0.0f, 0.0f);
glm::vec3 camera_up = glm::vec3(0.0f, 1.0f, 0.0f);
bool first_mouse = true;
@@ -46,14 +48,24 @@ const char *projectionC = "projection";
const char *viewC = "view";
const char *modelC = "model";
const char *objectcolorC = "objectcolor";
const char *viewposC = "viewPos";
const char *lightcolorC = "lightColor";
const char *objectcolorC = "objectColor";
const char *lightstrengthC = "lightStrength";
const char *shininessC = "material.shininess";
const char *colorC = "material.color";
const char *lightposC = "light.position";
const char *directionC = "light.direction";
const char *largecutoffC = "light.largecutoff";
const char *smallcutoffC = "light.smallcutoff";
const char *ambientC = "light.ambient";
const char *diffuseC = "light.diffuse";
const char *specularC = "light.specular";
int num_walls;
float *wall_vertices;
int trailmax = 1800;
glm::vec3 getNormalFromIndex(int ix) {
return glm::vec3(
wall_vertices[ix * 6 * 6 + 3],
@@ -115,6 +127,34 @@ glm::vec3 checkIntersection(glm::vec3 movement) {
int main()
{
int success;
FILE *fp = fopen("maze.txt", "r");
float fakeyaw;
fscanf(fp, "%f %f %f %f\n", &player_pos.x, &player_pos.y, &player_pos.z, &fakeyaw);
fscanf(fp, "%d\n", &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);
// read walls
for (int i = 0; i < num_walls; i++) {
for (int j = 0; j < 6; j++) {
int vix = i*6*6 + j*6;
fscanf(
fp,
"%f %f %f %f %f %f\n",
&wall_vertices[vix],
&wall_vertices[vix+1],
&wall_vertices[vix+2],
&wall_vertices[vix+3],
&wall_vertices[vix+4],
&wall_vertices[vix+5]
);
}
fscanf(fp, "\n");
}
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
@@ -142,60 +182,12 @@ int main()
glEnable(GL_DEPTH_TEST);
FILE* fp = fopen("vertexshader.txt", "r");
if (!fp) {
printf("failed to open vertex shader!\n");
int vertex_shader = createShader("vertexshader.txt", GL_VERTEX_SHADER);
if (vertex_shader < 0) {
return -1;
}
fseek(fp, 0L, SEEK_END);
unsigned int vertex_sz = ftell(fp);
rewind(fp);
char *vertex_buffer = (char *)calloc(sizeof(char), vertex_sz + 1);
if (fread(vertex_buffer, vertex_sz, 1, fp) != 1) {
printf("failed to read vertex shader!\n");
return -1;
}
fclose(fp);
int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_buffer, NULL);
glCompileShader(vertex_shader);
int success;
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[1024];
glGetShaderInfoLog(vertex_shader, 1024, NULL, infoLog);
printf("Vertex shader compile error: %s\n", infoLog);
glfwTerminate();
return -1;
}
fp = fopen("fragmentshader.txt", "r");
if (!fp) {
printf("failed to open fragment shader!\n");
return -1;
}
fseek(fp, 0L, SEEK_END);
unsigned int fragment_sz = ftell(fp);
rewind(fp);
char *fragment_buffer = (char *)calloc(sizeof(char), fragment_sz + 1);
if (fread(fragment_buffer, fragment_sz, 1, fp) != 1) {
printf("failed to read fragment shader!\n");
return -1;
}
fclose(fp);
int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_buffer, NULL);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[1024];
glGetShaderInfoLog(fragment_shader, 1024, NULL, infoLog);
printf("Fragment shader compile error: %s\n", infoLog);
glfwTerminate();
int fragment_shader = createShader("fragmentshader.txt", GL_FRAGMENT_SHADER);
if (fragment_shader < 0) {
return -1;
}
@@ -228,32 +220,6 @@ int main()
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
free(vertex_buffer);
free(fragment_buffer);
fp = fopen("maze.txt", "r");
fscanf(fp, "%f %f %f %f\n", &player_pos.x, &player_pos.y, &player_pos.z, &yaw);
fscanf(fp, "%d\n", &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);
// read walls
for (int i = 0; i < num_walls; i++) {
for (int j = 0; j < 6; j++) {
int vix = i*6*6 + j*6;
fscanf(
fp,
"%f %f %f %f %f %f\n",
&wall_vertices[vix],
&wall_vertices[vix+1],
&wall_vertices[vix+2],
&wall_vertices[vix+3],
&wall_vertices[vix+4],
&wall_vertices[vix+5]
);
}
fscanf(fp, "\n");
}
// read floor
float *floor_vertices = (float *)calloc(sizeof(float), 6*6);
for (int j = 0; j < 6; j++) {
@@ -307,7 +273,72 @@ int main()
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// do stuff for trail
float trail_vertices[] = {
0.25f, 0.0f, 0.0f,
-0.25f, 0.0f, 0.5f,
-0.25f, 0.0f, -0.5f,
-0.25f, 0.0f, 0.1f,
-0.25f, 0.0f, -0.1f,
-0.75f, 0.0f, 0.1f,
-0.75f, 0.0f, 0.1f,
-0.75f, 0.0f, -0.1f,
-0.25f, 0.0f, -0.1f,
};
unsigned int trailVBO, trailVAO;
glGenVertexArrays(1, &trailVAO);
glGenBuffers(1, &trailVBO);
glBindVertexArray(trailVAO);
glBindBuffer(GL_ARRAY_BUFFER, trailVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * 3 * 3, trail_vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
int trail_shader = createShader("trailshader.txt", GL_VERTEX_SHADER);
if (trail_shader < 0) {
return -1;
}
