#include #include #include #include "glad/glad.h" #include #include "stb_image.h" #include #include #include #include #include #include #include #include #include "collisions.h" #include "player.h" #include "shader.h" #include "ghost.h" #include "text.h" #include "config.h" // Forward declarations for GLFW callbacks configured at start-up. 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 set_light_front(int xoffset, int yoffset); void render_minimap(const glm::vec3 &player_pos, float player_yaw, const glm::vec3 *trail_positions, int trail_sz, const std::vector &ghosts); // player Player *player; // settings unsigned int WINDOWWIDTH = 1600; unsigned int WINDOWHEIGHT = 900; // camera bool first_frame = false; float timed = 0.0f; float last_frame = 0.0f; float camera_speed = 20.0f; float ghost_reset_distance = 10.0f; int ghost_count = 800; // Runtime configuration and palette for the minimap overlay. struct MinimapConfig { bool enabled = true; int width = 200; int height = 200; int margin = 16; float zoom = 2.0f; glm::vec3 wall_color = glm::vec3(0.0f, 0.0f, 0.0f); glm::vec3 background_color = glm::vec3(1.0f, 1.0f, 1.0f); glm::vec3 arrow_color = glm::vec3(1.0f, 0.0f, 0.0f); float breadcrumb_radius = 3.0f; glm::vec3 breadcrumb_color = glm::vec3(1.0f, 0.3f, 0.3f); float breadcrumb_max_distance = 200.0f; float ghost_radius = 4.0f; glm::vec3 ghost_fill_color = glm::vec3(0.9f, 0.9f, 1.0f); glm::vec3 ghost_border_color = glm::vec3(0.2f, 0.2f, 0.4f); }; struct MinimapSegment { glm::vec2 start; glm::vec2 end; }; struct MinimapBounds { float xmin = 0.0f; float xmax = 0.0f; float zmin = 0.0f; float zmax = 0.0f; }; MinimapConfig minimap_config; std::vector minimap_segments; MinimapBounds minimap_bounds; unsigned int minimapVAO = 0; unsigned int minimapVBO = 0; int minimap_program = -1; 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 = 500; int main(int argc, char *argv[]) { int success; glm::vec3 position; glm::vec3 start_position; float start_yaw; // Load configuration knobs before spinning up the world. Config::loadFromFile("ghostland.json"); camera_speed = Config::getFloat("camera_speed", camera_speed); ghost_reset_distance = Config::getFloat("ghost_reset_distance", ghost_reset_distance); minimap_config.enabled = Config::getInt("minimap_enabled", minimap_config.enabled ? 1 : 0) != 0; minimap_config.width = Config::getInt("minimap_width", minimap_config.width); minimap_config.height = Config::getInt("minimap_height", minimap_config.height); minimap_config.margin = Config::getInt("minimap_margin", minimap_config.margin); minimap_config.zoom = Config::getFloat("minimap_zoom", minimap_config.zoom); minimap_config.wall_color.r = Config::getFloat("minimap_wall_r", minimap_config.wall_color.r); minimap_config.wall_color.g = Config::getFloat("minimap_wall_g", minimap_config.wall_color.g); minimap_config.wall_color.b = Config::getFloat("minimap_wall_b", minimap_config.wall_color.b); minimap_config.background_color.r = Config::getFloat("minimap_background_r", minimap_config.background_color.r); minimap_config.background_color.g = Config::getFloat("minimap_background_g", minimap_config.background_color.g); minimap_config.background_color.b = Config::getFloat("minimap_background_b", minimap_config.background_color.b); minimap_config.arrow_color.r = Config::getFloat("minimap_arrow_r", minimap_config.arrow_color.r); minimap_config.arrow_color.g = Config::getFloat("minimap_arrow_g", minimap_config.arrow_color.g); minimap_config.arrow_color.b = Config::getFloat("minimap_arrow_b", minimap_config.arrow_color.b); minimap_config.breadcrumb_color.r = Config::getFloat("minimap_breadcrumb_r", minimap_config.breadcrumb_color.r); minimap_config.breadcrumb_color.g = Config::getFloat("minimap_breadcrumb_g", minimap_config.breadcrumb_color.g); minimap_config.breadcrumb_color.b = Config::getFloat("minimap_breadcrumb_b", minimap_config.breadcrumb_color.b); minimap_config.breadcrumb_radius = Config::getFloat("minimap_breadcrumb_radius", minimap_config.breadcrumb_radius); minimap_config.breadcrumb_max_distance = Config::getFloat("breadcrumb_max_distance", minimap_config.breadcrumb_max_distance); minimap_config.ghost_fill_color.r = Config::getFloat("minimap_ghost_fill_r", minimap_config.ghost_fill_color.r); minimap_config.ghost_fill_color.g = Config::getFloat("minimap_ghost_fill_g", minimap_config.ghost_fill_color.g); minimap_config.ghost_fill_color.b = Config::getFloat("minimap_ghost_fill_b", minimap_config.ghost_fill_color.b); minimap_config.ghost_border_color.r = Config::getFloat("minimap_ghost_border_r", minimap_config.ghost_border_color.r); minimap_config.ghost_border_color.g = Config::getFloat("minimap_ghost_border_g", minimap_config.ghost_border_color.g); minimap_config.ghost_border_color.b = Config::getFloat("minimap_ghost_border_b", minimap_config.ghost_border_color.b); minimap_config.ghost_radius = Config::getFloat("minimap_ghost_radius", minimap_config.ghost_radius); ghost_count = Config::getInt("ghost_count", ghost_count); // Maze file contains serialized spawn and wall mesh data generated by mazeparser.py. 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; } start_position = position; start_yaw = yaw; 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); float xmin_wall, xmax_wall, zmin_wall, zmax_wall; xmin_wall = 9999.9; xmax_wall = -9999.9; zmin_wall = 9999.9; zmax_wall = -9999.9; // read walls for (int i = 0; i < num_walls; i++) { glm::vec2 wall_floor_pts[2]; 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 (wall_vertices[vix] < xmin_wall) { xmin_wall = wall_vertices[vix]; } else if (wall_vertices[vix] > xmax_wall) { xmax_wall = wall_vertices[vix]; } if (wall_vertices[vix + 2] < zmin_wall) { zmin_wall = wall_vertices[vix + 2]; } else if (wall_vertices[vix + 2] > zmax_wall) { zmax_wall = wall_vertices[vix + 2]; } if (j < 2) { wall_floor_pts[j].x = wall_vertices[vix]; wall_floor_pts[j].y = wall_vertices[vix + 2]; if (j == 1) { minimap_segments.push_back({wall_floor_pts[0], wall_floor_pts[1]}); } } } if (fscanf(fp, "\n") == EOF) { printf("4th fscanf failed.\n"); return -1; } } player->wall_vertices = wall_vertices; minimap_bounds.xmin = xmin_wall; minimap_bounds.xmax = xmax_wall; minimap_bounds.zmin = zmin_wall; minimap_bounds.zmax = zmax_wall; // 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); // Initialize GLFW/GLAD and windowing. glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); GLFWmonitor *monitor = glfwGetPrimaryMonitor(); const GLFWvidmode *monitor_mode = glfwGetVideoMode(monitor); WINDOWWIDTH = monitor_mode->width; WINDOWHEIGHT = monitor_mode->height; //WINDOWWIDTH = 1280; //WINDOWHEIGHT = 960; GLFWwindow* window = glfwCreateWindow(WINDOWWIDTH, WINDOWHEIGHT, "Ghostland!", monitor, NULL); //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"); glfwTerminate(); return -1; } glEnable(GL_DEPTH_TEST); //glEnable(GL_CULL_FACE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); int wall_program = create_shader_program("vertexshader.glsl", "fragmentshader.glsl"); if (wall_program < 0) { glfwTerminate(); return -1; } // Perhaps there's a better way of doing this, rather than re-compiling the same files? int floor_program = create_shader_program("vertexshader.glsl", "fragmentshader.glsl"); if (wall_program < 0) { glfwTerminate(); return -1; } // 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_program = create_shader_program("trailshader.glsl", "trailfragshader.glsl"); if (trail_program < 0) { 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; // do