[22b2c37] | 1 | #include "logger.h"
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[5272b6b] | 2 |
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[485424b] | 3 | #include "stb_image.h"
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| 4 |
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[1099b95] | 5 | #define _USE_MATH_DEFINES
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[c62eee6] | 6 | #define GLM_SWIZZLE
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[1099b95] | 7 |
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[c62eee6] | 8 | #include <glm/mat4x4.hpp>
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[7ee66ea] | 9 | #include <glm/gtc/matrix_transform.hpp>
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| 10 | #include <glm/gtc/type_ptr.hpp>
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| 11 |
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[5272b6b] | 12 | #include <GL/glew.h>
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| 13 | #include <GLFW/glfw3.h>
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| 14 |
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[22b2c37] | 15 | #include <cstdio>
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| 16 | #include <iostream>
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[ec4456b] | 17 | #include <fstream>
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[93baa0e] | 18 | #include <cmath>
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[1099b95] | 19 | #include <string>
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[19c9338] | 20 | #include <array>
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[df652d5] | 21 | #include <vector>
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[22b2c37] | 22 |
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[5272b6b] | 23 | using namespace std;
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[7ee66ea] | 24 | using namespace glm;
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| 25 |
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| 26 | #define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
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[c62eee6] | 27 |
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[df652d5] | 28 | struct SceneObject {
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| 29 | mat4 model_mat;
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| 30 | };
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| 31 |
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| 32 | struct ObjectFace {
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| 33 | unsigned int objectId;
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| 34 | array<vec3, 3> points;
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| 35 | };
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| 36 |
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[485424b] | 37 | const bool FULLSCREEN = false;
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[c62eee6] | 38 | int width = 640;
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| 39 | int height = 480;
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| 40 |
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| 41 | vec3 cam_pos;
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| 42 |
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| 43 | mat4 view_mat;
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| 44 | mat4 proj_mat;
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[5272b6b] | 45 |
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[df652d5] | 46 | vector<SceneObject> objects;
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| 47 | vector<ObjectFace> faces;
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| 48 |
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[147ac6d] | 49 | SceneObject* clickedObject = NULL;
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| 50 | SceneObject* selectedObject = NULL;
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| 51 |
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[df652d5] | 52 | bool insideTriangle(vec3 p, ObjectFace* face);
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[33a9664] | 53 |
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[ec4456b] | 54 | GLuint loadShader(GLenum type, string file);
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[485424b] | 55 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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| 56 | unsigned char* loadImage(string file_name, int* x, int* y);
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[ec4456b] | 57 |
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[d12d003] | 58 | void printVector(string label, vec3 v);
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| 59 |
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| 60 | float NEAR_CLIP = 0.1f;
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| 61 | float FAR_CLIP = 100.0f;
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| 62 |
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[ec4456b] | 63 | void glfw_error_callback(int error, const char* description) {
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| 64 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
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| 65 | }
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| 66 |
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[c62eee6] | 67 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
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[df652d5] | 68 | /*
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[c62eee6] | 69 | double mouse_x, mouse_y;
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| 70 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
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| 71 |
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| 72 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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| 73 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
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| 74 |
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| 75 | float x = (2.0f*mouse_x) / width - 1.0f;
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| 76 | float y = 1.0f - (2.0f*mouse_y) / height;
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[33a9664] | 77 | cout << "x: " << x << ", y: " << y << endl;
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| 78 |
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| 79 | // Since the projection matrix gets applied before the view matrix,
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| 80 | // treat the initial camera position (aka origin of the ray) as (0, 0, 0)
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| 81 |
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| 82 | // When getting the ray direction, you can use near and fov to get the
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| 83 | // coordinates
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[c62eee6] | 84 |
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[33a9664] | 85 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f); // this should have a z equal to the near clipping plane
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[c62eee6] | 86 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
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| 87 | ray_eye = vec4(ray_eye.xy(), -1.0f, 0.0f);
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| 88 | vec3 ray_world = normalize((inverse(view_mat) * ray_eye).xyz());
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| 89 |
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[df652d5] | 90 | / * LATEST NOTES:
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[33a9664] | 91 | *
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| 92 | * Normalizing the world ray caused issues, although it should make sense with the projection
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| 93 | * matrix, since the z coordinate has meaning there.
