581 lines
20 KiB
C++
581 lines
20 KiB
C++
#include <algorithm>
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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 <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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#include "player.h"
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#include "shader.h"
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#include "ghost.h"
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#include "text.h"
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#include "config.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 set_light_front(int xoffset, int yoffset);
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// player
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Player *player;
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// settings
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unsigned int WINDOWWIDTH = 1600;
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unsigned int WINDOWHEIGHT = 900;
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// camera
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bool first_frame = false;
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float timed = 0.0f;
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float last_frame = 0.0f;
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float camera_speed = 20.0f;
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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 = 500;
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int main(int argc, char *argv[]) {
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int success;
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glm::vec3 position;
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glm::vec3 start_position;
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float start_yaw;
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// Load configuration
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Config::loadFromFile("ghostland.json");
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camera_speed = Config::getFloat("camera_speed", camera_speed);
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FILE *fp = fopen("maze.txt", "r");
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float yaw;
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if (fscanf(fp, "%f %f %f %f\n", &position.x, &position.y, &position.z, &yaw) == EOF) {
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printf("1st fscanf failed.\n");
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return -1;
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}
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start_position = position;
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start_yaw = yaw;
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player = new Player(position, yaw);
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if (fscanf(fp, "%d\n", &num_walls) == EOF) {
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printf("2nd fscanf failed.\n");
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return -1;
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}
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player->num_walls = 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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float xmin_wall, xmax_wall, zmin_wall, zmax_wall;
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xmin_wall = 9999.9;
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xmax_wall = -9999.9;
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zmin_wall = 9999.9;
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zmax_wall = -9999.9;
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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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if (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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) == EOF) {
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printf("3rd fscanf failed.\n");
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return -1;
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}
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if (wall_vertices[vix] < xmin_wall) {
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xmin_wall = wall_vertices[vix];
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} else if (wall_vertices[vix] > xmax_wall) {
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xmax_wall = wall_vertices[vix];
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}
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if (wall_vertices[vix + 2] < zmin_wall) {
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zmin_wall = wall_vertices[vix + 2];
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} else if (wall_vertices[vix + 2] > zmax_wall) {
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zmax_wall = wall_vertices[vix + 2];
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}
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}
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if (fscanf(fp, "\n") == EOF) {
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printf("4th fscanf failed.\n");
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return -1;
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}
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}
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player->wall_vertices = wall_vertices;
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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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if (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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) == EOF) {
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printf("floor fscanf failed.\n");
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return -1;
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}
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}
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fclose(fp);
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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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GLFWmonitor *monitor = glfwGetPrimaryMonitor();
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const GLFWvidmode *monitor_mode = glfwGetVideoMode(monitor);
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WINDOWWIDTH = monitor_mode->width;
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WINDOWHEIGHT = monitor_mode->height;
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//WINDOWWIDTH = 1280;
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//WINDOWHEIGHT = 960;
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GLFWwindow* window = glfwCreateWindow(WINDOWWIDTH, WINDOWHEIGHT, "Ghostland!", monitor, NULL);
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//GLFWwindow* window = glfwCreateWindow(WINDOWWIDTH, WINDOWHEIGHT, "Ghostland!", 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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glfwTerminate();
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return -1;
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}
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glEnable(GL_DEPTH_TEST);
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//glEnable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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int wall_program = create_shader_program("vertexshader.glsl", "fragmentshader.glsl");
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if (wall_program < 0) {
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glfwTerminate();
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return -1;
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}
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// Perhaps there's a better way of doing this, rather than re-compiling the same files?