stuff for ghosts // create program int ghost_program = create_shader_program("ghostshader.glsl", "ghostfragshader.glsl"); if (ghost_program < 0) { glfwTerminate(); return -1; } // ghost vertices float ghost_vertices[] = { -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, }; unsigned int ghostVBO, ghostVAO; glGenVertexArrays(1, &ghostVAO); glBindVertexArray(ghostVAO); glGenBuffers(1, &ghostVBO); glBindBuffer(GL_ARRAY_BUFFER, ghostVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(ghost_vertices), ghost_vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(3 * sizeof(float))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float))); glEnableVertexAttribArray(2); // ghost texture unsigned int ghost_texture; glGenTextures(1, &ghost_texture); glBindTexture(GL_TEXTURE_2D, ghost_texture); // set the texture wrapping parameters //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // set texture filtering parameters glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); int width, height, numberChannels; //stbi_set_flip_vertically_on_load(true); unsigned char *ghost_data = stbi_load("ghost_facing_right.png", &width, &height, &numberChannels, 0); printf("Num channels: %d\n", numberChannels); if (!ghost_data) { printf("Failed to load texture!\n"); glfwTerminate(); return -1; } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, ghost_data); glGenerateMipmap(GL_TEXTURE_2D); stbi_image_free(ghost_data); // do stuff for text int text_program; if (init_text(&text_program) < 0) { printf("Failed to load text module!\n"); glfwTerminate(); return -1; } if (minimap_config.enabled) { minimap_program = create_shader_program("minimapshader.glsl", "minimapfragshader.glsl"); if (minimap_program < 0) { glfwTerminate(); return -1; } glGenVertexArrays(1, &minimapVAO); glGenBuffers(1, &minimapVBO); glBindVertexArray(minimapVAO); glBindBuffer(GL_ARRAY_BUFFER, minimapVBO); size_t minimap_buffer_capacity = std::max(minimap_segments.size() * 4 + 12, 256); glBufferData(GL_ARRAY_BUFFER, minimap_buffer_capacity * sizeof(float), NULL, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } // TODO move these into config file?? 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)); std::vector ghosts; for (int i = 0; i < std::max(1, ghost_count); i++) { Ghost *ghost = new Ghost(xmin_wall, xmax_wall, zmin_wall, zmax_wall); // Ensure ghost is not within 30.0 units of start_position while (glm::length(ghost->get_pos() - start_position) <= 30.0f) { ghost->regenerate_position(); } ghosts.push_back(ghost); } player->mouse_callback(window, WINDOWWIDTH/2, WINDOWHEIGHT/2); int FPS = -1; // Main render/game loop. while (!glfwWindowShouldClose(window)) { float current_frame = static_cast(glfwGetTime()); int current_frameI = (int)current_frame; if (current_frameI != time_secI) { // show stats every second FPS = num_frames; glm::vec3 player_pos = player->get_pos(); 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 { // otherwise increase number of frames num_frames++; } timed = current_frame - last_frame; last_frame = current_frame; if (!first_frame) { first_frame = true; continue; } 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); set_uniform(wall_program, projectionC, projection); 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); set_uniform(wall_program, viewC, view); glm::mat4 model = glm::mat4(1.0f); set_uniform(wall_program, modelC, model); // 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); // Sort ghosts by distance to player for optimization. glm::vec3 player_pos = player->get_pos(); struct { bool operator()(const Ghost *a, const Ghost *b) const { glm::vec3 a_diff, b_diff; a_diff = player->get_pos() - a->get_pos(); b_diff = player->get_pos() - b->get_pos(); float a_dist, b_dist; a_dist = glm::length(a_diff); b_dist = glm::length(b_diff); return a_dist < b_dist; } } ghost_compare; // Only the closest 20% need perfect ordering for blending, so partial_sort is cheaper than full sort. std::partial_sort(ghosts.begin(), ghosts.begin() + ghosts.size() / 5, ghosts.end(), ghost_compare); // Calculate nearest ghost distance (first ghost is now closest) float nearest_ghost_distance = glm::length(ghosts[0]->get_pos() - player_pos); // Interpolate flashlight color based on nearest ghost distance // At 30.0+ units: (0.61, 0.60, 0.59) - normal color // At 10.0 units: (0.99, 0.60, 0.59) - red shift float color_factor = 1.0f; if (nearest_ghost_distance < 30.0f) { color_factor = (nearest_ghost_distance - 10.0f) / (30.0f - 10.0f); color_factor = glm::clamp(color_factor, 0.0f, 1.0f); } glm::vec3 normal_color = glm::vec3(0.61f, 0.60f, 0.59f); glm::vec3 danger_color = glm::vec3(0.99f, 0.60f, 0.59f); diffuse = glm::mix(danger_color, normal_color, color_factor); // fragment requirements set_uniform(wall_program, viewposC, camera_pos); set_uniform(wall_program, shininessC, wall_shininess); set_uniform(wall_program, colorC, wall_color); set_uniform(wall_program, lightposC, light_pos); set_uniform(wall_program, directionC, light_front); set_uniform(wall_program, largecutoffC, largecutoff); set_uniform(wall_program, smallcutoffC, smallcutoff); set_uniform(wall_program, ambientC, ambient); set_uniform(wall_program, diffuseC, diffuse); set_uniform(wall_program, specularC, specular); glBindVertexArray(wallsVAO); glDrawArrays(GL_TRIANGLES, 0, num_wall_vertices); glUseProgram(floor_program); set_uniform(floor_program, projectionC, projection); set_uniform(floor_program, viewC, view); set_uniform(floor_program, modelC, model); set_uniform(floor_program, viewposC, camera_pos); // fragment requirements set_uniform(floor_program, shininessC, floor_shininess); set_uniform(floor_program, colorC, floor_color); set_uniform(floor_program, lightposC, light_pos); set_uniform(floor_program, directionC, light_front); set_uniform(floor_program, largecutoffC, largecutoff); set_uniform(floor_program, smallcutoffC, smallcutoff); set_uniform(floor_program, ambientC, ambient); set_uniform(floor_program, diffuseC, diffuse); set_uniform(floor_program, specularC, specular); glBindVertexArray(floorVAO); glDrawArrays(GL_TRIANGLES, 0, 6 * 6 * 1); glUseProgram(trail_program); set_uniform(trail_program, projectionC, projection); set_uniform(trail_program, viewC, view); glm::vec3 trail_color = glm::vec3(1.0f, 0.0f, 0.0f); set_uniform(trail_program, objectcolorC, trail_color); float breadcrumb_draw_limit_sq = minimap_config.breadcrumb_max_distance > 0.0f ? minimap_config.breadcrumb_max_distance * minimap_config.breadcrumb_max_distance : -1.0f; for (int i = 0; i < trail_sz; i++) { if (breadcrumb_draw_limit_sq > 0.0f) { glm::vec3 delta = trail_positions[i] - player_pos; if (glm::dot(delta, delta) > breadcrumb_draw_limit_sq) { continue; } } 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)); set_uniform(trail_program, modelC, model); glBindVertexArray(trailVAO); glDrawArrays(GL_TRIANGLES, 0, 3 * 3 * 3); } glUseProgram(ghost_program); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, ghost_texture); set_uniform(ghost_program, projectionC, projection); set_uniform(ghost_program, viewC, view); for (int i = ghosts.size()/5; i >= 0; i--) { glm::mat4 ghost_model = ghosts[i]->get_model(camera_pos); ghosts[i]->apply_movement(current_frame, timed); // When ghosts close in, reset player back to the maze entrance. glm::vec3 ghost_pos = ghosts[i]->get_pos(); glm::vec3 player_pos = player->get_pos(); float distance = glm::length(ghost_pos - player_pos); if (distance <= ghost_reset_distance) { player->reset_position(start_position, start_yaw); } // Nudge