640 lines
21 KiB
C++
640 lines
21 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_float2.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, 1.0f, 1.0f));
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bool firstMouse = true;
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struct Sector {
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int id;
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float floor, ceil;
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size_t firstwall, nwalls;
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};
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struct Wall {
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glm::vec2 v1, v2; // Index of the vertices
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int portalID; // -1 if solid, else the ID of the sector on the other side
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};
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struct {
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struct {
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struct Sector arr[32];
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size_t n;
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} sectors;
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struct {
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struct Wall arr[128];
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size_t n;
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} walls;
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} state;
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struct MapVertex {
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glm::vec3 pos;
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glm::vec2 tex;
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};
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std::vector<MapVertex> map_mesh;
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static int load_sectors(const char *path) {
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// Sector 0 is usually reserved/null
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state.sectors.n = 1;
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state.walls.n = 0;
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FILE *f = fopen(path, "r");
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if (!f) {
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printf("Could not open file: %s\n", path);
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return -1;
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}
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enum { SCAN_SECTOR, SCAN_WALL, SCAN_NONE } ss = SCAN_NONE;
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char line[1024];
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while (fgets(line, sizeof(line), f)) {
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char *p = line;
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// Trim leading whitespace
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while (isspace(*p))
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p++;
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// Skip comments and empty lines
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if (!*p || *p == '#')
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continue;
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// Check for section headers like [SECTOR]
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if (*p == '[') {
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if (strstr(p, "[SECTOR]"))
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ss = SCAN_SECTOR;
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else if (strstr(p, "[WALL]"))
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ss = SCAN_WALL;
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continue;
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}
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// Parse data based on current section
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if (ss == SCAN_SECTOR) {
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struct Sector *s = &state.sectors.arr[state.sectors.n++];
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// Format: ID, FirstWallIndex, NumWalls, FloorZ, CeilZ
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if (sscanf(p, "%d %zu %zu %f %f", &s->id, &s->firstwall, &s->nwalls,
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&s->floor, &s->ceil) != 5) {
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fclose(f);
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return -5;
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}
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} else if (ss == SCAN_WALL) {
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struct Wall *w = &state.walls.arr[state.walls.n++];
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// Format: x1, y1, x2, y2, PortalID
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if (sscanf(p, "%f %f %f %f %d", &w->v1.x, &w->v1.y, &w->v2.x, &w->v2.y,
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&w->portalID) != 5) {
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fclose(f);
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return -4;
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}
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}
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}
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fclose(f);
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return 0; // Success
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}
