[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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[c62eee6] | 5 | #define GLM_SWIZZLE
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| 6 | #include <glm/mat4x4.hpp>
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[7ee66ea] | 7 | #include <glm/gtc/matrix_transform.hpp>
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| 8 | #include <glm/gtc/type_ptr.hpp>
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| 9 |
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[5272b6b] | 10 | #include <GL/glew.h>
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| 11 | #include <GLFW/glfw3.h>
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| 12 |
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[22b2c37] | 13 | #include <cstdio>
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| 14 | #include <iostream>
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[ec4456b] | 15 | #include <fstream>
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[7ee66ea] | 16 |
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| 17 | #define _USE_MATH_DEFINES
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[93baa0e] | 18 | #include <cmath>
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[22b2c37] | 19 |
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[5272b6b] | 20 | using namespace std;
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[7ee66ea] | 21 | using namespace glm;
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| 22 |
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| 23 | #define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
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[c62eee6] | 24 |
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[485424b] | 25 | const bool FULLSCREEN = false;
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[c62eee6] | 26 | int width = 640;
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| 27 | int height = 480;
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| 28 |
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| 29 | vec3 cam_pos;
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| 30 |
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| 31 | vec3 face_point1, face_point2, face_point3;
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| 32 |
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[33a9664] | 33 | bool clicked = false;
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| 34 | int colors_i = 0;
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| 35 |
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[c62eee6] | 36 | mat4 view_mat;
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| 37 | mat4 proj_mat;
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[5272b6b] | 38 |
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[33a9664] | 39 | bool insideTriangle(vec3 p, vec3 v1, vec3 v2, vec3 v3);
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| 40 |
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[ec4456b] | 41 | GLuint loadShader(GLenum type, string file);
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[485424b] | 42 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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| 43 | unsigned char* loadImage(string file_name, int* x, int* y);
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[ec4456b] | 44 |
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| 45 | void glfw_error_callback(int error, const char* description) {
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| 46 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
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| 47 | }
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| 48 |
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[c62eee6] | 49 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
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| 50 | double mouse_x, mouse_y;
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| 51 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
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| 52 |
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| 53 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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| 54 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
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| 55 |
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| 56 | float x = (2.0f*mouse_x) / width - 1.0f;
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| 57 | float y = 1.0f - (2.0f*mouse_y) / height;
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[33a9664] | 58 | cout << "x: " << x << ", y: " << y << endl;
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| 59 |
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| 60 | // Since the projection matrix gets applied before the view matrix,
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| 61 | // treat the initial camera position (aka origin of the ray) as (0, 0, 0)
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| 62 |
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| 63 | // When getting the ray direction, you can use near and fov to get the
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| 64 | // coordinates
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[c62eee6] | 65 |
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[33a9664] | 66 | 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] | 67 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
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| 68 | ray_eye = vec4(ray_eye.xy(), -1.0f, 0.0f);
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| 69 | vec3 ray_world = normalize((inverse(view_mat) * ray_eye).xyz());
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| 70 |
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[33a9664] | 71 | /* LATEST NOTES:
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| 72 | *
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| 73 | * Normalizing the world ray caused issues, although it should make sense with the projection
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| 74 | * matrix, since the z coordinate has meaning there.
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| 75 | *
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| 76 | * Now, I need to figure out the correct intersection test in 2D space
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| 77 | * Also, need to check that the global triangle points are correct
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| 78 | */
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| 79 |
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| 80 | // since ray_world is the end result we want anyway, we probably don't need to add cam_pos to
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| 81 | // it, only to subtract it later
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| 82 |
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[c62eee6] | 83 | vec3 click_point = cam_pos + ray_world;
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| 84 |
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| 85 | /* Now, we need to generate the constants for the equations describing
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| 86 | * a 3D line:
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| 87 | * (x - x0) / a = (y - y0) / b = (z - z0) / c
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| 88 | *
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| 89 | * The line goes through the camera position, so
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| 90 | * cam_pos = <x0, y0, z0>
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| 91 | */
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| 92 |
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[33a9664] | 93 | // upper right corner is 1, 1 in opengl
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| 94 |
