527 lines
18 KiB
C++
527 lines
18 KiB
C++
#include "glad/glad.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 <GLFW/glfw3.h>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/ext/quaternion_transform.hpp>
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#include <glm/ext/vector_float3.hpp>
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#include <glm/trigonometric.hpp>
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#include <stdlib.h>
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#include <time.h>
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#include "camera.hpp"
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#include "shader.hpp"
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#include "sphere.hpp"
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#include "stb_image.h"
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float deltaTime = 0.0f; // Time between current frame and last frame
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float lastFrame = 0.0f; // Time of last frame
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float lastX = 600 / 2.0f;
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float lastY = 800 / 2.0f;
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Camera camera(glm::vec3(1.0f, 0.0f, 1.0f));
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bool firstMouse = true;
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const int MAP_WIDTH = 20;
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const int MAP_HEIGHT = 20;
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int worldMap[MAP_WIDTH][MAP_HEIGHT] = {
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1},
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{1, 0, 2, 2, 2, 0, 1, 0, 2, 2, 2, 2, 0, 1, 0, 2, 2, 2, 0, 1},
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{1, 0, 2, 0, 2, 0, 0, 0, 2, 0, 0, 2, 0, 0, 0, 2, 0, 2, 0, 1},
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{1, 0, 2, 2, 2, 0, 1, 0, 2, 2, 2, 2, 0, 1, 0, 2, 2, 2, 0, 1},
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{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1},
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{1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 0, 1},
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{1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1},
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{1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1},
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{1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 2, 2, 2, 2, 2, 2, 0, 1, 1, 0, 2, 2, 2, 2, 2, 2, 0, 1},
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{1, 0, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 0, 1},
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{1, 0, 2, 0, 0, 0, 0, 2, 0, 1, 1, 0, 2, 0, 0, 0, 0, 2, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}};
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bool collision_check(float newX, float newZ) {
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float playerRadius = 0.2f;
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// We check the four corners of the player's "hitbox"
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for (float offset_x = -playerRadius; offset_x <= playerRadius;
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offset_x += playerRadius * 2) {
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for (float offset_z = -playerRadius; offset_z <= playerRadius;
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offset_z += playerRadius * 2) {
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int gridX = (int)(newX + offset_x);
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int gridZ = (int)(newZ + offset_z);
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// 1. Check map boundaries
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if (gridX < 0 || gridX >= MAP_WIDTH || gridZ < 0 || gridZ >= MAP_HEIGHT)
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return false;
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// 2. Check if the tile is a wall
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if (worldMap[gridX][gridZ] > 0)
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return false;
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}
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}
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return true;
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}
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void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
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(void)window;
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camera.ProcessMouseScroll(yoffset);
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}
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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(void)window;
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glViewport(0, 0, width, height);
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}
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void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
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(void)window;
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if (firstMouse) {
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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float xoffset = xpos - lastX;
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float yoffset = lastY - ypos;
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lastX = xpos;
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lastY = ypos;
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camera.ProcessMouseMovement(xoffset, yoffset);
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}
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void updatePhysics(float deltaTime) {
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// 1. Apply gravity to velocity (Velocity = Acceleration * Time)
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if (!camera.isGrounded) {
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camera.verticalVelocity += camera.gravity * deltaTime;
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}
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// 2. Apply velocity to position (Position = Velocity * Time)
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camera.Position.y += camera.verticalVelocity * deltaTime;
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// 3. Ground Collision (The Floor)
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// If the floor is at y = 0
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if (camera.Position.y <= 0.0f) {
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camera.Position.y = 0.0f;
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camera.verticalVelocity = 0.0f;
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camera.isGrounded = true;
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}
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}
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void processInput(GLFWwindow *window) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, 1);
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}
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if (glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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if (glfwGetKey(window, GLFW_KEY_H) == GLFW_PRESS) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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camera.ProcessKeyboard(LEFT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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camera.ProcessKeyboard(RIGHT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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camera.verticalVelocity = camera.jumpForce;
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camera.isGrounded = false;
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}
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}
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int main() {
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float planeVertices[] = {
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// positions // texture coords
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
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0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
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-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
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};
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unsigned int planeIndices[] = {
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0, 1, 2, // first triangle
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2, 3, 0 // second triangle