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void build_sector_flats(struct Sector *s) {
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// We need at least 3 walls to make a floor (a triangle)
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if (s->nwalls < 3)
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return;
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// 1. Pick a pivot point (the start of the first wall)
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struct Wall *first_w = &state.walls.arr[s->firstwall];
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glm::vec3 pivot_floor =
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glm::vec3((float)first_w->v1.x, s->floor, (float)first_w->v1.y);
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glm::vec3 pivot_ceil =
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glm::vec3((float)first_w->v1.x, s->ceil, (float)first_w->v1.y);
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// 2. Loop through the rest of the walls to create a "fan" of triangles
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for (size_t i = 1; i < s->nwalls - 1; i++) {
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struct Wall *w1 = &state.walls.arr[s->firstwall + i];
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struct Wall *w2 = &state.walls.arr[s->firstwall + i + 1];
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glm::vec3 p1_f = glm::vec3((float)w1->v1.x, s->floor, (float)w1->v1.y);
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glm::vec3 p2_f = glm::vec3((float)w2->v1.x, s->floor, (float)w2->v1.y);
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glm::vec3 p1_c = glm::vec3((float)w1->v1.x, s->ceil, (float)w1->v1.y);
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glm::vec3 p2_c = glm::vec3((float)w2->v1.x, s->ceil, (float)w2->v1.y);
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// FLOOR TRIANGLE (Facing Up)
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// Winding: Pivot -> P1 -> P2 (Counter-Clockwise)
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map_mesh.push_back({pivot_floor, {pivot_floor.x, pivot_floor.z}});
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map_mesh.push_back({p1_f, {p1_f.x, p1_f.z}});
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map_mesh.push_back({p2_f, {p2_f.x, p2_f.z}});
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// CEILING TRIANGLE (Facing Down)
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// Winding: Pivot -> P2 -> P1 (Clockwise from top, CCW from bottom)
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map_mesh.push_back({pivot_ceil, {pivot_ceil.x, pivot_ceil.z}});
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map_mesh.push_back({p2_c, {p2_c.x, p2_c.z}});
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map_mesh.push_back({p1_c, {p1_c.x, p1_c.z}});
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}
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}
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void push_wall_quad(glm::vec2 a, glm::vec2 b, float y_low, float y_high) {
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float length = glm::distance(a, b);
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float height = y_high - y_low;
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// Vertex data: Position(x, y, z), TexCoords(u, v)
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// Triangle 1
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map_mesh.push_back({{a.x, y_low, a.y}, {0.0f, 0.0f}});
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map_mesh.push_back({{b.x, y_low, b.y}, {length, 0.0f}});
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map_mesh.push_back({{b.x, y_high, b.y}, {length, height}});
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// Triangle 2
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map_mesh.push_back({{a.x, y_low, a.y}, {0.0f, 0.0f}});
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map_mesh.push_back({{b.x, y_high, b.y}, {length, height}});
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map_mesh.push_back({{a.x, y_high, a.y}, {0.0f, height}});
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}
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void build_map_mesh() {
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map_mesh.clear();
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// Loop through sectors starting from 1
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for (size_t i = 1; i < state.sectors.n; i++) {
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struct Sector *s = &state.sectors.arr[i];
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// Loop through the walls assigned to this sector
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for (size_t j = 0; j < s->nwalls; j++) {
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struct Wall *w = &state.walls.arr[s->firstwall + j];
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// Map coordinates directly from the wall struct
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// We cast to float because sscanf read them as ints
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glm::vec2 pA = glm::vec2((float)w->v1.x, (float)w->v1.y);
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glm::vec2 pB = glm::vec2((float)w->v2.x, (float)w->v2.y);
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if (w->portalID == 0) {
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// It's a solid wall: draw from floor to ceiling
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push_wall_quad(pA, pB, s->floor, s->ceil);
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} else {
