Files
ghostland-game/ghostland.cpp
2023-10-13 01:16:31 -04:00

488 lines
16 KiB
C++

#include <stdlib.h>
#include <stdio.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include <filesystem>
#include <vector>
#include <math.h>
#include "collisions.h"
#include "player.h"
#include "shader.h"
#include "ghost.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);
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);
int xmin_wall, xmax_wall, zmin_wall, zmax_wall;
// 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 (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 (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);
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, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 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);
// 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<Ghost *> ghosts;
for (int i = 0; i < 1000; i++) {
ghosts.push_back(new Ghost(xmin_wall, xmax_wall, zmin_wall, zmax_wall));
}
while (!glfwWindowShouldClose(window))
{
float current_frame = static_cast<float>(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);
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);
// 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 = 0; i < ghosts.size(); i++) {
glm::mat4 ghost_model = ghosts[i]->get_model(camera_pos);
ghosts[i]->apply_movement();
set_uniform(ghost_program, modelC, ghost_model);
glBindVertexArray(ghostVAO);
glDrawArrays(GL_TRIANGLES, 0, (3 + 3 + 2) * 6);
}
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);
}
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);
}