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| 94 | *
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| 95 | * Now, I need to figure out the correct intersection test in 2D space
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| 96 | * Also, need to check that the global triangle points are correct
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[df652d5] | 97 | * /
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[33a9664] | 98 |
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| 99 | // since ray_world is the end result we want anyway, we probably don't need to add cam_pos to
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| 100 | // it, only to subtract it later
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| 101 |
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[c62eee6] | 102 | vec3 click_point = cam_pos + ray_world;
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| 103 |
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[df652d5] | 104 | / * Now, we need to generate the constants for the equations describing
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[c62eee6] | 105 | * a 3D line:
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| 106 | * (x - x0) / a = (y - y0) / b = (z - z0) / c
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| 107 | *
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| 108 | * The line goes through the camera position, so
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| 109 | * cam_pos = <x0, y0, z0>
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[df652d5] | 110 | * /
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[c62eee6] | 111 |
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[33a9664] | 112 | // upper right corner is 1, 1 in opengl
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| 113 |
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[c62eee6] | 114 | cout << "Converted -> (" << ray_world.x << "," << ray_world.y << "," << ray_world.z << ")" << endl << endl;;
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| 115 | cout << "Camera -> (" << cam_pos.x << "," << cam_pos.y << "," << cam_pos.z << ")" << endl;
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| 116 | cout << "Click point -> (" << click_point.x << "," << click_point.y << "," << click_point.z << ")" << endl;
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| 117 |
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| 118 | float a = 1.0f;
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| 119 | float b = a * (click_point.y - cam_pos.y) / (click_point.x - cam_pos.x);
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| 120 | float c = a * (click_point.z - cam_pos.z) / (click_point.x - cam_pos.x);
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| 121 |
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| 122 | cout << "(x - " << cam_pos.x << ") / " << a << " = ";
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| 123 | cout << "(y - " << cam_pos.y << ") / " << b << " = ";
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| 124 | cout << "(z - " << cam_pos.z << ") / " << c << endl;;
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| 125 |
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[df652d5] | 126 | / * Now, we need to generate the constants for the equations describing
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[c62eee6] | 127 | * a 3D plane:
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| 128 | * dx + ey +fz +g = 0
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[df652d5] | 129 | * /
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[c62eee6] | 130 |
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[19c9338] | 131 | vec3 fp1 = triangle_face[0];
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| 132 | vec3 fp2 = triangle_face[1];
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| 133 | vec3 fp3 = triangle_face[2];
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[33a9664] | 134 |
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[c62eee6] | 135 | cout << "Points on the plane" << endl;
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[33a9664] | 136 | cout << "(" << fp1.x << ", " << fp1.y << ", " << fp1.z << ")" << endl;
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| 137 | cout << "(" << fp2.x << ", " << fp2.y << ", " << fp2.z << ")" << endl;
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| 138 | cout << "(" << fp3.x << ", " << fp3.y << ", " << fp3.z << ")" << endl;
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| 139 |
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| 140 | float pa = (fp2.y-fp1.y)*(fp3.z-fp1.z) - (fp3.y-fp1.y)*(fp2.z-fp1.z);
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| 141 | float pb = (fp2.z-fp1.z)*(fp3.x-fp1.x) - (fp3.z-fp1.z)*(fp2.x-fp1.x);
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| 142 | float pc = (fp2.x-fp1.x)*(fp3.y-fp1.y) - (fp3.x-fp1.x)*(fp2.y-fp1.y);
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| 143 | float pd = -(pa*fp1.x+pb*fp1.y+pc*fp1.z);
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| 144 |
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| 145 | cout << pa << "x+" << pb << "y+" << pc << "z+" << pd << "=0" << endl;
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[c62eee6] | 146 |
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| 147 | // get intersection
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[33a9664] | 148 |
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| 149 | // the intersection this computes is incorrect
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| 150 | // it doesn't match the equation of the plane
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| 151 | vec3 i;
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| 152 | i.z = -cam_pos.z - pc*pd/(pa*a+pb*b);
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| 153 | i.x = cam_pos.x + a * (i.z-cam_pos.z) / c;
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| 154 | i.y = cam_pos.y + b * (i.z-cam_pos.z) / c;
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| 155 |