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[c62eee6] | 95 | cout << "Converted -> (" << ray_world.x << "," << ray_world.y << "," << ray_world.z << ")" << endl << endl;;
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| 96 | cout << "Camera -> (" << cam_pos.x << "," << cam_pos.y << "," << cam_pos.z << ")" << endl;
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| 97 | cout << "Click point -> (" << click_point.x << "," << click_point.y << "," << click_point.z << ")" << endl;
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| 98 |
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| 99 | float a = 1.0f;
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| 100 | float b = a * (click_point.y - cam_pos.y) / (click_point.x - cam_pos.x);
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| 101 | float c = a * (click_point.z - cam_pos.z) / (click_point.x - cam_pos.x);
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| 102 |
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| 103 | cout << "(x - " << cam_pos.x << ") / " << a << " = ";
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| 104 | cout << "(y - " << cam_pos.y << ") / " << b << " = ";
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| 105 | cout << "(z - " << cam_pos.z << ") / " << c << endl;;
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| 106 |
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| 107 | /* Now, we need to generate the constants for the equations describing
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| 108 | * a 3D plane:
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| 109 | * dx + ey +fz +g = 0
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| 110 | */
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| 111 |
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[33a9664] | 112 | vec3 fp1 = face_point1;
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| 113 | vec3 fp2 = face_point2;
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| 114 | vec3 fp3 = face_point3;
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| 115 |
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[c62eee6] | 116 | cout << "Points on the plane" << endl;
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[33a9664] | 117 | cout << "(" << fp1.x << ", " << fp1.y << ", " << fp1.z << ")" << endl;
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| 118 | cout << "(" << fp2.x << ", " << fp2.y << ", " << fp2.z << ")" << endl;
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| 119 | cout << "(" << fp3.x << ", " << fp3.y << ", " << fp3.z << ")" << endl;
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| 120 |
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| 121 | float pa = (fp2.y-fp1.y)*(fp3.z-fp1.z) - (fp3.y-fp1.y)*(fp2.z-fp1.z);
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| 122 | float pb = (fp2.z-fp1.z)*(fp3.x-fp1.x) - (fp3.z-fp1.z)*(fp2.x-fp1.x);
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| 123 | float pc = (fp2.x-fp1.x)*(fp3.y-fp1.y) - (fp3.x-fp1.x)*(fp2.y-fp1.y);
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| 124 | float pd = -(pa*fp1.x+pb*fp1.y+pc*fp1.z);
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| 125 |
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| 126 | cout << pa << "x+" << pb << "y+" << pc << "z+" << pd << "=0" << endl;
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[c62eee6] | 127 |
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| 128 | // get intersection
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[33a9664] | 129 |
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| 130 | // the intersection this computes is incorrect
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| 131 | // it doesn't match the equation of the plane
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| 132 | vec3 i;
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| 133 | i.z = -cam_pos.z - pc*pd/(pa*a+pb*b);
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| 134 | i.x = cam_pos.x + a * (i.z-cam_pos.z) / c;
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| 135 | i.y = cam_pos.y + b * (i.z-cam_pos.z) / c;
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| 136 |
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| 137 | cout << "The holy grail?" << endl;
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| 138 | cout << "(" << i.x << "," << i.y << "," << i.z << ")" << endl;
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| 139 |
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| 140 | bool hit = insideTriangle(i, fp1, fp2, fp3);
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| 141 | cout << (hit ? "true" : "false") << endl;
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| 142 |
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| 143 | if (hit) {
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| 144 | clicked = true;
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| 145 | }
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| 146 | }
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| 147 | }
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| 148 |
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| 149 | void mouse_button_callback_new(GLFWwindow* window, int button, int action, int mods) {
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| 150 | double mouse_x, mouse_y;
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| 151 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
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| 152 |
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| 153 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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| 154 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
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| 155 |
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| 156 | float x = (2.0f*mouse_x) / width - 1.0f;
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| 157 | float y = 1.0f - (2.0f*mouse_y) / height;
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| 158 | cout << "x: " << x << ", y: " << y << endl;
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| 159 |
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| 160 | // CHECK: Looks good up to here
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| 161 |
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| 162 | // Since the projection matrix gets applied before the view matrix,
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| 163 | // treat the initial camera position (aka origin of the ray) as (0, 0, 0)
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| 164 |
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| 165 | // When getting the ray direction, you can use near and fov to get the
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| 166 | // coordinates
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| 167 |
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| 168 | // 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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| 169 | // vec4 ray_eye = inverse(proj_mat) * ray_clip;
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| 170 | // ray_eye = vec4(ray_eye.xy(), -1.0f, 0.0f);
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| 171 | // vec3 ray_world = normalize((inverse(view_mat) * ray_eye).xyz());
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| 172 |
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| 173 | 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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| 174 | vec3 ray_world = (inverse(view_mat) * ray_clip).xyz();
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| 175 |
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| 176 | /* LATEST NOTES:
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| 177 | *
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| 178 | * Normalizing the world ray caused issues, although it should make sense with the projection
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| 179 | * matrix, since the z coordinate has meaning there.