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};
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_FLOATING, GLFW_TRUE); // This makes the window float
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glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE);
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glfwWindowHint(GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
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GLFWwindow *window =
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glfwCreateWindow(800, 600, "testing open gl", NULL, NULL);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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if (window == NULL) {
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printf("failed to create window");
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return -1;
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}
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glfwMakeContextCurrent(window);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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printf("failed to initlize glad");
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return -1;
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}
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glViewport(0, 0, 800, 600);
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Shader ourshader("../vertexshader.glsl", "../fragmentshader.glsl");
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float vertices[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // cube one
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, // cube one
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // cube one
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // cube one
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // cube one
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // cube one
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // cube one
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // cube one
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, // cube one
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, // cube one
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, // cube one
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // cube one
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // cube one
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // cube one
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // cube one
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // cube one
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // cube one
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // cube one
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // cube one
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // cube one
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // cube one
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // cube one
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // cube one
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // cube one
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // cube one
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f, // cube one
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // cube one
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // cube one
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // cube one
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // cube one
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // cube one
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // cube one
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // cube one
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // cube one
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, // cube one
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f // cube one
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};
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glm::vec3 cubePositions[] = {
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(2.0f, 5.0f, -15.0f),
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glm::vec3(-1.5f, -2.2f, -2.5f),
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glm::vec3(-3.8f, -2.0f, -12.3f),
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glm::vec3(2.4f, -0.4f, -3.5f),
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glm::vec3(-1.7f, 3.0f, -7.5f),
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glm::vec3(1.3f, -2.0f, -2.5f),
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glm::vec3(1.5f, 2.0f, -2.5f),
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glm::vec3(1.5f, 0.2f, -1.5f),
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glm::vec3(-1.3f, 1.0f, -1.5f)
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};
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unsigned int EBO;
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glGenBuffers(1, &EBO);
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unsigned int VBO;
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glGenBuffers(1, &VBO);
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unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(planeIndices), planeIndices,
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GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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// texture coord attribute
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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(void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(2);
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unsigned int wallVAO, wallVBO, wallEBO;
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glGenVertexArrays(1, &wallVAO);
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glGenBuffers(1, &wallVBO);
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glGenBuffers(1, &wallEBO);
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glBindVertexArray(wallVAO);
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glBindBuffer(GL_ARRAY_BUFFER, wallVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), planeVertices,
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GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wallEBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(planeIndices), planeIndices,
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GL_STATIC_DRAW);
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// Position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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// Texture coord attribute
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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(void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(2);
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// sphere
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unsigned int sphereVAO, sphereVBO, sphereEBO;
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std::vector<SphereVertex> sphereVerts;
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std::vector<unsigned int> sphereIndices;
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float ballRadius = 0.05f;
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generateSphere(ballRadius, 36, 18, sphereVerts, sphereIndices);
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glGenVertexArrays(1, &sphereVAO);
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glGenBuffers(1, &sphereVBO);
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glGenBuffers(1, &sphereEBO);
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glBindVertexArray(sphereVAO);
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glBindBuffer(GL_ARRAY_BUFFER, sphereVBO);
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glBufferData(GL_ARRAY_BUFFER, sphereVerts.size() * sizeof(SphereVertex),
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&sphereVerts[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sphereEBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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sphereIndices.size() * sizeof(unsigned int), &sphereIndices[0],
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GL_STATIC_DRAW);
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// Position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(SphereVertex),
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(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, sizeof(SphereVertex),
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(void *)offsetof(SphereVertex, normal));
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glEnableVertexAttribArray(1);
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// TexCoord attribute
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(SphereVertex),
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(void *)offsetof(SphereVertex, texCoord));