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| 156 | cout << "The holy grail?" << endl;
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| 157 | cout << "(" << i.x << "," << i.y << "," << i.z << ")" << endl;
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| 158 |
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[19c9338] | 159 | clicked = insideTriangle(i, triangle_face);
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[d12d003] | 160 | cout << (clicked ? "true" : "false") << endl;
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[33a9664] | 161 | }
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[df652d5] | 162 | */
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[33a9664] | 163 | }
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| 164 |
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[19c9338] | 165 | /* REFACTORING PLAN:
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| 166 | *
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| 167 | * Have an array of object structs
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| 168 | * Each object struct has:
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| 169 | * -a model matrix
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| 170 | * -a selected boolean
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| 171 | * Eventually, maybe also want to store a reference to the correct shader
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| 172 | * or whatever other info I need to properly render it
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| 173 | *
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| 174 | * Have an array of face structs
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| 175 | * Each face struct has
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| 176 | * -an object index indicating which object it is a part of
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| 177 | * -an array of three points
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| 178 | *
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| 179 | * The mouse button callback will:
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| 180 | * -Set all selected flags in the objects array to false
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| 181 | * -iterate through the faces array
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| 182 | * -For each face, it will call faceClicked() with the following params:
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| 183 | * -Probably a world ray created from the mouse click coordinates
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| 184 | * -An array of 3 points representing the face
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| 185 | * -The object struct represnting the object the face is a part of
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[df652d5] | 186 | *
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| 187 | * -Really, all I need to pass in are the world ray and an ObjectFace reference
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| 188 | * -The world ray will first need to be multiplied by the view and projection matrices before being passed in
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[19c9338] | 189 | */
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| 190 |
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[33a9664] | 191 | void mouse_button_callback_new(GLFWwindow* window, int button, int action, int mods) {
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| 192 | double mouse_x, mouse_y;
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| 193 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
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| 194 |
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[df652d5] | 195 | ObjectFace* face = &faces[0];
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| 196 | SceneObject* obj = &objects[face->objectId];
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| 197 |
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[33a9664] | 198 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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| 199 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
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[147ac6d] | 200 | selectedObject = NULL;
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[33a9664] | 201 |
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| 202 | float x = (2.0f*mouse_x) / width - 1.0f;
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| 203 | float y = 1.0f - (2.0f*mouse_y) / height;
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[d12d003] | 204 |
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[33a9664] | 205 | cout << "x: " << x << ", y: " << y << endl;
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| 206 |
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| 207 | // Since the projection matrix gets applied before the view matrix,
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| 208 | // treat the initial camera position (aka origin of the ray) as (0, 0, 0)
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| 209 |
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| 210 | // When getting the ray direction, you can use near and fov to get the
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| 211 | // coordinates
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| 212 |
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| 213 | // vec4 ray_clip = vec4(x, y, -1.0f, 1.0f); // this should have a z equal to the near clipping plane
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| 214 | // vec4 ray_eye = inverse(proj_mat) * ray_clip;
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| 215 | // ray_eye = vec4(ray_eye.xy(), -1.0f, 0.0f);
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| 216 | // vec3 ray_world = normalize((inverse(view_mat) * ray_eye).xyz());
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| 217 |
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[a5b5e95] | 218 | vec4 ray_clip = vec4(x, y, NEAR_CLIP, 1.0f); // this should have a z equal to the near clipping plane