ghosts away from the spawn area so the player gets a breather. float start_distance = glm::length(ghost_pos - start_position); if (start_distance <= 30.0f) { ghosts[i]->reverse_direction_from_position(start_position); } set_uniform(ghost_program, modelC, ghost_model); glBindVertexArray(ghostVAO); glDrawArrays(GL_TRIANGLES, 0, (3 + 3 + 2) * 6); } if (minimap_config.enabled) { render_minimap(player->get_pos(), player->get_yaw(), trail_positions, trail_sz, ghosts); } if (FPS != -1) { glUseProgram(text_program); projection = glm::ortho(0.0f, static_cast(WINDOWWIDTH), 0.0f, static_cast(WINDOWHEIGHT)); set_uniform(text_program, projectionC, projection); char fps_buff[256]; sprintf(fps_buff, "FPS: %d", FPS); render_text(text_program, std::string(fps_buff), 25.0F, WINDOWHEIGHT - 35.0f, 0.5f, glm::vec3(1.0f, 0.0f, 0.0f)); } player->apply_movement(timed); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteVertexArrays(1, &wallsVAO); glDeleteBuffers(1, &wallsVBO); glDeleteVertexArrays(1, &floorVAO); glDeleteBuffers(1, &floorVBO); if (minimap_config.enabled) { glDeleteVertexArrays(1, &minimapVAO); glDeleteBuffers(1, &minimapVBO); glDeleteProgram(minimap_program); } glfwTerminate(); return 0; } void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); } 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); } void render_minimap(const glm::vec3 &player_pos, float player_yaw, const glm::vec3 *trail_positions, int trail_sz, const std::vector &ghosts) { // 2D overlay renders last so sorting/blending for 3D content is unaffected. if (!minimap_config.enabled || minimap_program < 0) { return; } glDisable(GL_DEPTH_TEST); glUseProgram(minimap_program); glm::mat4 ortho = glm::ortho(0.0f, static_cast(WINDOWWIDTH), 0.0f, static_cast(WINDOWHEIGHT)); set_uniform(minimap_program, projectionC, ortho); glBindVertexArray(minimapVAO); float left = static_cast(minimap_config.margin); float bottom = static_cast(minimap_config.margin); float right = left + minimap_config.width; float top = bottom + minimap_config.height; glEnable(GL_SCISSOR_TEST); glScissor(static_cast(left), static_cast(bottom), minimap_config.width, minimap_config.height); float rect_vertices[] = { left, bottom, right, bottom, right, top, left, top, left, bottom, right, top }; glBindBuffer(GL_ARRAY_BUFFER, minimapVBO); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rect_vertices), rect_vertices); set_uniform(minimap_program, "inColor", minimap_config.background_color); glDrawArrays(GL_TRIANGLES, 0, 6); glm::vec2 player_flat(player_pos.x, player_pos.z); glm::vec2 map_center(left + minimap_config.width * 0.5f, bottom + minimap_config.height * 0.5f); float span_x = std::max(1.0f, minimap_bounds.xmax - minimap_bounds.xmin); float span_z = std::max(1.0f, minimap_bounds.zmax - minimap_bounds.zmin); float span_scale = std::min( static_cast(minimap_config.width) / span_x, static_cast(minimap_config.height) / span_z ); float scale = minimap_config.zoom > 0.0f ? minimap_config.zoom : span_scale; static std::vector line_vertices; line_vertices.clear(); line_vertices.reserve(minimap_segments.size() * 4); for (const auto &segment : minimap_segments) { glm::vec2 rs = segment.start - player_flat; glm::vec2 re = segment.end - player_flat; line_vertices.push_back(map_center.x + rs.x * scale); line_vertices.push_back(map_center.y + rs.y * scale); line_vertices.push_back(map_center.x + re.x * scale); line_vertices.push_back(map_center.y + re.y * scale); } if (!line_vertices.empty()) { glBindBuffer(GL_ARRAY_BUFFER, minimapVBO); glBufferSubData(GL_ARRAY_BUFFER, 0, line_vertices.size() * sizeof(float), line_vertices.data()); set_uniform(minimap_program, "inColor", minimap_config.wall_color); glDrawArrays(GL_LINES, 0, line_vertices.size() / 