Fixes to flashlight and add O3
This commit is contained in:
16
Makefile
16
Makefile
@@ -1,17 +1,17 @@
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snowland: glad.o snowland.o stb_image.o collisions.o
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g++ -o snowland glad.o snowland.o stb_image.o collisions.o -ldl -lglfw -std=c++17
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ghostland: glad.o ghostland.o stb_image.o collisions.o
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g++ -o ghostland glad.o ghostland.o stb_image.o collisions.o -ldl -lglfw -std=c++17 -O3
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glad.o: glad.c
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g++ -c -o glad.o glad.c
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g++ -c -o glad.o glad.c -O3
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snowland.o: snowland.cpp
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g++ -c -o snowland.o snowland.cpp -std=c++17
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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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stb_image.o: stb_image.c
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g++ -c -o stb_image.o stb_image.c -std=c++17
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g++ -c -o stb_image.o stb_image.c -std=c++17 -O3
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collisions.o: collisions.cpp
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g++ -c -o collisions.o collisions.cpp -std=c++17
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g++ -c -o collisions.o collisions.cpp -std=c++17 -O3
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clean:
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rm -f *.o snowland
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rm -f *.o ghostland
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556
snowland.cpp
556
snowland.cpp
@@ -1,556 +0,0 @@
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#include <stdlib.h>
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#include <stdio.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stb_image.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "shader_m.h"
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#include <iostream>
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#include <filesystem>
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#include <vector>
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#include <math.h>
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#include "collisions.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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void processInput(GLFWwindow *window);
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int createShader(const char *filename, int shadertype);
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// settings
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const unsigned int WINDOWWIDTH = 1600;
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const unsigned int WINDOWHEIGHT = 900;
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// camera
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glm::vec3 player_pos = glm::vec3(0.0f, 0.0f, 3.0f);
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glm::vec3 camera_front = glm::vec3(1.0f, 0.0f, 0.0f);
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glm::vec3 camera_up = glm::vec3(0.0f, 1.0f, 0.0f);
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bool first_mouse = true;
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float yaw = 0.0f;
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float pitch = 0.0f;
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float lastX = WINDOWWIDTH / 2.0;
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float lastY = WINDOWHEIGHT / 2.0;
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float fov = 60.0f;
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float timed = 0.0f;
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float last_frame = 0.0f;
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float camera_speed = 10.0f;
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const char *projectionC = "projection";
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const char *viewC = "view";
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const char *modelC = "model";
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const char *objectcolorC = "objectcolor";
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const char *viewposC = "viewPos";
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const char *shininessC = "material.shininess";
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const char *colorC = "material.color";
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const char *lightposC = "light.position";
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const char *directionC = "light.direction";
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const char *largecutoffC = "light.largecutoff";
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const char *smallcutoffC = "light.smallcutoff";
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const char *ambientC = "light.ambient";
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const char *diffuseC = "light.diffuse";
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const char *specularC = "light.specular";
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int num_walls;
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float *wall_vertices;
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int trailmax = 1800;
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glm::vec3 getNormalFromIndex(int ix) {
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return glm::vec3(
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wall_vertices[ix * 6 * 6 + 3],
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wall_vertices[ix * 6 * 6 + 4],
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wall_vertices[ix * 6 * 6 + 5]
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);
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}
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glm::vec3 getVec3FromIndices(int ix, int jx) {
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return glm::vec3(
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wall_vertices[ix * 6 * 6 + jx * 6],
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wall_vertices[ix * 6 * 6 + jx * 6 + 1],
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wall_vertices[ix * 6 * 6 + jx * 6 + 2]
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);
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}
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glm::vec3 checkIntersection(glm::vec3 movement) {
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glm::vec3 vec_start, vec_stop, p1, p2, p3, res;
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int gotX = 0, gotZ = 0;
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vec_start = player_pos;
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vec_stop = vec_start + movement * 20.0f;
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res.x = movement.x;
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res.y = movement.y;
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res.z = movement.z;
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for (int ix = 0; ix < num_walls; ix++) {
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glm::vec3 norm = getNormalFromIndex(ix);
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if (gotX && gotZ) {
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break;
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}
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if (!gotX) {
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if ((movement.x > 0 && norm.x < 0) || (movement.x < 0 && norm.x > 0)) {
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p1 = getVec3FromIndices(ix, 1);
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p2 = getVec3FromIndices(ix, 0);
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p3 = getVec3FromIndices(ix, 2);
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if (getIntersection(vec_start, vec_stop, p1, p2, p3)) {
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gotX = 1;
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res.x = -movement.x;
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}
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}
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}
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if (!gotZ) {
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if ((movement.z > 0 && norm.z < 0) || (movement.z < 0 && norm.z > 0)) {
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p1 = getVec3FromIndices(ix, 1);
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p2 = getVec3FromIndices(ix, 0);
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p3 = getVec3FromIndices(ix, 2);
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if (getIntersection(vec_start, vec_stop, p1, p2, p3)) {
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gotZ = 1;
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res.z = -movement.z;
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}
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}
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}
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}
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return res;
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}
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int main()
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{
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int success;
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FILE *fp = fopen("maze.txt", "r");
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float fakeyaw;
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fscanf(fp, "%f %f %f %f\n", &player_pos.x, &player_pos.y, &player_pos.z, &fakeyaw);
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fscanf(fp, "%d\n", &num_walls);
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// num surfaces * 6 (vertices per point) * 6 (floats per point)
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int num_wall_vertices = num_walls * 6 * 6;
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wall_vertices = (float *)calloc(sizeof(float), num_wall_vertices);
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// read walls
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for (int i = 0; i < num_walls; i++) {
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for (int j = 0; j < 6; j++) {
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int vix = i*6*6 + j*6;
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fscanf(
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fp,
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"%f %f %f %f %f %f\n",