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[d12d003] | 219 | vec4 ray_eye = ray_clip;
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[df652d5] | 220 | vec3 ray_world = (inverse(obj->model_mat) * inverse(view_mat) * ray_eye).xyz();
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[33a9664] | 221 |
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| 222 | /* LATEST NOTES:
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| 223 | *
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| 224 | * Normalizing the world ray caused issues, although it should make sense with the projection
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| 225 | * matrix, since the z coordinate has meaning there.
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[19c9338] | 226 | * Plus, we really want to normalize it only once we recompute it below as the difference of two points,
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| 227 | * although doing so shouldn't effect the results. Check the book to see if there is a good reason for doing so.
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[33a9664] | 228 | */
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| 229 |
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[d12d003] | 230 | printVector("Initial world ray:", ray_world);
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[33a9664] | 231 |
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[a5b5e95] | 232 | vec4 cam_pos_origin = vec4(x, y, 0.0f, 1.0f);
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[df652d5] | 233 | vec3 cam_pos_temp = (inverse(obj->model_mat) * inverse(view_mat) * cam_pos_origin).xyz();
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[33a9664] | 234 |
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[d12d003] | 235 | ray_world = ray_world-cam_pos_temp;
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[33a9664] | 236 |
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[d12d003] | 237 | cout << "Ray clip -> (" << ray_clip.x << "," << ray_clip.y << "," << ray_clip.z << ")" << endl << endl;;
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| 238 | cout << "Ray world -> (" << ray_world.x << "," << ray_world.y << "," << ray_world.z << ")" << endl << endl;;
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| 239 | cout << "Camera -> (" << cam_pos_temp.x << "," << cam_pos_temp.y << "," << cam_pos_temp.z << ")" << endl;
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[33a9664] | 240 |
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[df652d5] | 241 | vec3 fp1 = face->points[0];
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| 242 | vec3 fp2 = face->points[1];
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| 243 | vec3 fp3 = face->points[2];
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[33a9664] | 244 |
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| 245 | cout << "Points on the plane" << endl;
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| 246 | cout << "(" << fp1.x << ", " << fp1.y << ", " << fp1.z << ")" << endl;
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| 247 | cout << "(" << fp2.x << ", " << fp2.y << ", " << fp2.z << ")" << endl;
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| 248 | cout << "(" << fp3.x << ", " << fp3.y << ", " << fp3.z << ")" << endl;
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| 249 |
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[d12d003] | 250 | // LINE EQUATION: P = O + Dt
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| 251 | // O = cam_pos
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| 252 | // D = ray_world
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[33a9664] | 253 |
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[d12d003] | 254 | // PLANE EQUATION: P dot n + d = 0 (n is the normal vector and d is the offset from the origin)
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[33a9664] | 255 |
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[d12d003] | 256 | // Take the cross-product of two vectors on the plane to get the normal
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| 257 | vec3 v1 = fp2 - fp1;
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| 258 | vec3 v2 = fp3 - fp1;
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[33a9664] | 259 |
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[d12d003] | 260 | vec3 normal = vec3(v1.y*v2.z-v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x);
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| 261 | printVector("v1", v1);
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| 262 | printVector("v2", v2);
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| 263 | printVector("Cross", normal);
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| 264 | cout << "Test theory: " << glm::dot(cam_pos_temp, normal) << endl;
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| 265 | cout << "Test 2: " << glm::dot(ray_world, normal) << endl;
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[33a9664] | 266 |
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[d12d003] | 267 | float d = -glm::dot(fp1, normal);
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| 268 | cout << "d: " << d << endl;
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[33a9664] | 269 |
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[d12d003] | 270 | float t = - (glm::dot(cam_pos_temp, normal) + d) / glm::dot(ray_world, normal);
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| 271 | cout << "t: " << t << endl;
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[33a9664] | 272 |
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[d12d003] | 273 | vec3 intersection = cam_pos_temp+t*ray_world;
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| 274 | printVector("Intersection", intersection);
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| 275 |
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[147ac6d] | 276 | if (insideTriangle(intersection, face)) {
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| 277 | clickedObject = obj;
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| 278 | }
