Cleaning up code.
This commit is contained in:
142
main.c
142
main.c
@@ -5,7 +5,6 @@
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#include "stddef.h"
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#include "stdlib.h"
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#include "stdint.h"
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#include "time.h"
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#include "rlgl.h"
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//----------------------------------------------------------------------------------
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@@ -71,9 +70,6 @@ static inline float hash01_to_m05p05(uint32_t h_bits)
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//----------------------------------------------------------------------------------
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//Defining program structure
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//----------------------------------------------------------------------------------
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//bob
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typedef struct
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{
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Camera camera; // <- now part of the game state
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@@ -99,21 +95,6 @@ typedef struct
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Player player;
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} Master;
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// GLSL 330 core fragment shader (desktop)
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// Discards fragments with alpha below a threshold so depth is only written on real pixels.
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static const char *ALPHA_CLIP_FS =
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"#version 330 core\n"
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"in vec2 fragTexCoord;\n"
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"in vec4 fragColor;\n"
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"uniform sampler2D texture0;\n"
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"uniform float u_alphaCutoff; // e.g., 0.3\n"
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"out vec4 finalColor;\n"
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"void main(){\n"
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" vec4 texel = texture(texture0, fragTexCoord);\n"
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" if(texel.a < u_alphaCutoff) discard;\n"
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" finalColor = texel * fragColor;\n"
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"}\n";
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//------------------------------------------------------------------------------------
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// Function Initation
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//------------------------------------------------------------------------------------
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@@ -154,7 +135,7 @@ int main(void)
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g.state = STATE_MENU;
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g.shouldExit = 0;
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//Define
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//Define player values
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g.player.sensitivity = (Vector2){ 0.001f, 0.001f };
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g.player.lookRotation = (Vector2){ 0 };
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g.player.headTimer = 0.0f;
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@@ -169,26 +150,27 @@ int main(void)
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g.player.position.y + (BOTTOM_HEIGHT + g.player.headLerp),
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g.player.position.z,
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};
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//g.player.camera.target = (Vector3){ 0.0f, 0.0f, 1.0f }; // Camera target
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g.player.camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Up vector
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g.player.camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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g.player.camera.fovy = 60.0f;
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g.player.camera.projection = CAMERA_PERSPECTIVE;
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g.player.cameraMode = CAMERA_FIRST_PERSON;
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UpdateCameraAngle(&g);
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/*
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// Load GLTF model (no animations)
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//Model model = LoadModel("resources/3d_models/bad_sphere.glb");
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//Vector3 position = { 0.0f, 0.0f, 0.0f };
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// Load a 2D image as texture for the billboard
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//Billboards always point toward the active camera.
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Texture2D sign = LoadTexture("resources/sprites/diard-charles.jpg");
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GenTextureMipmaps(&sign);
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SetTextureFilter(sign, TEXTURE_FILTER_BILINEAR); // optional but looks nicer
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Vector3 bbPos = (Vector3){ 1.0f, 2.5f, 1.0f }; // where in 3D world to place it
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float bbSize = 5.0f; // billboard height in world units
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*/
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// Load a 2D image as texture for the billboard
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//Billboards always point toward the active camera.
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@@ -197,34 +179,26 @@ int main(void)
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SetTextureFilter(tree, TEXTURE_FILTER_BILINEAR); // optional but looks nicer
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Vector3 treepos = (Vector3){ 0.0f, 0.0f, 0.0f }; // where in 3D world to place it
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float treeSize = 15.0f; // billboard height in world units
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float cutoffAlpha = 0.3f; // Threshold for transparency cut off.