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| 180 | *
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| 181 | * Now, I need to figure out the correct intersection test in 2D space
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| 182 | * Also, need to check that the global triangle points are correct
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| 183 | */
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| 184 |
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| 185 | // since ray_world is the end result we want anyway, we probably don't need to add cam_pos to
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| 186 | // it, only to subtract it later
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| 187 |
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| 188 | vec3 click_point = cam_pos + ray_world;
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| 189 |
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| 190 | /* Now, we need to generate the constants for the equations describing
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| 191 | * a 3D line:
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| 192 | * (x - x0) / a = (y - y0) / b = (z - z0) / c
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| 193 | *
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| 194 | * The line goes through the camera position, so
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| 195 | * cam_pos = <x0, y0, z0>
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| 196 | */
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| 197 |
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| 198 | // upper right corner is 1, 1 in opengl
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| 199 |
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| 200 | cout << "Converted -> (" << ray_world.x << "," << ray_world.y << "," << ray_world.z << ")" << endl << endl;;
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| 201 | cout << "Camera -> (" << cam_pos.x << "," << cam_pos.y << "," << cam_pos.z << ")" << endl;
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| 202 | cout << "Click point -> (" << click_point.x << "," << click_point.y << "," << click_point.z << ")" << endl;
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| 203 |
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| 204 | float a = 1.0f;
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| 205 | float b = a * (click_point.y - cam_pos.y) / (click_point.x - cam_pos.x);
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| 206 | float c = a * (click_point.z - cam_pos.z) / (click_point.x - cam_pos.x);
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| 207 |
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| 208 | cout << "(x - " << cam_pos.x << ") / " << a << " = ";
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| 209 | cout << "(y - " << cam_pos.y << ") / " << b << " = ";
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| 210 | cout << "(z - " << cam_pos.z << ") / " << c << endl;;
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| 211 |
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| 212 | /* Now, we need to generate the constants for the equations describing
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| 213 | * a 3D plane:
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| 214 | * dx + ey +fz +g = 0
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| 215 | */
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| 216 |
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| 217 | vec3 fp1 = face_point1;
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| 218 | vec3 fp2 = face_point2;
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| 219 | vec3 fp3 = face_point3;
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| 220 |
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| 221 | cout << "Points on the plane" << endl;
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| 222 | cout << "(" << fp1.x << ", " << fp1.y << ", " << fp1.z << ")" << endl;
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| 223 | cout << "(" << fp2.x << ", " << fp2.y << ", " << fp2.z << ")" << endl;
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| 224 | cout << "(" << fp3.x << ", " << fp3.y << ", " << fp3.z << ")" << endl;
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| 225 |
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| 226 | float pa = (fp2.y-fp1.y)*(fp3.z-fp1.z) - (fp3.y-fp1.y)*(fp2.z-fp1.z);
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| 227 | float pb = (fp2.z-fp1.z)*(fp3.x-fp1.x) - (fp3.z-fp1.z)*(fp2.x-fp1.x);
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| 228 | float pc = (fp2.x-fp1.x)*(fp3.y-fp1.y) - (fp3.x-fp1.x)*(fp2.y-fp1.y);
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| 229 | float pd = -(pa*fp1.x+pb*fp1.y+pc*fp1.z);
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| 230 |
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| 231 | cout << pa << "x+" << pb << "y+" << pc << "z+" << pd << "=0" << endl;
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| 232 |
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| 233 | // get intersection
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| 234 |
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| 235 | // the intersection this computes is incorrect
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| 236 | // it doesn't match the equation of the plane
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| 237 | vec3 i;
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| 238 | i.z = -cam_pos.z - pc*pd/(pa*a+pb*b);
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| 239 | i.x = cam_pos.x + a * (i.z-cam_pos.z) / c;
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| 240 | i.y = cam_pos.y + b * (i.z-cam_pos.z) / c;
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| 241 |
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| 242 | cout << "The holy grail?" << endl;
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| 243 | cout << "(" << i.x << "," << i.y << "," << i.z << ")" << endl;
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| 244 |
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| 245 | bool hit = insideTriangle(i, fp1, fp2, fp3);
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| 246 | cout << (hit ? "true" : "false") << endl;
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| 247 |
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| 248 | if (hit) {
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| 249 | clicked = true;
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| 250 | }
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[c62eee6] | 251 | }
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| 252 | }
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| 253 |
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[5272b6b] | 254 | int main(int argc, char* argv[]) {
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| 255 | cout << "New OpenGL Game" << endl;
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| 256 |
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[ec4456b] | 257 | if (!restart_gl_log()) {}
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| 258 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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[22b2c37] | 259 |
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[ec4456b] | 260 | glfwSetErrorCallback(glfw_error_callback);
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[5272b6b] | 261 | if (!glfwInit()) {
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| 262 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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| 263 | return 1;
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[be246ad] | 264 | }