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| 279 | cout << (obj == clickedObject ? "true" : "false") << endl;
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[c62eee6] | 280 | }
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| 281 | }
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| 282 |
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[5272b6b] | 283 | int main(int argc, char* argv[]) {
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| 284 | cout << "New OpenGL Game" << endl;
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| 285 |
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[ec4456b] | 286 | if (!restart_gl_log()) {}
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| 287 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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[22b2c37] | 288 |
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[ec4456b] | 289 | glfwSetErrorCallback(glfw_error_callback);
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[5272b6b] | 290 | if (!glfwInit()) {
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| 291 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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| 292 | return 1;
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[be246ad] | 293 | }
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| 294 |
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| 295 | #ifdef __APPLE__
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| 296 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 297 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 298 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 299 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 300 | #endif
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[5272b6b] | 301 |
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[ec4456b] | 302 | glfwWindowHint(GLFW_SAMPLES, 4);
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| 303 |
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| 304 | GLFWwindow* window = NULL;
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| 305 |
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| 306 | if (FULLSCREEN) {
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| 307 | GLFWmonitor* mon = glfwGetPrimaryMonitor();
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| 308 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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| 309 |
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| 310 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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| 311 | window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL);
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| 312 |
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| 313 | width = vmode->width;
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| 314 | height = vmode->height;
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| 315 | } else {
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| 316 | window = glfwCreateWindow(width, height, "Hello Triangle", NULL, NULL);
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| 317 | }
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| 318 |
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[5272b6b] | 319 | if (!window) {
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| 320 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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| 321 | glfwTerminate();
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| 322 | return 1;
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| 323 | }
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[c62eee6] | 324 |
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[df652d5] | 325 | bool squareSelected = false;
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| 326 |
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[d12d003] | 327 | glfwSetMouseButtonCallback(window, mouse_button_callback_new);
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[c62eee6] | 328 |
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[644a2e4] | 329 | glfwMakeContextCurrent(window);
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[5272b6b] | 330 | glewExperimental = GL_TRUE;
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| 331 | glewInit();
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| 332 |
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[df652d5] | 333 | // Check if we might ever need this. If not, remove it.
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[ec4456b] | 334 | // glViewport(0, 0, width*2, height*2);
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| 335 |
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[5272b6b] | 336 | const GLubyte* renderer = glGetString(GL_RENDERER);
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| 337 | const GLubyte* version = glGetString(GL_VERSION);
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| 338 | printf("Renderer: %s\n", renderer);
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| 339 | printf("OpenGL version supported %s\n", version);
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[93baa0e] | 340 |
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[5272b6b] | 341 | glEnable(GL_DEPTH_TEST);
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| 342 | glDepthFunc(GL_LESS);
|
---|
[516668e] | 343 |
|
---|
[93baa0e] | 344 | glEnable(GL_CULL_FACE);
|
---|
| 345 | // glCullFace(GL_BACK);
|
---|
| 346 | // glFrontFace(GL_CW);
|
---|
| 347 |
|
---|
[485424b] | 348 | int x, y;
|
---|
| 349 | unsigned char* texImage = loadImage("test.png", &x, &y);
|
---|
| 350 | if (texImage) {
|
---|
| 351 | cout << "Yay, I loaded an image!" << endl;
|
---|
| 352 | cout << x << endl;
|
---|
| 353 | cout << y << endl;
|
---|
| 354 | printf ("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
|
---|
| 355 | }
|
---|
| 356 |
|
---|
| 357 | GLuint tex = 0;
|
---|
| 358 | glGenTextures(1, &tex);
|
---|
| 359 | glActiveTexture(GL_TEXTURE0);
|
---|
| 360 | glBindTexture(GL_TEXTURE_2D, tex);