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glEnableVertexAttribArray(2);
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// loading textures
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unsigned int texture1, texture2;
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int width, height, nrChannels;
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stbi_set_flip_vertically_on_load(true);
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glGenTextures(1, &texture1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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unsigned char *image = stbi_load("../sources/textures/w65b_2.png", &width,
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&height, &nrChannels, 0);
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if (image) {
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GLenum format = (nrChannels == 4) ? GL_RGBA : GL_RGB;
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format,
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GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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} else {
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std::cout << "Failed to load texture" << std::endl;
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}
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stbi_image_free(image);
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glGenTextures(1, &texture2);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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image = stbi_load("../sources/textures/brks_y.png", &width, &height,
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&nrChannels, 0);
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if (image) {
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GLenum format = (nrChannels == 4) ? GL_RGBA : GL_RGB;
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format,
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GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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} else {
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std::cout << "Failed to load texture" << std::endl;
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}
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stbi_image_free(image);
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ourshader.use();
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ourshader.setInt("textureimg", 0);
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// defines a model matrix which will rotate the plane
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// ourshader.setMat4("mvp", glm::mat4(1.0f));
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glEnable(GL_DEPTH_TEST);
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glm::vec3 ballVelocity = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 ballPosition =
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glm::vec3(camera.Position.x, 5.0f, camera.Position.z);
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float gravity = -9.81f;
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while (!glfwWindowShouldClose(window)) {
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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updatePhysics(deltaTime);
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processInput(window);
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|
|
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ballVelocity.y += gravity * deltaTime;
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ballPosition += ballVelocity * deltaTime;
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float groundlevel = -0.5f;
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if (ballPosition.y - ballRadius < groundlevel) {
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ballPosition.y = groundlevel + ballRadius; // Snap to floor
|
|
ballVelocity.y =
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-ballVelocity.y * 0.75f; // Reverse and dampen (75% energy kept)
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|
|
|
// Friction: Slow down X and Z movement slightly on impact
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ballVelocity.x *= 0.9f;
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ballVelocity.z *= 0.9f;
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|
}
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// printf("ball: \nx:%f\ny:%f\nz:%f\n", ballPosition.x, ballPosition.y,
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// ballPosition.z);
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// printf("camera: \nx:%f\ny:%f\nz:%f\n", camera.Position.x,
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// camera.Position.y,
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|
// camera.Position.z);
|
|
|
|
// matrix transformations, remember to do them in reverse order to what
|
|
// you want glm::mat4 trans = glm::mat4(1.0f); trans =
|
|
// glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f)); trans =
|
|
// glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0f,
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|
// 0.0f, 1.0f));
|
|
|
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
// glDisable(GL_CULL_FACE);
|
|
|
|
// use our shader program before passing in the uniform
|
|
ourshader.use();
|
|
|
|
glActiveTexture(GL_TEXTURE0);
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|
glBindTexture(GL_TEXTURE_2D, texture2);
|
|
|
|
// model = glm::translate(
|
|
// model, glm::vec3(0.0f, sin(glfwGetTime() * 2) * 10e-4f, 0.0f));
|
|
// model = glm::rotate(model, glm::radians(90.0f) * (float)deltaTime,
|
|
// glm::vec3(0.0f, 1.0f, 0.0f));
|
|
glm::mat4 model = glm::mat4(1.0f);
|
|
model = glm::translate(model, ballPosition); // Put it somewhere in the map
|
|
glm::mat4 view;
|
|
view = camera.GetViewMatrix();
|
|
float aspect = (float)width / (float)height;
|
|
glm::mat4 projection = glm::mat4(1.0f);
|
|
projection =
|
|
glm::perspective(glm::radians(camera.Zoom), aspect, 0.1f, 100.0f);
|
|
ourshader.setMat4("mvp", projection * view * model);
|
|
|
|
glBindVertexArray(sphereVAO);
|
|
glDrawElements(GL_TRIANGLES, sphereIndices.size(), GL_UNSIGNED_INT, 0);
|
|
|
|
glBindVertexArray(wallVAO);
|
|
|
|
for (int x = 0; x < MAP_WIDTH; x++) {
|
|
for (int y = 0; y < MAP_HEIGHT; y++) {
|
|
if (worldMap[x][y] > 0) {
|
|
// Set Texture
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
|
if (y + 1 < MAP_HEIGHT && worldMap[x][y + 1] == 0) {
|
|
glm::mat4 model = glm::mat4(1.0f);
|
|
model = glm::translate(
|
|
model, glm::vec3(x, 0.0f, y + 0.5f)); // Move to edge
|
|
// No rotation needed if the plane naturally faces Z
|
|
ourshader.setMat4("mvp", projection * view * model);
|
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
|
}
|
|
|
|
// Check East neighbor: if it's empty, draw the East face
|
|
if (x + 1 < MAP_WIDTH && worldMap[x + 1][y] == 0) {
|
|
glm::mat4 model = glm::mat4(1.0f);
|
|
model = glm::translate(model, glm::vec3(x + 0.5f, 0.0f, y));
|
|
model = glm::rotate(model, glm::radians(90.0f),
|
|
glm::vec3(0.0f, 1.0f, 0.0f));
|
|
ourshader.setMat4("mvp", projection * view * model);
|
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
|
}
|
|
|
|
if (y - 1 < MAP_HEIGHT && worldMap[x][y - 1] == 0) {
|
|
glm::mat4 model = glm::mat4(1.0f);
|
|
model = glm::translate(
|
|
model, glm::vec3(x, 0.0f, y - 0.5f)); // Move to edge
|
|
// No rotation needed if the plane naturally faces Z
|
|
ourshader.setMat4("mvp", projection * view * model);
|
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
|
}
|
|
|
|
if (x - 1 < MAP_WIDTH && worldMap[x - 1][y] == 0) {
|
|
glm::mat4 model = glm::mat4(1.0f);
|
|
model = glm::translate(model, glm::vec3(x - 0.5f, 0.0f, y));
|
|
model = glm::rotate(model, glm::radians(90.0f),
|
|
glm::vec3(0.0f, 1.0f, 0.0f));
|
|
ourshader.setMat4("mvp", projection * view * model);
|
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
|
}
|
|
|
|
} else {
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
|
// Draw Floor
|
|
glm::mat4 floorModel = glm::mat4(1.0f);
|
|
floorModel =
|
|
glm::translate(floorModel, glm::vec3((float)x, -0.5f, (float)y));
|
|
floorModel = glm::rotate(floorModel, glm::radians(90.0f),
|
|
glm::vec3(1.0f, 0.0f, 0.0));
|
|
ourshader.setMat4("mvp", projection * view * floorModel);
|
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
|
|
|
// Draw Ceiling
|
|
glm::mat4 cielModel = glm::mat4(1.0f);
|
|
cielModel =
|
|
glm::translate(cielModel, glm::vec3((float)x, 0.5f, (float)y));
|
|
cielModel = glm::rotate(cielModel, glm::radians(90.0f),
|
|
glm::vec3(1.0f, 0.0f, 0.0));
|
|
ourshader.setMat4("mvp", projection * view * cielModel);
|
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
glBindVertexArray(0);
|
|
|
|
glfwSwapBuffers(window);
|
|
glfwPollEvents();
|
|
}
|
|
|
|
glfwTerminate();
|
|
|
|
return 0;
|
|
}
|