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&wall_vertices[vix],
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&wall_vertices[vix+1],
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&wall_vertices[vix+2],
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&wall_vertices[vix+3],
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&wall_vertices[vix+4],
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&wall_vertices[vix+5]
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);
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}
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fscanf(fp, "\n");
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}
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* window = glfwCreateWindow(WINDOWWIDTH, WINDOWHEIGHT, "Snowland!", NULL, NULL);
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if (window == NULL)
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{
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printf("Failed to create GLFW window.\n");
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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printf("Failed to initialize GLAD.\n");
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return -1;
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}
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glEnable(GL_DEPTH_TEST);
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int vertex_shader = createShader("vertexshader.txt", 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.txt", 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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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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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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// read floor
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float *floor_vertices = (float *)calloc(sizeof(float), 6*6);
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for (int j = 0; j < 6; j++) {
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int vix = j*6;
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fscanf(
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fp,
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"%f %f %f %f %f %f\n",
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&floor_vertices[vix],
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&floor_vertices[vix+1],
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&floor_vertices[vix+2],
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&floor_vertices[vix+3],
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&floor_vertices[vix+4],
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&floor_vertices[vix+5]
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);
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}
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fclose(fp);
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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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glGenBuffers(1, &wallsVBO);
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glBindVertexArray(wallsVAO);
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glBindBuffer(GL_ARRAY_BUFFER, wallsVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * num_wall_vertices, wall_vertices, GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// normal attribute
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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// do stuff for floor
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unsigned int floorVBO, floorVAO;
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glGenVertexArrays(1, &floorVAO);
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glGenBuffers(1, &floorVBO);
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glBindVertexArray(floorVAO);
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glBindBuffer(GL_ARRAY_BUFFER, floorVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 6 * 1, floor_vertices, GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// normal attribute
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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// do stuff for trail
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float trail_vertices[] = {
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0.25f, 0.0f, 0.0f,
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-0.25f, 0.0f, 0.5f,
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-0.25f, 0.0f, -0.5f,
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-0.25f, 0.0f, 0.1f,
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-0.25f, 0.0f, -0.1f,
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-0.75f, 0.0f, 0.1f,
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-0.75f, 0.0f, 0.1f,
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-0.75f, 0.0f, -0.1f,
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-0.25f, 0.0f, -0.1f,
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};
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unsigned int trailVBO, trailVAO;
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glGenVertexArrays(1, &trailVAO);
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glGenBuffers(1, &trailVBO);
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glBindVertexArray(trailVAO);
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glBindBuffer(GL_ARRAY_BUFFER, trailVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * 3 * 3, trail_vertices, GL_STATIC_DRAW);
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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.txt", 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.txt", 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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glfwTerminate();
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return -1;
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}
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glm::vec3 *trail_positions = (glm::vec3 *)calloc(sizeof(glm::vec3), trailmax);
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float *trail_angles = (float *)calloc(sizeof(float), trailmax);
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int trail_ix = 0;
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int trail_sz = 0;
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int time_sec = 0, num_frames = 0;
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glm::vec3 wall_color = glm::vec3(0.61f, 0.6f, 0.59f);
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float wall_shininess = 6.5;
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glm::vec3 floor_color = glm::vec3(0.11f, 0.1f, 0.09f);
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float floor_shininess = 3.25;
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glm::vec3 ambient = glm::vec3(0.007f, 0.006f, 0.005f);
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glm::vec3 diffuse = glm::vec3(0.41f, 0.40f, 0.39f);
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glm::vec3 specular = glm::vec3(0.11f, 0.10f, 0.09f);
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float largecutoff = glm::cos(glm::radians(30.0f));
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float smallcutoff = glm::cos(glm::radians(7.5f));
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while (!glfwWindowShouldClose(window))
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{
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float current_frame = static_cast<float>(glfwGetTime());
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int current_frameI = (int)current_frame;
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if (current_frameI != time_sec) {
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printf("FPS: %d\n", num_frames);
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time_sec = current_frameI;
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num_frames = 0;
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trail_positions[trail_ix].x = player_pos.x;
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trail_positions[trail_ix].y = 6.5;
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trail_positions[trail_ix].z = player_pos.z;
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trail_angles[trail_ix] = yaw;
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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);
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trail_ix = (trail_ix + 1) % trailmax;
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if (trail_sz < trailmax) {
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trail_sz++;
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}
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} else {
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num_frames++;
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}
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timed = current_frame - last_frame;
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last_frame = current_frame;
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processInput(window);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(wall_program);
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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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glm::mat4 view = glm::lookAt(player_pos, player_pos + camera_front, camera_up);
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glUniformMatrix4fv(glGetUniformLocation(wall_program, viewC), 1, GL_FALSE, &view[0][0]);
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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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// fragment requirements
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glUniform3fv(glGetUniformLocation(wall_program, viewposC), 1, &player_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, &player_pos[0]);
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glUniform3fv(glGetUniformLocation(wall_program, directionC), 1, &camera_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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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]);
|
||||
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]);
|
||||
|
||||
// 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);
|
||||
glDeleteBuffers(1, &wallsVBO);
|
||||
|
||||
glDeleteVertexArrays(1, &floorVAO);
|
||||
glDeleteBuffers(1, &floorVBO);
|
||||
|
||||
glfwTerminate();
|
||||
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)
|
||||
{
|
||||
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;
|
||||
|
||||
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 = glm::normalize(front);
|
||||
}
|
||||
|
||||
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) {
|
||||
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;
|
||||
}
|
||||
Reference in New Issue
Block a user