|
---|
| 361 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
|
---|
| 362 |
|
---|
| 363 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
| 364 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
| 365 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
| 366 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
---|
| 367 |
|
---|
[516668e] | 368 | GLfloat points[] = {
|
---|
[d12d003] | 369 | 0.0f, 0.5f, 0.0f,
|
---|
| 370 | -0.5f, -0.5f, 0.0f,
|
---|
| 371 | 0.5f, -0.5f, 0.0f,
|
---|
| 372 | 0.5f, -0.5f, 0.0f,
|
---|
| 373 | -0.5f, -0.5f, 0.0f,
|
---|
| 374 | 0.0f, 0.5f, 0.0f,
|
---|
[516668e] | 375 | };
|
---|
[c62eee6] | 376 |
|
---|
[8b7cfcf] | 377 | GLfloat colors[] = {
|
---|
[64a70f4] | 378 | 1.0, 0.0, 0.0,
|
---|
| 379 | 0.0, 0.0, 1.0,
|
---|
| 380 | 0.0, 1.0, 0.0,
|
---|
| 381 | 0.0, 1.0, 0.0,
|
---|
| 382 | 0.0, 0.0, 1.0,
|
---|
| 383 | 1.0, 0.0, 0.0,
|
---|
[93baa0e] | 384 | };
|
---|
| 385 |
|
---|
[33a9664] | 386 | GLfloat colors_new[] = {
|
---|
[64a70f4] | 387 | 0.0, 1.0, 0.0,
|
---|
| 388 | 0.0, 1.0, 0.0,
|
---|
| 389 | 0.0, 1.0, 0.0,
|
---|
| 390 | 0.0, 1.0, 0.0,
|
---|
| 391 | 0.0, 1.0, 0.0,
|
---|
| 392 | 0.0, 1.0, 0.0,
|
---|
[33a9664] | 393 | };
|
---|
| 394 |
|
---|
[485424b] | 395 | // Each point is made of 3 floats
|
---|
| 396 | int numPoints = (sizeof(points) / sizeof(float)) / 3;
|
---|
| 397 |
|
---|
| 398 | GLfloat points2[] = {
|
---|
[64a70f4] | 399 | 0.5f, 0.5f, 0.0f,
|
---|
[d12d003] | 400 | -0.5f, 0.5f, 0.0f,
|
---|
| 401 | -0.5f, -0.5f, 0.0f,
|
---|
[64a70f4] | 402 | 0.5f, 0.5f, 0.0f,
|
---|
[d12d003] | 403 | -0.5f, -0.5f, 0.0f,
|
---|
[64a70f4] | 404 | 0.5f, -0.5f, 0.0f,
|
---|
| 405 | };
|
---|
[485424b] | 406 |
|
---|
| 407 | GLfloat colors2[] = {
|
---|
[64a70f4] | 408 | 0.0, 0.9, 0.9,
|
---|
| 409 | 0.0, 0.9, 0.9,
|
---|
| 410 | 0.0, 0.9, 0.9,
|
---|
| 411 | 0.0, 0.9, 0.9,
|
---|
| 412 | 0.0, 0.9, 0.9,
|
---|
| 413 | 0.0, 0.9, 0.9,
|
---|
[485424b] | 414 | };
|
---|
| 415 |
|
---|
| 416 | GLfloat texcoords[] = {
|
---|
[64a70f4] | 417 | 1.0f, 1.0f,
|
---|
| 418 | 0.0f, 1.0f,
|
---|
| 419 | 0.0, 0.0,
|
---|
| 420 | 1.0, 1.0,
|
---|
| 421 | 0.0, 0.0,
|
---|
| 422 | 1.0, 0.0
|
---|
[485424b] | 423 | };
|
---|
| 424 |
|
---|
| 425 | // Each point is made of 3 floats
|
---|
| 426 | int numPoints2 = (sizeof(points2) / sizeof(float)) / 3;
|
---|
| 427 |
|
---|
[19c9338] | 428 | // initialize global variables for click intersection tests
|
---|
| 429 |
|
---|
[df652d5] | 430 | mat4 T_model, R_model;
|
---|
| 431 |
|
---|
| 432 | // triangle
|
---|
| 433 | objects.push_back(SceneObject());
|
---|
| 434 |
|
---|
| 435 | /*
|
---|
| 436 | mat4 R_model = rotate(mat4(), 4.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
| 437 | */
|
---|
| 438 | T_model = translate(mat4(), vec3(0.5f, 0.0f, 0.0f));
|
---|
| 439 | R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
| 440 | objects[0].model_mat = T_model*R_model;
|
---|
| 441 |
|
---|
| 442 | faces.push_back(ObjectFace());
|
---|
| 443 | faces[0].objectId = 0;
|
---|
| 444 | faces[0].points = {
|
---|
[19c9338] | 445 | vec3(points[0], points[1], points[2]),
|
---|
| 446 | vec3(points[3], points[4], points[5]),
|
---|
| 447 | vec3(points[6], points[7], points[8]),
|
---|
| 448 | };
|
---|
| 449 |
|
---|
[df652d5] | 450 | // square
|
---|
| 451 | objects.push_back(SceneObject());
|
---|
| 452 |
|
---|
| 453 | // mat4 T_model2 = translate(mat4(), vec3(-1.0f, 0.0f, 0.0f));
|
---|
| 454 | T_model = translate(mat4(), vec3(-0.5f, 0.0f, 0.0f));
|
---|
| 455 | R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
| 456 | objects[1].model_mat = T_model*R_model;
|
---|
| 457 |
|
---|
| 458 | faces.push_back(ObjectFace());
|
---|
| 459 | faces[1].objectId = 1;
|
---|
| 460 | faces[1].points = {
|
---|
[19c9338] | 461 | vec3(points2[0], points2[1], points2[2]),
|
---|
| 462 | vec3(points2[3], points2[4], points2[5]),
|
---|
| 463 | vec3(points2[6], points2[7], points2[8]),
|
---|
| 464 | };
|
---|
| 465 |
|
---|
[df652d5] | 466 | faces.push_back(ObjectFace());
|
---|
| 467 | faces[2].objectId = 1;
|
---|
| 468 | faces[2].points = {
|
---|
[19c9338] | 469 | vec3(points2[9], points2[10], points2[11]),
|
---|
| 470 | vec3(points2[12], points2[13], points2[14]),
|
---|
| 471 | vec3(points2[15], points2[16], points2[17]),
|
---|
| 472 | };
|
---|
| 473 |
|
---|
[8b7cfcf] | 474 | GLuint points_vbo = 0;
|
---|
| 475 | glGenBuffers(1, &points_vbo);
|
---|
| 476 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
[516668e] | 477 | glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
|
---|
| 478 |
|
---|
[8b7cfcf] | 479 | GLuint colors_vbo = 0;
|
---|
| 480 | glGenBuffers(1, &colors_vbo);
|
---|
| 481 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 482 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
|
---|
| 483 |
|
---|
[644a2e4] | 484 | GLuint vao = 0;
|
---|
[516668e] | 485 | glGenVertexArrays(1, &vao);
|
---|
| 486 | glBindVertexArray(vao);
|
---|
[8b7cfcf] | 487 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
[516668e] | 488 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
[8b7cfcf] | 489 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 490 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
[516668e] | 491 |
|
---|
[8b7cfcf] | 492 | glEnableVertexAttribArray(0);
|
---|
| 493 | glEnableVertexAttribArray(1);
|
---|
[644a2e4] | 494 |
|
---|
[485424b] | 495 | GLuint points2_vbo = 0;
|
---|
| 496 | glGenBuffers(1, &points2_vbo);
|
---|
| 497 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
|
---|
| 498 | glBufferData(GL_ARRAY_BUFFER, sizeof(points2), points2, GL_STATIC_DRAW);
|
---|
| 499 |
|
---|
| 500 | GLuint colors2_vbo = 0;
|
---|
| 501 | glGenBuffers(1, &colors2_vbo);
|
---|
| 502 | glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
|
---|
| 503 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors2), colors2, GL_STATIC_DRAW);
|
---|
| 504 |
|
---|
| 505 | GLuint vt_vbo;
|
---|
| 506 | glGenBuffers(1, &vt_vbo);
|
---|
| 507 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
|
---|
| 508 | glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW);
|
---|
| 509 |
|
---|
| 510 | GLuint vao2 = 0;
|
---|
| 511 | glGenVertexArrays(1, &vao2);
|
---|