int trailfrag_shader = createShader("trailfragshader.txt", 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();
return -1;
}
glm::vec3 *trail_positions = (glm::vec3 *)calloc(sizeof(glm::vec3), trailmax);
float *trail_angles = (float *)calloc(sizeof(float), trailmax);
int trail_ix = 0;
int trail_sz = 0;
int time_sec = 0, num_frames = 0;
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);
float floor_shininess = 3.25;
glm::vec3 ambient = glm::vec3(0.007f, 0.006f, 0.005f);
glm::vec3 diffuse = glm::vec3(0.41f, 0.40f, 0.39f);
glm::vec3 specular = glm::vec3(0.11f, 0.10f, 0.09f);
float largecutoff = glm::cos(glm::radians(30.0f));
float smallcutoff = glm::cos(glm::radians(7.5f));
while (!glfwWindowShouldClose(window))
{
float current_frame = static_cast<float>(glfwGetTime());
@@ -316,6 +347,15 @@ int main()
printf("FPS: %d\n", num_frames);
time_sec = current_frameI;
num_frames = 0;
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);
trail_ix = (trail_ix + 1) % trailmax;
if (trail_sz < trailmax) {
trail_sz++;
}
} else {
num_frames++;
}
@@ -335,17 +375,21 @@ int main()
glm::mat4 view = glm::lookAt(player_pos, player_pos + camera_front, camera_up);
glUniformMatrix4fv(glGetUniformLocation(wall_program, viewC), 1, GL_FALSE, &view[0][0]);
glm::vec3 wall_color = glm::vec3(0.61f, 0.6f, 0.59f);
glUniform3fv(glGetUniformLocation(wall_program, objectcolorC), 1, &wall_color[0]);
glm::vec3 light_color = glm::vec3(1.0f, 1.0f, 1.0f);
glUniform3fv(glGetUniformLocation(wall_program, lightcolorC), 1, &light_color[0]);
glUniform3fv(glGetUniformLocation(wall_program, viewposC), 1, &player_pos[0]);
glm::mat4 model = glm::mat4(1.0f);
glUniformMatrix4fv(glGetUniformLocation(wall_program, modelC), 1, GL_FALSE, &model[0][0]);
// 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, &player_pos[0]);
glUniform3fv(glGetUniformLocation(wall_program, directionC), 1, &camera_front[0]);
glUniform1f(glGetUniformLocation(wall_program, largecutoffC), largecutoff);
glUniform1f(glGetUniformLocation(wall_program, smallcutoffC), smallcutoff);
glUniform3fv(glGetUniformLocation(wall_program, ambientC), 1, &ambient[0]);
glUniform3fv(glGetUniformLocation(wall_program, diffuseC), 1, &diffuse[0]);
glUniform3fv(glGetUniformLocation(wall_program, specularC), 1, &specular[0]);
glBindVertexArray(wallsVAO);
glDrawArrays(GL_TRIANGLES, 0, num_wall_vertices);
@@ -356,17 +400,41 @@ int main()
glUniformMatrix4fv(glGetUniformLocation(floor_program, modelC), 1, GL_FALSE, &model[0][0]);
glUniform3fv(glGetUniformLocation(floor_program, viewposC), 1, &player_pos[0]);
glm::vec3 floor_color = glm::vec3(0.11f, 0.1f, 0.09f);
glUniform3fv(glGetUniformLocation(floor_program, objectcolorC), 1, &floor_color[0]);
glm::vec3 floor_light_color = glm::vec3(1.0f, 1.0f, 1.0f);
glUniform3fv(glGetUniformLocation(floor_program, lightcolorC), 1, &floor_light_color[0]);
// fragment requirements
glUniform3fv(glGetUniformLocation(floor_program, viewposC), 1, &player_pos[0]);
glUniform1f(glGetUniformLocation(floor_program, shininessC), floor_shininess);
glUniform3fv(glGetUniformLocation(floor_program, colorC), 1, &floor_color[0]);
glUniform3fv(glGetUniformLocation(floor_program, lightposC), 1, &player_pos[0]);
glUniform3fv(glGetUniformLocation(floor_program, directionC), 1, &camera_front[0]);
glUniform1f(glGetUniformLocation(floor_program, largecutoffC), largecutoff);
glUniform1f(glGetUniformLocation(floor_program, smallcutoffC), smallcutoff);
glUniform3fv(glGetUniformLocation(floor_program, ambientC), 1, &ambient[0]);
glUniform3fv(glGetUniformLocation(floor_program, diffuseC), 1, &diffuse[0]);
glUniform3fv(glGetUniformLocation(floor_program, specularC), 1, &specular[0]);
glBindVertexArray(floorVAO);
glDrawArrays(GL_TRIANGLES, 0, 6 * 6 * 1);
glUseProgram(trail_program);
glUniformMatrix4fv(glGetUniformLocation(trail_program, projectionC), 1, GL_FALSE, &projection[0][0]);
glUniformMatrix4fv(glGetUniformLocation(trail_program, viewC), 1, GL_FALSE, &view[0][0]);
glm::vec3 trail_color = glm::vec3(1.0f, 0.0f, 0.0f);
glUniform3fv(glGetUniformLocation(trail_program, objectcolorC), 1, &trail_color[0]);
for (int i = 0; i < trail_sz; i++) {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, trail_positions[i]);
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]);
glBindVertexArray(trailVAO);
glDrawArrays(GL_TRIANGLES, 0, 3 * 3 * 3);
}
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &wallsVAO);
@@ -392,7 +460,7 @@ void processInput(GLFWwindow *window)
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);
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);
@@ -453,3 +521,36 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
if (fov > 90.0f)
fov = 90.0f;
}
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;
}