Files
COOM-OPENGL/main.cpp
2026-03-03 08:16:24 -05:00

640 lines
21 KiB
C++

#include "glad/glad.h"
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp"
#include <GLFW/glfw3.h>
#include <glm/ext/matrix_transform.hpp>
#include <glm/ext/quaternion_transform.hpp>
#include <glm/ext/vector_float2.hpp>
#include <glm/ext/vector_float3.hpp>
#include <glm/trigonometric.hpp>
#include <stdlib.h>
#include <time.h>
#include "camera.hpp"
#include "shader.hpp"
#include "sphere.hpp"
#include "stb_image.h"
float deltaTime = 0.0f; // Time between current frame and last frame
float lastFrame = 0.0f; // Time of last frame
float lastX = 600 / 2.0f;
float lastY = 800 / 2.0f;
Camera camera(glm::vec3(1.0f, 1.0f, 1.0f));
bool firstMouse = true;
struct Sector {
int id;
float floor, ceil;
size_t firstwall, nwalls;
};
struct Wall {
glm::vec2 v1, v2; // Index of the vertices
int portalID; // -1 if solid, else the ID of the sector on the other side
};
struct {
struct {
struct Sector arr[32];
size_t n;
} sectors;
struct {
struct Wall arr[128];
size_t n;
} walls;
} state;
struct MapVertex {
glm::vec3 pos;
glm::vec2 tex;
};
std::vector<MapVertex> map_mesh;
static int load_sectors(const char *path) {
// Sector 0 is usually reserved/null
state.sectors.n = 1;
state.walls.n = 0;
FILE *f = fopen(path, "r");
if (!f) {
printf("Could not open file: %s\n", path);
return -1;
}
enum { SCAN_SECTOR, SCAN_WALL, SCAN_NONE } ss = SCAN_NONE;
char line[1024];
while (fgets(line, sizeof(line), f)) {
char *p = line;
// Trim leading whitespace
while (isspace(*p))
p++;
// Skip comments and empty lines
if (!*p || *p == '#')
continue;
// Check for section headers like [SECTOR]
if (*p == '[') {
if (strstr(p, "[SECTOR]"))
ss = SCAN_SECTOR;
else if (strstr(p, "[WALL]"))
ss = SCAN_WALL;
continue;
}
// Parse data based on current section
if (ss == SCAN_SECTOR) {
struct Sector *s = &state.sectors.arr[state.sectors.n++];
// Format: ID, FirstWallIndex, NumWalls, FloorZ, CeilZ
if (sscanf(p, "%d %zu %zu %f %f", &s->id, &s->firstwall, &s->nwalls,
&s->floor, &s->ceil) != 5) {
fclose(f);
return -5;
}
} else if (ss == SCAN_WALL) {
struct Wall *w = &state.walls.arr[state.walls.n++];
// Format: x1, y1, x2, y2, PortalID
if (sscanf(p, "%f %f %f %f %d", &w->v1.x, &w->v1.y, &w->v2.x, &w->v2.y,
&w->portalID) != 5) {
fclose(f);
return -4;
}
}
}
fclose(f);
return 0; // Success
}
void build_sector_flats(struct Sector *s) {
// We need at least 3 walls to make a floor (a triangle)
if (s->nwalls < 3)
return;
// 1. Pick a pivot point (the start of the first wall)
struct Wall *first_w = &state.walls.arr[s->firstwall];
glm::vec3 pivot_floor =
glm::vec3((float)first_w->v1.x, s->floor, (float)first_w->v1.y);
glm::vec3 pivot_ceil =
glm::vec3((float)first_w->v1.x, s->ceil, (float)first_w->v1.y);
// 2. Loop through the rest of the walls to create a "fan" of triangles
for (size_t i = 1; i < s->nwalls - 1; i++) {
struct Wall *w1 = &state.walls.arr[s->firstwall + i];
struct Wall *w2 = &state.walls.arr[s->firstwall + i + 1];
glm::vec3 p1_f = glm::vec3((float)w1->v1.x, s->floor, (float)w1->v1.y);
glm::vec3 p2_f = glm::vec3((float)w2->v1.x, s->floor, (float)w2->v1.y);
glm::vec3 p1_c = glm::vec3((float)w1->v1.x, s->ceil, (float)w1->v1.y);
glm::vec3 p2_c = glm::vec3((float)w2->v1.x, s->ceil, (float)w2->v1.y);
// FLOOR TRIANGLE (Facing Up)
// Winding: Pivot -> P1 -> P2 (Counter-Clockwise)
map_mesh.push_back({pivot_floor, {pivot_floor.x, pivot_floor.z}});
map_mesh.push_back({p1_f, {p1_f.x, p1_f.z}});
map_mesh.push_back({p2_f, {p2_f.x, p2_f.z}});
// CEILING TRIANGLE (Facing Down)
// Winding: Pivot -> P2 -> P1 (Clockwise from top, CCW from bottom)
map_mesh.push_back({pivot_ceil, {pivot_ceil.x, pivot_ceil.z}});
map_mesh.push_back({p2_c, {p2_c.x, p2_c.z}});
map_mesh.push_back({p1_c, {p1_c.x, p1_c.z}});
}
}
void push_wall_quad(glm::vec2 a, glm::vec2 b, float y_low, float y_high) {
float length = glm::distance(a, b);
float height = y_high - y_low;
// Vertex data: Position(x, y, z), TexCoords(u, v)
// Triangle 1
map_mesh.push_back({{a.x, y_low, a.y}, {0.0f, 0.0f}});
map_mesh.push_back({{b.x, y_low, b.y}, {length, 0.0f}});
map_mesh.push_back({{b.x, y_high, b.y}, {length, height}});
// Triangle 2
map_mesh.push_back({{a.x, y_low, a.y}, {0.0f, 0.0f}});
map_mesh.push_back({{b.x, y_high, b.y}, {length, height}});
map_mesh.push_back({{a.x, y_high, a.y}, {0.0f, height}});
}
void build_map_mesh() {
map_mesh.clear();
// Loop through sectors starting from 1
for (size_t i = 1; i < state.sectors.n; i++) {
struct Sector *s = &state.sectors.arr[i];
// Loop through the walls assigned to this sector
for (size_t j = 0; j < s->nwalls; j++) {
struct Wall *w = &state.walls.arr[s->firstwall + j];
// Map coordinates directly from the wall struct
// We cast to float because sscanf read them as ints
glm::vec2 pA = glm::vec2((float)w->v1.x, (float)w->v1.y);
glm::vec2 pB = glm::vec2((float)w->v2.x, (float)w->v2.y);
if (w->portalID == 0) {
// It's a solid wall: draw from floor to ceiling
push_wall_quad(pA, pB, s->floor, s->ceil);
} else {
// It's a portal: draw the upper/lower differences
struct Sector *neighbor = &state.sectors.arr[w->portalID];
// Draw lower "step" if neighbor floor is higher
if (neighbor->floor > s->floor)
push_wall_quad(pA, pB, s->floor, neighbor->floor);
// Draw upper "overhang" if neighbor ceiling is lower
if (neighbor->ceil < s->ceil)
push_wall_quad(pA, pB, neighbor->ceil, s->ceil);
}
}
build_sector_flats(s);
}
}
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
(void)window;
camera.ProcessMouseScroll(yoffset);
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
(void)window;
glViewport(0, 0, width, height);
}
void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