2); } // Breadcrumbs mark recently recorded player positions. if (trail_positions != nullptr && trail_sz > 0 && minimap_config.breadcrumb_radius > 0.0f) { const int circle_segments = 12; const float angle_step = glm::two_pi() / static_cast(circle_segments); float radius = minimap_config.breadcrumb_radius; float max_dist_sq = minimap_config.breadcrumb_max_distance > 0.0f ? minimap_config.breadcrumb_max_distance * minimap_config.breadcrumb_max_distance : -1.0f; std::vector circle_vertices((circle_segments + 2) * 2); for (int i = 0; i < trail_sz; i++) { glm::vec2 rel = glm::vec2(trail_positions[i].x, trail_positions[i].z) - player_flat; if (max_dist_sq > 0.0f && glm::dot(rel, rel) > max_dist_sq) { continue; } glm::vec2 center = map_center + rel * scale; circle_vertices[0] = center.x; circle_vertices[1] = center.y; for (int seg = 0; seg <= circle_segments; seg++) { float angle = seg * angle_step; circle_vertices[(seg + 1) * 2 + 0] = center.x + cos(angle) * radius; circle_vertices[(seg + 1) * 2 + 1] = center.y + sin(angle) * radius; } glBindBuffer(GL_ARRAY_BUFFER, minimapVBO); glBufferSubData(GL_ARRAY_BUFFER, 0, circle_vertices.size() * sizeof(float), circle_vertices.data()); set_uniform(minimap_program, "inColor", minimap_config.breadcrumb_color); glDrawArrays(GL_TRIANGLE_FAN, 0, circle_vertices.size() / 2); } } // Ghosts are shown as border+fill circles; re-use a small triangle fan per ghost. if (!ghosts.empty() && minimap_config.ghost_radius > 0.0f) { const int ghost_segments = 16; const float ghost_angle_step = glm::two_pi() / static_cast(ghost_segments); std::vector ghost_vertices((ghost_segments + 2) * 2); auto draw_circle = [&](const glm::vec2 ¢er, float radius, const glm::vec3 &color) { if (radius <= 0.0f) return; ghost_vertices[0] = center.x; ghost_vertices[1] = center.y; for (int seg = 0; seg <= ghost_segments; ++seg) { float angle = seg * ghost_angle_step; ghost_vertices[(seg + 1) * 2 + 0] = center.x + cos(angle) * radius; ghost_vertices[(seg + 1) * 2 + 1] = center.y + sin(angle) * radius; } glBindBuffer(GL_ARRAY_BUFFER, minimapVBO); glBufferSubData(GL_ARRAY_BUFFER, 0, ghost_vertices.size() * sizeof(float), ghost_vertices.data()); set_uniform(minimap_program, "inColor", color); glDrawArrays(GL_TRIANGLE_FAN, 0, ghost_vertices.size() / 2); }; float border_radius = minimap_config.ghost_radius; float fill_radius = std::max(0.0f, border_radius - 1.0f); for (const Ghost *ghost : ghosts) { glm::vec3 ghost_pos = ghost->get_pos(); glm::vec2 rel = glm::vec2(ghost_pos.x, ghost_pos.z) - player_flat; glm::vec2 center = map_center + rel * scale; draw_circle(center, border_radius, minimap_config.ghost_border_color); draw_circle(center, fill_radius, minimap_config.ghost_fill_color); } } float arrow_length = std::min(minimap_config.width, minimap_config.height) * 0.2f; float arrow_half_width = arrow_length * 0.35f; float yaw_radians = glm::radians(player_yaw - 90.0f); float cos_yaw = cos(yaw_radians); float sin_yaw = sin(yaw_radians); auto rotate = [&](float x, float y) -> glm::vec2 { return glm::vec2( x * cos_yaw - y * sin_yaw, x * sin_yaw + y * cos_yaw ); }; glm::vec2 tip = map_center + rotate(0.0f, arrow_length * 0.5f); glm::vec2 left_pt = map_center + rotate(-arrow_half_width, -arrow_length * 0.5f); glm::vec2 right_pt = map_center + rotate(arrow_half_width, -arrow_length * 0.5f); float arrow_vertices[] = { tip.x, tip.y, left_pt.x, left_pt.y, right_pt.x, right_pt.y }; glBindBuffer(GL_ARRAY_BUFFER, minimapVBO); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(arrow_vertices), arrow_vertices); set_uniform(minimap_program, "inColor", minimap_config.arrow_color); glDrawArrays(GL_TRIANGLES, 0, 3); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); glDisable(GL_SCISSOR_TEST); glEnable(GL_DEPTH_TEST); }