#include #include #include #include #include #include #include #include #include #include #include #include #include "collisions.h" #include "player.h" 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); 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 bool mousemove = false; float xpersist = 0.0f; float ypersist = 0.0f; bool first_mouse = true; float yaw = 0.0f; float pitch = 0.0f; float lastX = WINDOWWIDTH / 2.0; float lastY = WINDOWHEIGHT / 2.0; float timed = 0.0f; float last_frame = 0.0f; float camera_speed = 10.0f; const char *projectionC = "projection"; const char *viewC = "view"; const char *modelC = "model"; const char *objectcolorC = "objectcolor"; const char *viewposC = "viewPos"; 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; int main(int argc, char *argv[]) { int success; glm::vec3 position; FILE *fp = fopen("maze.txt", "r"); 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); // read walls for (int i = 0; i < num_walls; i++) { for (int j = 0; j < 6; j++) { int vix = i*6*6 + j*6; if (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] ) == EOF) { printf("3rd fscanf failed.\n"); return -1; } } if (fscanf(fp, "\n") == EOF) { printf("4th fscanf failed.\n"); 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); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); GLFWwindow* window = glfwCreateWindow(WINDOWWIDTH, WINDOWHEIGHT, "Ghostland!", NULL, NULL); if (window == NULL) { printf("Failed to create GLFW window.\n"); glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { printf("Failed to initialize GLAD.\n"); return -1; } glEnable(GL_DEPTH_TEST); int vertex_shader = createShader("vertexshader.glsl", GL_VERTEX_SHADER); if (vertex_shader < 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(); return -1; } int floor_program = glCreateProgram(); glAttachShader(floor_program, vertex_shader); glAttachShader(floor_program, fragment_shader); 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(); return -1; } glDeleteShader(vertex_shader); glDeleteShader(fragment_shader); // do stuff for walls unsigned int wallsVBO, wallsVAO; glGenVertexArrays(1, &wallsVAO); glGenBuffers(1, &wallsVBO); glBindVertexArray(wallsVAO); glBindBuffer(GL_ARRAY_BUFFER, wallsVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * num_wall_vertices, wall_vertices, GL_STATIC_DRAW); // position attribute glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // normal attribute glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); // do stuff for floor unsigned int floorVBO, floorVAO; glGenVertexArrays(1, &floorVAO); glGenBuffers(1, &floorVBO); glBindVertexArray(floorVAO); glBindBuffer(GL_ARRAY_BUFFER, floorVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 6 * 1, floor_vertices, GL_STATIC_DRAW); // position attribute glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // normal attribute 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.glsl", GL_VERTEX_SHADER); if (trail_shader < 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(); 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_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); float floor_shininess = 3.25; glm::vec3 ambient = glm::vec3(0.007f, 0.006f, 0.005f); glm::vec3 diffuse = glm::vec3(0.61f, 0.60f, 0.59f); 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(glfwGetTime()); int current_frameI = (int)current_frame; 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); 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); trail_ix = (trail_ix + 1) % trailmax; if (trail_sz < trailmax) { trail_sz++; } } else { num_frames++; } timed = current_frame - last_frame; last_frame = current_frame; mousemove = false; 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::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 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, &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]); 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]); 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); glUseProgram(floor_program); 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, &camera_pos[0]); // fragment requirements 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]); 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]); 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); } player->apply_movement(); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteVertexArrays(1, &wallsVAO); glDeleteBuffers(1, &wallsVBO); glDeleteVertexArrays(1, &floorVAO); glDeleteBuffers(1, &floorVBO); glfwTerminate(); return 0; } void framebuffer_size_callback(GLFWwindow* window, int width, int 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) { player->mouse_callback(window, xpos, ypos); } void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) { player->scroll_callback(window, xoffset, yoffset); }