| 512 | glBindVertexArray(vao2);
|
---|
| 513 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
|
---|
| 514 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
| 515 | // glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
|
---|
| 516 | // glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
| 517 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
|
---|
| 518 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
[644a2e4] | 519 |
|
---|
[485424b] | 520 | glEnableVertexAttribArray(0);
|
---|
| 521 | glEnableVertexAttribArray(1);
|
---|
[8b7cfcf] | 522 |
|
---|
[485424b] | 523 | GLuint shader_program = loadShaderProgram("./color.vert", "./color.frag");
|
---|
| 524 | GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag");
|
---|
[644a2e4] | 525 |
|
---|
[93baa0e] | 526 | float speed = 1.0f;
|
---|
| 527 | float last_position = 0.0f;
|
---|
| 528 |
|
---|
[7ee66ea] | 529 | float cam_speed = 1.0f;
|
---|
[201e2f8] | 530 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
[7ee66ea] | 531 |
|
---|
[d12d003] | 532 | //cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
---|
[64a70f4] | 533 | cam_pos = vec3(0.0f, 0.0f, 0.3f);
|
---|
| 534 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
|
---|
[7ee66ea] | 535 |
|
---|
[c62eee6] | 536 | mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
[7ee66ea] | 537 | mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
[33a9664] | 538 | /*
|
---|
| 539 | mat4 T = translate(mat4(), vec3(0.0f, 0.0f, 0.0f));
|
---|
| 540 | mat4 R = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
| 541 | */
|
---|
[c62eee6] | 542 | view_mat = R*T;
|
---|
[7ee66ea] | 543 |
|
---|
| 544 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
---|
| 545 | float aspect = (float)width / (float)height;
|
---|
| 546 |
|
---|
[d12d003] | 547 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
---|
| 548 | float Sx = NEAR_CLIP / (range * aspect);
|
---|
| 549 | float Sy = NEAR_CLIP / range;
|
---|
| 550 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
| 551 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
[7ee66ea] | 552 |
|
---|
[d12d003] | 553 | /*
|
---|
[c62eee6] | 554 | float proj_arr[] = {
|
---|
[7ee66ea] | 555 | Sx, 0.0f, 0.0f, 0.0f,
|
---|
| 556 | 0.0f, Sy, 0.0f, 0.0f,
|
---|
| 557 | 0.0f, 0.0f, Sz, -1.0f,
|
---|
| 558 | 0.0f, 0.0f, Pz, 0.0f,
|
---|
| 559 | };
|
---|
[d12d003] | 560 | */
|
---|
[33a9664] | 561 | float proj_arr[] = {
|
---|
| 562 | 1.0f, 0.0f, 0.0f, 0.0f,
|
---|
| 563 | 0.0f, 1.0f, 0.0f, 0.0f,
|
---|
| 564 | 0.0f, 0.0f, 1.0f, 0.0f,
|
---|
| 565 | 0.0f, 0.0f, 0.0f, 1.0f,
|
---|
| 566 | };
|
---|
[c62eee6] | 567 | proj_mat = make_mat4(proj_arr);
|
---|
[7ee66ea] | 568 |
|
---|
[485424b] | 569 | GLint model_test_loc = glGetUniformLocation(shader_program, "model");
|
---|
| 570 | GLint view_test_loc = glGetUniformLocation(shader_program, "view");
|
---|
| 571 | GLint proj_test_loc = glGetUniformLocation(shader_program, "proj");
|
---|
[7ee66ea] | 572 |
|
---|
[19c9338] | 573 | GLint model_mat_loc = glGetUniformLocation(shader_program2, "model");
|
---|
| 574 | GLint view_mat_loc = glGetUniformLocation(shader_program2, "view");
|
---|
| 575 | GLint proj_mat_loc = glGetUniformLocation(shader_program2, "proj");
|
---|
| 576 |
|
---|
[7ee66ea] | 577 | glUseProgram(shader_program);
|
---|
[df652d5] | 578 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[0].model_mat));
|
---|
[19c9338] | 579 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[c62eee6] | 580 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[485424b] | 581 |
|
---|
| 582 | glUseProgram(shader_program2);
|
---|
[df652d5] | 583 | glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(objects[1].model_mat));
|
---|
[19c9338] | 584 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[c62eee6] | 585 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[7ee66ea] | 586 |
|
---|
| 587 | bool cam_moved = false;
|
---|
| 588 |
|
---|
[93baa0e] | 589 | double previous_seconds = glfwGetTime();
|
---|
[644a2e4] | 590 | while (!glfwWindowShouldClose(window)) {
|
---|
[93baa0e] | 591 | double current_seconds = glfwGetTime();
|
---|
| 592 | double elapsed_seconds = current_seconds - previous_seconds;
|
---|
| 593 | previous_seconds = current_seconds;
|
---|
| 594 |
|
---|
| 595 | if (fabs(last_position) > 1.0f) {
|
---|
| 596 | speed = -speed;
|
---|
| 597 | }
|
---|
| 598 |
|
---|
[147ac6d] | 599 | if (clickedObject == &objects[0]) {
|
---|
| 600 | selectedObject = &objects[0];
|
---|
| 601 | }
|
---|
[33a9664] | 602 |
|
---|
[147ac6d] | 603 | // At some point, I should change this to only rebind the buffer once per click, not once per frame
|
---|
| 604 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 605 | if (selectedObject == &objects[0]) {
|
---|
| 606 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors_new, GL_STATIC_DRAW);
|
---|
| 607 | }
|
---|
| 608 | else {
|
---|
| 609 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
|
---|
[64a70f4] | 610 | }
|
---|
[33a9664] | 611 |
|
---|
[7ee66ea] | 612 | /*
|
---|
[93baa0e] | 613 | model[12] = last_position + speed*elapsed_seconds;
|
---|
| 614 | last_position = model[12];
|
---|
[7ee66ea] | 615 | */
|
---|
[93baa0e] | 616 |
|
---|
| 617 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[485424b] | 618 |
|
---|
| 619 | glUseProgram(shader_program);
|
---|
[19c9338] | 620 |
|
---|
| 621 | // this is temporary.
|
---|
| 622 | // It's needed to offset the code for the recoloring of the square working during click detection
|
---|
[df652d5] | 623 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[0].model_mat));
|
---|
[485424b] | 624 |
|
---|
[644a2e4] | 625 | glBindVertexArray(vao);
|
---|
[93baa0e] | 626 |
|
---|
[7ee66ea] | 627 | glDrawArrays(GL_TRIANGLES, 0, numPoints);
|
---|
[ec4456b] | 628 |
|
---|
[147ac6d] | 629 | if (clickedObject == &objects[1]) {
|
---|
[df652d5] | 630 | squareSelected = !squareSelected;
|
---|
[147ac6d] | 631 | selectedObject = &objects[1];
|
---|
[df652d5] | 632 | }
|
---|
| 633 |
|
---|
[147ac6d] | 634 | if (selectedObject == &objects[1]) {
|
---|
[64a70f4] | 635 | glUseProgram(shader_program);
|
---|
[19c9338] | 636 |
|
---|
| 637 | // this is temporary.