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int floor_program = create_shader_program("vertexshader.glsl", "fragmentshader.glsl");
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if (wall_program < 0) {
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glfwTerminate();
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return -1;
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}
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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_program = create_shader_program("trailshader.glsl", "trailfragshader.glsl");
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if (trail_program < 0) {
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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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// do stuff for ghosts
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// create program
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int ghost_program = create_shader_program("ghostshader.glsl", "ghostfragshader.glsl");
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if (ghost_program < 0) {
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glfwTerminate();
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return -1;
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}
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// ghost vertices
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float ghost_vertices[] = {
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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};
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unsigned int ghostVBO, ghostVAO;
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glGenVertexArrays(1, &ghostVAO);
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glBindVertexArray(ghostVAO);
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glGenBuffers(1, &ghostVBO);
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glBindBuffer(GL_ARRAY_BUFFER, ghostVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(ghost_vertices), ghost_vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float)));
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glEnableVertexAttribArray(2);
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// ghost texture
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unsigned int ghost_texture;
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glGenTextures(1, &ghost_texture);
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glBindTexture(GL_TEXTURE_2D, ghost_texture);
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// set the texture wrapping parameters
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// set texture filtering parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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int width, height, numberChannels;
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//stbi_set_flip_vertically_on_load(true);
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unsigned char *ghost_data = stbi_load("ghost_facing_right.png", &width, &height, &numberChannels, 0);
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printf("Num channels: %d\n", numberChannels);
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if (!ghost_data) {
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printf("Failed to load texture!\n");
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glfwTerminate();
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return -1;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, ghost_data);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(ghost_data);
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// do stuff for text
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int text_program;
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if (init_text(&text_program) < 0) {
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printf("Failed to load text module!\n");
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glfwTerminate();
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return -1;
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}
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// TODO move these into config file??
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int time_secI = 0, num_frames = 1;
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float time_sec;
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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(0.61f, 0.60f, 0.59f);
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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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std::vector<Ghost *> ghosts;
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for (int i = 0; i < 800; i++) {
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Ghost *ghost = new Ghost(xmin_wall, xmax_wall, zmin_wall, zmax_wall);
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// Ensure ghost is not within 30.0 units of start_position
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while (glm::length(ghost->get_pos() - start_position) <= 30.0f) {
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ghost->regenerate_position();
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}
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ghosts.push_back(ghost);
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}
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player->mouse_callback(window, WINDOWWIDTH/2, WINDOWHEIGHT);
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int FPS = -1;
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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_secI) { // show stats every second
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FPS = num_frames;
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glm::vec3 player_pos = player->get_pos();
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float yaw, pitch;
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yaw = player->get_yaw();
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pitch = player->get_pitch();
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printf("FPS: %d\n", num_frames);
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printf("Player is at: (%f, %f, %f) facing (%f, %f)\n", player_pos.x, player_pos.y, player_pos.z, yaw, pitch);
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time_sec = current_frame;
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time_secI = current_frameI;
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num_frames = 1;
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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 { // otherwise increase number of frames
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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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if (!first_frame) {
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first_frame = true;
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continue;
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}
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player->process_input(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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float fov = player->get_fov();
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glm::mat4 projection = glm::perspective(glm::radians(fov), (float)WINDOWWIDTH / (float)WINDOWHEIGHT, 0.1f, 256.0f);
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set_uniform(wall_program, projectionC, projection);
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glm::vec3 camera_pos, camera_front, camera_up;
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camera_pos = player->get_camera_pos();
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camera_front = player->get_camera_front();
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camera_up = player->get_camera_up();
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glm::mat4 view = glm::lookAt(camera_pos, camera_pos + camera_front, camera_up);
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set_uniform(wall_program, viewC, view);
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glm::mat4 model = glm::mat4(1.0f);
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set_uniform(wall_program, modelC, model);
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// light position
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glm::vec3 light_pos = player->get_light_pos();
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//printf("light_pos: (%f, %f, %f)\n", light_pos.x, light_pos.y, light_pos.z);
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glm::vec3 light_front = player->get_light_front();
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//printf("light_pos: (%f, %f, %f)\n", light_front.x, light_front.y, light_front.z);
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// Sort ghosts by distance to player for optimization
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glm::vec3 player_pos = player->get_pos();
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struct {
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bool operator()(const Ghost *a, const Ghost *b) const {
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glm::vec3 a_diff, b_diff;
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a_diff = player->get_pos() - a->get_pos();
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b_diff = player->get_pos() - b->get_pos();
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float a_dist, b_dist;
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a_dist = glm::length(a_diff);
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b_dist = glm::length(b_diff);
|
|
return a_dist < b_dist;
|
|
}
|
|
} ghost_compare;
|
|
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);
|
|
|
|
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));
|
|
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);
|
|
|
|
// Check if ghost is within 10.0 units of player
|
|
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 <= 10.0f) {
|
|
player->reset_position(start_position, start_yaw);
|
|
}
|
|
|
|
// Check if ghost is within 30.0 units of start_position
|
|
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 (FPS != -1) {
|
|
glUseProgram(text_program);
|
|
projection = glm::ortho(0.0f, static_cast<float>(WINDOWWIDTH), 0.0f, static_cast<float>(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);
|
|
|
|
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);
|
|
}
|