(void)window;
if (firstMouse) {
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void updatePhysics(float deltaTime, float floor) {
// 1. Apply gravity to velocity (Velocity = Acceleration * Time)
if (!camera.isGrounded) {
camera.verticalVelocity += camera.gravity * deltaTime;
}
// 2. Apply velocity to position (Position = Velocity * Time)
camera.Position.y += camera.verticalVelocity * deltaTime;
// 3. Ground Collision (The Floor)
// If the floor is at y = 0
if (camera.Position.y <= floor) {
camera.Position.y = floor;
camera.verticalVelocity = 0.0f;
camera.isGrounded = true;
}
}
void processInput(GLFWwindow *window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, 1);
}
if (glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
if (glfwGetKey(window, GLFW_KEY_H) == GLFW_PRESS) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS && camera.isGrounded) {
camera.verticalVelocity = camera.jumpForce;
camera.isGrounded = false;
}
}
int get_sector_at(float x, float z) {
// Start from 1 (skipping null sector)
for (size_t i = 1; i < state.sectors.n; i++) {
struct Sector *s = &state.sectors.arr[i];
int inside = 0;
for (size_t j = 0; j < s->nwalls; j++) {
struct Wall *w = &state.walls.arr[s->firstwall + j];
// Check if player position is between the Y-bounds of the wall
if (((w->v1.y > z) != (w->v2.y > z)) &&
(x < (float)(w->v2.x - w->v1.x) * (z - (float)w->v1.y) /
(float)(w->v2.y - w->v1.y) +
(float)w->v1.x)) {
inside = !inside;
}
}
if (inside)
return (int)i;
}
return -1; // Outside the map
}
int main() {
float planeVertices[] = {
// positions // texture coords
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
};
unsigned int planeIndices[] = {
0, 1, 2, // first triangle
2, 3, 0 // second triangle
};
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_FLOATING, GLFW_TRUE); // This makes the window float
glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE);
glfwWindowHint(GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
glfwWindowHintString(GLFW_WAYLAND_APP_ID, "opengl");
GLFWwindow *window =
glfwCreateWindow(1000, 600, "testing open gl", NULL, NULL);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
if (window == NULL) {
printf("failed to create window");
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
printf("failed to initlize glad");
return -1;
}
glViewport(0, 0, 800, 600);
Shader ourshader("../vertexshader.glsl", "../fragmentshader.glsl");
float vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // cube one
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, // cube one
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // cube one
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // cube one
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // cube one
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // cube one
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // cube one
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // cube one
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, // cube one
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, // cube one
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, // cube one
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // cube one
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // cube one
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // cube one
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // cube one
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // cube one
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // cube one
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // cube one
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // cube one
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // cube one
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // cube one
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // cube one
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // cube one
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // cube one
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // cube one
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, // cube one
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // cube one
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // cube one
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // cube one
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // cube one
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // cube one
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // cube one
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // cube one
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // cube one
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, // cube one
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f // cube one
};
if (load_sectors("../map.txt") != 0) {
printf("loaded %zu sectors and %zu walls", state.sectors.n, state.walls.n);
printf("Failed to parse map file!\n");
return -1;
}
build_map_mesh();
unsigned int mapVAO, mapVBO;
glGenVertexArrays(1, &mapVAO);
glGenBuffers(1, &mapVBO);
glBindVertexArray(mapVAO);
glBindBuffer(GL_ARRAY_BUFFER, mapVBO);
glBufferData(GL_ARRAY_BUFFER, map_mesh.size() * sizeof(MapVertex),
map_mesh.data(), GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(MapVertex), (void *)0);
glEnableVertexAttribArray(0);
// TexCoord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(MapVertex),
(void *)offsetof(MapVertex, tex));
glEnableVertexAttribArray(2);
unsigned int EBO;
glGenBuffers(1, &EBO);
unsigned int VBO;
glGenBuffers(1, &VBO);
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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;
}