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// --- Grass tile setup ---
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Texture2D texGrass = LoadTexture("resources/textures/grass_textures/Grass_01.png"); // adjust path
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// Grass tile setup
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Texture2D texGrass = LoadTexture("resources/textures/grass_textures/Grass_01.png");
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GenTextureMipmaps(&texGrass);
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SetTextureFilter(texGrass, TEXTURE_FILTER_TRILINEAR); // nicer at angles
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SetTextureWrap(texGrass, TEXTURE_WRAP_REPEAT);
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// A 3D plane (centered at origin) of size tileSize x tileSize
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const float tileSize = 5.0f; // match your DrawLevel tileSize
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const float tileSize = TILE_SIZE;
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Mesh meshTile = GenMeshPlane(tileSize, tileSize, 1, 1);
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Model mdlTile = LoadModelFromMesh(meshTile);
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mdlTile.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = texGrass;
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Shader shAlphaClip = LoadShaderFromMemory(NULL, ALPHA_CLIP_FS);
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int locCutoff = GetShaderLocation(shAlphaClip, "u_alphaCutoff");
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float cutoff = 0.3f; // tweak to taste; 0.3 - 0.5 works well for tree PNGs
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SetShaderValue(shAlphaClip, locCutoff, &cutoff, SHADER_UNIFORM_FLOAT);
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// --- Skybox setup ---
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// Generate cube mesh
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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Model skybox = LoadModelFromMesh(cube);
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// Load skybox shader
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// Make sure the .vs/.fs are in your resources/shaders/glsl330/ folder
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Shader skyboxShader = LoadShader(
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"resources/shaders/skybox.vs",
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"resources/shaders/skybox.fs"
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@@ -232,31 +206,22 @@ int main(void)
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// Attach shader to skybox
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skybox.materials[0].shader = skyboxShader;
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// Load your cubemap (cross layout image)
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Image img = LoadImage("resources/cubemap/cubemap.png");
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// AUTO_DETECT will figure out layout (works for cross 4x3, panorama, etc.)
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture =
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LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT);
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UnloadImage(img);
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT);
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UnloadImage(img); //no longer need image loaded.
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// Tell the shader which material map is the environmentMap
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int mapType = MATERIAL_MAP_CUBEMAP;
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SetShaderValue(skyboxShader,
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GetShaderLocation(skyboxShader, "environmentMap"),
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&mapType, SHADER_UNIFORM_INT);
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SetShaderValue(skyboxShader, GetShaderLocation(skyboxShader, "environmentMap"), &mapType, SHADER_UNIFORM_INT);
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// Flip/gamma options (set to 0 for PNG cross)
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//Flip/gamma options (set to 0 for PNG cross)
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int vflipped = 0;
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int doGamma = 0;
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SetShaderValue(skyboxShader, GetShaderLocation(skyboxShader, "vflipped"), &vflipped, SHADER_UNIFORM_INT);
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SetShaderValue(skyboxShader, GetShaderLocation(skyboxShader, "doGamma"), &doGamma, SHADER_UNIFORM_INT);
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// Load the fog-of-war shader
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Shader fog = LoadShader(
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"resources/shaders/fog.vs",
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"resources/shaders/fog.fs"
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);
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Shader fog = LoadShader("resources/shaders/fog.vs", "resources/shaders/fog.fs");
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// Grab uniform locations (cache them)
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int locPlayer = GetShaderLocation(fog, "u_playerPos");
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@@ -271,7 +236,6 @@ int main(void)
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// Optional if you added the sharpness curve in the shader
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int locSharpness = GetShaderLocation(fog, "u_sharpness");
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// Let raylib know which matrices the shader expects
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fog.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(fog, "matModel");
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fog.locs[SHADER_LOC_MATRIX_VIEW] = GetShaderLocation(fog, "matView");
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@@ -279,21 +243,24 @@ int main(void)
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// --- Apply shader to your ground tile model ---
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mdlTile.materials[0].shader = fog; // same shader also works for opaque
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// (texture0 already set on mdlTile)
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// Defaults for opaque geometry (no alpha cut)
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float cutoffOpaque = 0.0f;
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SetShaderValue(fog, locCutoff_fog, &cutoffOpaque, SHADER_UNIFORM_FLOAT);
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// You’ll reuse the *same* shader for trees (alpha cut).
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// We won’t assign it to a Model because billboards aren’t models;
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// instead we’ll render trees inside BeginShaderMode(fog) so they use it.