|
---|
| 638 | // It's needed to get the recoloring of the square working during click detection
|
---|
[df652d5] | 639 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[1].model_mat));
|
---|
[64a70f4] | 640 |
|
---|
| 641 | glBindVertexArray(vao2);
|
---|
[485424b] | 642 |
|
---|
[64a70f4] | 643 | glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
|
---|
| 644 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
| 645 | } else {
|
---|
| 646 | glUseProgram(shader_program2);
|
---|
| 647 |
|
---|
| 648 | glBindVertexArray(vao2);
|
---|
| 649 |
|
---|
| 650 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
|
---|
| 651 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
| 652 | }
|
---|
[485424b] | 653 |
|
---|
[64a70f4] | 654 | glDrawArrays(GL_TRIANGLES, 0, numPoints2);
|
---|
[485424b] | 655 |
|
---|
[147ac6d] | 656 | clickedObject = NULL;
|
---|
[df652d5] | 657 |
|
---|
[644a2e4] | 658 | glfwPollEvents();
|
---|
| 659 | glfwSwapBuffers(window);
|
---|
[ec4456b] | 660 |
|
---|
| 661 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
|
---|
| 662 | glfwSetWindowShouldClose(window, 1);
|
---|
| 663 | }
|
---|
[7ee66ea] | 664 |
|
---|
| 665 | float dist = cam_speed * elapsed_seconds;
|
---|
| 666 | if (glfwGetKey(window, GLFW_KEY_A)) {
|
---|
[c62eee6] | 667 | cam_pos.x -= cos(cam_yaw)*dist;
|
---|
| 668 | cam_pos.z += sin(cam_yaw)*dist;
|
---|
[7ee66ea] | 669 | cam_moved = true;
|
---|
| 670 | }
|
---|
| 671 | if (glfwGetKey(window, GLFW_KEY_D)) {
|
---|
[c62eee6] | 672 | cam_pos.x += cos(cam_yaw)*dist;
|
---|
| 673 | cam_pos.z -= sin(cam_yaw)*dist;
|
---|
[7ee66ea] | 674 | cam_moved = true;
|
---|
| 675 | }
|
---|
| 676 | if (glfwGetKey(window, GLFW_KEY_W)) {
|
---|
[c62eee6] | 677 | cam_pos.x -= sin(cam_yaw)*dist;
|
---|
| 678 | cam_pos.z -= cos(cam_yaw)*dist;
|
---|
[7ee66ea] | 679 | cam_moved = true;
|
---|
| 680 | }
|
---|
| 681 | if (glfwGetKey(window, GLFW_KEY_S)) {
|
---|
[c62eee6] | 682 | cam_pos.x += sin(cam_yaw)*dist;
|
---|
| 683 | cam_pos.z += cos(cam_yaw)*dist;
|
---|
[7ee66ea] | 684 | cam_moved = true;
|
---|
| 685 | }
|
---|
| 686 | if (glfwGetKey(window, GLFW_KEY_LEFT)) {
|
---|
| 687 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
---|
| 688 | cam_moved = true;
|
---|
| 689 | }
|
---|
| 690 | if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
|
---|
| 691 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
---|
| 692 | cam_moved = true;
|
---|
| 693 | }
|
---|
| 694 | if (cam_moved) {
|
---|
[c62eee6] | 695 | T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
[7ee66ea] | 696 | R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
[33a9664] | 697 | // view_mat = R*T;
|
---|
[7ee66ea] | 698 |
|
---|
| 699 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 700 | cam_moved = false;
|
---|
| 701 | }
|
---|
[644a2e4] | 702 | }
|
---|
| 703 |
|
---|
[5272b6b] | 704 | glfwTerminate();
|
---|
| 705 | return 0;
|
---|
| 706 | }
|
---|
[ec4456b] | 707 |
|
---|
| 708 | GLuint loadShader(GLenum type, string file) {
|
---|
| 709 | cout << "Loading shader from file " << file << endl;
|
---|
| 710 |
|
---|
| 711 | ifstream shaderFile(file);
|
---|
| 712 | GLuint shaderId = 0;
|
---|
| 713 |
|
---|
| 714 | if (shaderFile.is_open()) {
|
---|
| 715 | string line, shaderString;
|
---|
| 716 |
|
---|
| 717 | while(getline(shaderFile, line)) {
|
---|
| 718 | shaderString += line + "\n";
|
---|
| 719 | }
|
---|
| 720 | shaderFile.close();
|
---|
| 721 | const char* shaderCString = shaderString.c_str();
|
---|
| 722 |
|
---|
| 723 | shaderId = glCreateShader(type);
|
---|
| 724 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
---|
| 725 | glCompileShader(shaderId);
|
---|
| 726 |
|
---|
| 727 | cout << "Loaded successfully" << endl;
|
---|
| 728 | } else {
|
---|
| 729 | cout << "Failed to loade the file" << endl;
|
---|
| 730 | }
|
---|
| 731 |
|
---|
| 732 | return shaderId;
|
---|
| 733 | }
|
---|
[485424b] | 734 |
|
---|
| 735 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
---|
| 736 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
---|
| 737 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
---|
| 738 |
|
---|
| 739 | GLuint shader_program = glCreateProgram();
|
---|
| 740 | glAttachShader(shader_program, vs);
|
---|
| 741 | glAttachShader(shader_program, fs);
|
---|
| 742 |
|
---|
| 743 | glLinkProgram(shader_program);
|
---|
| 744 |
|
---|
| 745 | return shader_program;
|
---|
| 746 | }
|
---|
| 747 |
|
---|
| 748 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
---|
| 749 | int n;
|
---|
| 750 | int force_channels = 4;
|
---|
| 751 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
---|
| 752 | if (!image_data) {
|
---|
| 753 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
---|
| 754 | }
|
---|
| 755 | return image_data;
|
---|
| 756 | }
|
---|
[33a9664] | 757 |
|
---|
[df652d5] | 758 | bool insideTriangle(vec3 p, ObjectFace* face) {
|
---|
| 759 | vec3 v21 = face->points[1]- face->points[0];
|
---|
| 760 | vec3 v31 = face->points[2]- face->points[0];
|
---|
| 761 | vec3 pv1 = p- face->points[0];
|
---|
[33a9664] | 762 |
|
---|
| 763 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
---|
| 764 | float x = (pv1.x-y*v31.x) / v21.x;
|
---|
| 765 |
|
---|
| 766 | cout << "(" << x << ", " << y << ")" << endl;
|
---|
| 767 |
|
---|
| 768 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
---|
| 769 | }
|
---|
[d12d003] | 770 |
|
---|
| 771 | void printVector(string label, vec3 v) {
|
---|
| 772 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
|
---|
| 773 | }
|
---|