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// It's a portal: draw the upper/lower differences
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struct Sector *neighbor = &state.sectors.arr[w->portalID];
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// Draw lower "step" if neighbor floor is higher
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if (neighbor->floor > s->floor)
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push_wall_quad(pA, pB, s->floor, neighbor->floor);
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// Draw upper "overhang" if neighbor ceiling is lower
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if (neighbor->ceil < s->ceil)
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push_wall_quad(pA, pB, neighbor->ceil, s->ceil);
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}
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}
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build_sector_flats(s);
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}
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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, float floor) {
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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 <= floor) {
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camera.Position.y = floor;
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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 && camera.isGrounded) {
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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 get_sector_at(float x, float z) {
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// Start from 1 (skipping null sector)
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for (size_t i = 1; i < state.sectors.n; i++) {
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struct Sector *s = &state.sectors.arr[i];
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int inside = 0;
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for (size_t j = 0; j < s->nwalls; j++) {
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struct Wall *w = &state.walls.arr[s->firstwall + j];
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// Check if player position is between the Y-bounds of the wall
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if (((w->v1.y > z) != (w->v2.y > z)) &&
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(x < (float)(w->v2.x - w->v1.x) * (z - (float)w->v1.y) /
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(float)(w->v2.y - w->v1.y) +
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(float)w->v1.x)) {
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inside = !inside;
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}
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}
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if (inside)
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return (int)i;
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}
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return -1; // Outside the map
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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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glfwWindowHintString(GLFW_WAYLAND_APP_ID, "opengl");
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GLFWwindow *window =
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glfwCreateWindow(1000, 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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if (load_sectors("../map.txt") != 0) {
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printf("loaded %zu sectors and %zu walls", state.sectors.n, state.walls.n);
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printf("Failed to parse map file!\n");
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return -1;
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}
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build_map_mesh();
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unsigned int mapVAO, mapVBO;
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glGenVertexArrays(1, &mapVAO);
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glGenBuffers(1, &mapVBO);
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glBindVertexArray(mapVAO);
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glBindBuffer(GL_ARRAY_BUFFER, mapVBO);
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glBufferData(GL_ARRAY_BUFFER, map_mesh.size() * sizeof(MapVertex),
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map_mesh.data(), GL_STATIC_DRAW);
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// Position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(MapVertex), (void *)0);
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glEnableVertexAttribArray(0);
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// TexCoord attribute
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(MapVertex),
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(void *)offsetof(MapVertex, tex));
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glEnableVertexAttribArray(2);
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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,
|
|
GL_STATIC_DRAW);
|
|
|
|
// position attribute
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
|
|
glEnableVertexAttribArray(0);
|
|
// texture coord attribute
|
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
|
|
(void *)(3 * sizeof(float)));
|
|
glEnableVertexAttribArray(2);
|
|
|
|
unsigned int wallVAO, wallVBO, wallEBO;
|
|
glGenVertexArrays(1, &wallVAO);
|
|
glGenBuffers(1, &wallVBO);
|
|
glGenBuffers(1, &wallEBO);
|
|
|
|