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// Fog/vignette tuning
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float inner = 0.0f; // start radius (center under player)
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float outer = 45.0f; // how far until full fog
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float minShadow = 0.45f; // baseline darkness at the center (0 = none, 1 = pitch black)
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float sharpness = 2.0f; // steeper edge (optional if shader uses it)
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Vector4 fogColor = {0.0f, 0.0f, 0.0f, 1.0f};
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SetShaderValue(fog, locInner, &inner, SHADER_UNIFORM_FLOAT);
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SetShaderValue(fog, locOuter, &outer, SHADER_UNIFORM_FLOAT);
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SetShaderValue(fog, locMinShadow, &minShadow, SHADER_UNIFORM_FLOAT);
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SetShaderValue(fog, locFogColor, &fogColor, SHADER_UNIFORM_VEC4);
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SetShaderValue(fog, locSharpness, &sharpness, SHADER_UNIFORM_FLOAT);
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//--------------------------------------------------------------------------------------
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// Main game loop
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@@ -378,17 +345,6 @@ int main(void)
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g.player.lean.y = Lerp(g.player.lean.y, forward*0.015f, 10.0f*delta);
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UpdateCameraAngle(&g);
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/*
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int bbdifx = g.player.position.x - bbPos.x;
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int bbdifz = g.player.position.z - bbPos.z;
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bbPos.x += 0.01 * bbdifx;
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bbPos.z += 0.01 * bbdifz;
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*/
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break;
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};
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}
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@@ -412,69 +368,50 @@ int main(void)
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{
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ClearBackground(BLACK);
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// Fog/vignette tuning
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float inner = 0.0f; // start radius (center under player)
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float outer = 45.0f; // how far until full fog
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float minShadow = 0.40f; // baseline darkness at the center (0 = none, 1 = pitch black)
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float sharpness = 2.0f; // steeper edge (optional if shader uses it)
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Vector4 fogColor = {0.0f, 0.0f, 0.0f, 1.0f};
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SetShaderValue(fog, locPlayer, &g.player.position, SHADER_UNIFORM_VEC3);
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SetShaderValue(fog, locInner, &inner, SHADER_UNIFORM_FLOAT);
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SetShaderValue(fog, locOuter, &outer, SHADER_UNIFORM_FLOAT);
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SetShaderValue(fog, locMinShadow, &minShadow, SHADER_UNIFORM_FLOAT);
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SetShaderValue(fog, locFogColor, &fogColor, SHADER_UNIFORM_VEC4);
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// Only if you added sharpness
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SetShaderValue(fog, locSharpness, &sharpness, SHADER_UNIFORM_FLOAT);
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BeginMode3D(g.player.camera);
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rlDisableBackfaceCulling();
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rlDisableDepthMask();
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// keep it centered on the camera
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skybox.transform = MatrixTranslate(
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g.player.camera.position.x,
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g.player.camera.position.y,
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g.player.camera.position.z
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);
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DrawModel(skybox, (Vector3){0}, 1.0f, WHITE);
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rlEnableDepthMask();
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rlEnableBackfaceCulling();
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DrawLevel(mdlTile);
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/*
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BeginShaderMode(shAlphaClip);
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{
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RenderTrees(&g, tree, treepos, treeSize);
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}
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EndShaderMode();
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*/
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// --- Trees use same fog shader but with alpha-cut enabled ---
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float cutoffAlpha = 0.3f;
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SetShaderValue(fog, locCutoff_fog, &cutoffAlpha, SHADER_UNIFORM_FLOAT);
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BeginShaderMode(fog);
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RenderTrees(&g, tree, treepos, treeSize);
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EndShaderMode();
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// Restore opaque cutoff for anything else you draw with that material later
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SetShaderValue(fog, locCutoff_fog, &cutoffOpaque, SHADER_UNIFORM_FLOAT);
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//DrawBillboard(g.player.camera, sign, bbPos, bbSize, WHITE); //This was the texture chasing you.
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EndMode3D();
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// Draw info box
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DrawRectangle(5, 5, 330, 75, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(5, 5, 330, 75, BLUE);
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DrawRectangle(5, 5, 330*1.5, 75*1.25, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(5, 5, 330*1.5, 75*1.25, BLUE);
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DrawText("Camera controls:", 15, 15, 10, BLACK);
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DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK);
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DrawText("- Look around: arrow keys or mouse", 15, 45, 10, BLACK);
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DrawText(TextFormat("- Velocity Len: (%06.3f)", Vector2Length((Vector2){ g.player.velocity.x, g.player.velocity.z })), 15, 60, 10, BLACK);
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DrawText("Camera controls:", 15, 15, 20, BLACK);
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DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 20, BLACK);
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DrawText("- Look around: arrow keys or mouse", 15, 45, 20, BLACK);
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DrawText(TextFormat("- Velocity Len: (%06.3f)", Vector2Length((Vector2){ g.player.velocity.x, g.player.velocity.z })), 15, 60, 20, BLACK);
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break;
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}
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@@ -482,8 +419,8 @@ int main(void)
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EndDrawing();
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//----------------------------------------------------------------------------------
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};
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// Detach the texture from the model so UnloadModel won't try to free it.
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@@ -492,7 +429,6 @@ int main(void)
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// Now free resources you loaded:
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UnloadModel(mdlTile); // frees the model and its mesh/VBOs
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UnloadTexture(texGrass); // frees the grass texture you loaded
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UnloadTexture(sign); // frees billboard texture
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UnloadTexture(tree); // frees tree texture
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CloseWindow(); // Close window and OpenGL context
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