glBindVertexArray(wallVAO);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, wallVBO);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), planeVertices,
|
|
GL_STATIC_DRAW);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wallEBO);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(planeIndices), planeIndices,
|
|
GL_STATIC_DRAW);
|
|
|
|
// Position attribute
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
|
|
glEnableVertexAttribArray(0);
|
|
// Texture coord attribute
|
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
|
|
(void *)(3 * sizeof(float)));
|
|
glEnableVertexAttribArray(2);
|
|
|
|
// sphere
|
|
unsigned int sphereVAO, sphereVBO, sphereEBO;
|
|
std::vector<SphereVertex> sphereVerts;
|
|
std::vector<unsigned int> sphereIndices;
|
|
|
|
float ballRadius = 0.05f;
|
|
|
|
generateSphere(ballRadius, 36, 18, sphereVerts, sphereIndices);
|
|
|
|
glGenVertexArrays(1, &sphereVAO);
|
|
glGenBuffers(1, &sphereVBO);
|
|
glGenBuffers(1, &sphereEBO);
|
|
|
|
glBindVertexArray(sphereVAO);
|
|
glBindBuffer(GL_ARRAY_BUFFER, sphereVBO);
|
|
glBufferData(GL_ARRAY_BUFFER, sphereVerts.size() * sizeof(SphereVertex),
|
|
&sphereVerts[0], GL_STATIC_DRAW);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sphereEBO);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
|
|
sphereIndices.size() * sizeof(unsigned int), &sphereIndices[0],
|
|
GL_STATIC_DRAW);
|
|
|
|
// Position attribute
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(SphereVertex),
|
|
(void *)0);
|
|
glEnableVertexAttribArray(0);
|
|
// Normal attribute
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(SphereVertex),
|
|
(void *)offsetof(SphereVertex, normal));
|
|
glEnableVertexAttribArray(1);
|
|
// TexCoord attribute
|
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(SphereVertex),
|
|
(void *)offsetof(SphereVertex, texCoord));
|
|
glEnableVertexAttribArray(2);
|
|
|
|
// loading textures
|
|
unsigned int texture1, texture2;
|
|
int width, height, nrChannels;
|
|
stbi_set_flip_vertically_on_load(true);
|
|
glGenTextures(1, &texture1);
|
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR_MIPMAP_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
unsigned char *image = stbi_load("../sources/textures/w65b_2.png", &width,
|
|
&height, &nrChannels, 0);
|
|
if (image) {
|
|
GLenum format = (nrChannels == 4) ? GL_RGBA : GL_RGB;
|
|
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format,
|
|
GL_UNSIGNED_BYTE, image);
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
} else {
|
|
std::cout << "Failed to load texture" << std::endl;
|
|
}
|
|
stbi_image_free(image);
|
|
|
|
glGenTextures(1, &texture2);
|
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR_MIPMAP_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
image = stbi_load("../sources/textures/brks_y.png", &width, &height,
|
|
&nrChannels, 0);
|
|
if (image) {
|
|
GLenum format = (nrChannels == 4) ? GL_RGBA : GL_RGB;
|
|
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format,
|
|
GL_UNSIGNED_BYTE, image);
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
} else {
|
|
std::cout << "Failed to load texture" << std::endl;
|
|
}
|
|
stbi_image_free(image);
|
|
ourshader.use();
|
|
ourshader.setInt("textureimg", 0);
|
|
|
|
// defines a model matrix which will rotate the plane
|
|
// ourshader.setMat4("mvp", glm::mat4(1.0f));
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glm::vec3 ballVelocity = glm::vec3(0.0f, 1.0f, 0.0f);
|
|
glm::vec3 ballPosition =
|
|
glm::vec3(camera.Position.x, 5.0f, camera.Position.z);
|
|
float gravity = -9.81f;
|
|
while (!glfwWindowShouldClose(window)) {
|
|
float currentFrame = glfwGetTime();
|
|
float ground = 1.0f;
|
|
deltaTime = currentFrame - lastFrame;
|
|
lastFrame = currentFrame;
|
|
int current_sector_id = get_sector_at(camera.Position.x, camera.Position.z);
|
|
|
|
if (current_sector_id != -1) {
|
|
struct Sector *s = &state.sectors.arr[current_sector_id];
|
|
|
|
// The "target" height is floor + player height (e.g., 2.0 units)
|
|
float target_y = s->floor + 1.0f;
|
|
ground = target_y;
|
|
|
|
// Smoothly interpolate (lerp) to the target height so you don't
|
|
// "teleport" up stairs
|
|
if (camera.isGrounded) {
|
|
float lerpSpeed = 10.0f; // Adjust this for "snappiness"
|
|
camera.Position.y =
|
|
glm::mix(camera.Position.y, target_y, lerpSpeed * deltaTime);
|
|
}
|
|
}
|
|
updatePhysics(deltaTime, ground);
|
|
processInput(window);
|
|
|
|
ballVelocity.y += gravity * deltaTime;
|
|
ballPosition += ballVelocity * deltaTime;
|
|
float groundlevel = -0.5f;
|
|
if (ballPosition.y - ballRadius < groundlevel) {
|
|
ballPosition.y = groundlevel + ballRadius; // Snap to floor
|
|
ballVelocity.y =
|
|
-ballVelocity.y * 0.75f; // Reverse and dampen (75% energy kept)
|
|
|
|
// Friction: Slow down X and Z movement slightly on impact
|
|
ballVelocity.x *= 0.9f;
|
|
ballVelocity.z *= 0.9f;
|
|
}
|
|
// printf("ball: \nx:%f\ny:%f\nz:%f\n", ballPosition.x, ballPosition.y,
|
|
// ballPosition.z);
|
|
// printf("camera: \nx:%f\ny:%f\nz:%f\n", camera.Position.x,
|
|
// camera.Position.y,
|
|
// 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,
|
|
// 0.0f, 1.0f));
|
|
|
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
|
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);
|
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
|
|
|
// 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);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
|
ourshader.setMat4("mvp", projection * view * glm::mat4(1.0f));
|
|
glBindVertexArray(mapVAO);
|
|
glDrawArrays(GL_TRIANGLES, 0, map_mesh.size());
|
|
|
|
glBindVertexArray(0);
|
|
|
|
glfwSwapBuffers(window);
|
|
glfwPollEvents();
|
|
}
|
|
|
|
glfwTerminate();
|
|
|
|
return 0;
|
|
}
|