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| 265 |
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| 266 | #ifdef __APPLE__
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| 267 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 268 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 269 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 270 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 271 | #endif
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[5272b6b] | 272 |
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[ec4456b] | 273 | glfwWindowHint(GLFW_SAMPLES, 4);
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| 274 |
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| 275 | GLFWwindow* window = NULL;
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| 276 |
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| 277 | if (FULLSCREEN) {
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| 278 | GLFWmonitor* mon = glfwGetPrimaryMonitor();
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| 279 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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| 280 |
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| 281 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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| 282 | window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL);
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| 283 |
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| 284 | width = vmode->width;
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| 285 | height = vmode->height;
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| 286 | } else {
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| 287 | window = glfwCreateWindow(width, height, "Hello Triangle", NULL, NULL);
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| 288 | }
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| 289 |
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[5272b6b] | 290 | if (!window) {
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| 291 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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| 292 | glfwTerminate();
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| 293 | return 1;
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| 294 | }
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[c62eee6] | 295 |
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| 296 | glfwSetMouseButtonCallback(window, mouse_button_callback);
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| 297 |
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[644a2e4] | 298 | glfwMakeContextCurrent(window);
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[5272b6b] | 299 | glewExperimental = GL_TRUE;
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| 300 | glewInit();
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| 301 |
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[ec4456b] | 302 | // glViewport(0, 0, width*2, height*2);
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| 303 |
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[5272b6b] | 304 | const GLubyte* renderer = glGetString(GL_RENDERER);
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| 305 | const GLubyte* version = glGetString(GL_VERSION);
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| 306 | printf("Renderer: %s\n", renderer);
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| 307 | printf("OpenGL version supported %s\n", version);
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[93baa0e] | 308 |
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[5272b6b] | 309 | glEnable(GL_DEPTH_TEST);
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| 310 | glDepthFunc(GL_LESS);
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[516668e] | 311 |
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[93baa0e] | 312 | glEnable(GL_CULL_FACE);
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| 313 | // glCullFace(GL_BACK);
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| 314 | // glFrontFace(GL_CW);
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| 315 |
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[485424b] | 316 | int x, y;
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| 317 | unsigned char* texImage = loadImage("test.png", &x, &y);
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| 318 | if (texImage) {
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| 319 | cout << "Yay, I loaded an image!" << endl;
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| 320 | cout << x << endl;
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| 321 | cout << y << endl;
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| 322 | printf ("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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| 323 | }
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| 324 |
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| 325 | GLuint tex = 0;
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| 326 | glGenTextures(1, &tex);
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| 327 | glActiveTexture(GL_TEXTURE0);
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| 328 | glBindTexture(GL_TEXTURE_2D, tex);
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| 329 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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| 330 |
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| 331 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 332 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 333 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 334 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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| 335 |
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[516668e] | 336 | GLfloat points[] = {
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[33a9664] | 337 | 0.0f, 0.5f, -0.001f,
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[516668e] | 338 | -0.5f, -0.5f, 0.0f,
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[93baa0e] | 339 | 0.5f, -0.5f, 0.0f,
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[7ee66ea] | 340 | 0.5f, -0.5f, 0.0f,
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| 341 | -0.5f, -0.5f, 0.0f,
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[33a9664] | 342 | 0.0f, 0.5f, -0.001f,
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[516668e] | 343 | };
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[33a9664] | 344 | /*
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| 345 | GLfloat points[] = {
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| 346 | 0.0f, 1.0f, 0.0f,
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| 347 | -1.0f, 0.0f, 0.0f,
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| 348 | 1.0f, 0.0f, 0.0f,
|
---|
| 349 | 1.0f, 0.0f, 0.0f,
|
---|
| 350 | -1.0f, 0.0f, 0.0f,
|
---|
| 351 | 0.0f, 1.0f, 0.0f,
|
---|
| 352 | };
|
---|
| 353 | */
|
---|
[516668e] | 354 |
|
---|
[c62eee6] | 355 | // initialize global variables for click intersection test
|
---|
| 356 | face_point1 = vec3(points[0], points[1], points[2]);
|
---|
| 357 | face_point2 = vec3(points[3], points[4], points[5]);
|
---|
| 358 | face_point3 = vec3(points[6], points[7], points[8]);
|
---|
| 359 |
|
---|
[8b7cfcf] | 360 | GLfloat colors[] = {
|
---|
| 361 | 1.0, 0.0, 0.0,
|
---|
| 362 | 0.0, 0.0, 1.0,
|
---|
[93baa0e] | 363 | 0.0, 1.0, 0.0,
|
---|
[7ee66ea] | 364 | 0.0, 1.0, 0.0,
|
---|
| 365 | 0.0, 0.0, 1.0,
|
---|
| 366 | 1.0, 0.0, 0.0,
|
---|
[93baa0e] | 367 | };
|
---|
| 368 |
|
---|
[33a9664] | 369 | GLfloat colors_new[] = {
|
---|
| 370 | 0.0, 1.0, 0.0,
|
---|
| 371 | 0.0, 1.0, 0.0,
|
---|
| 372 | 0.0, 1.0, 0.0,
|
---|
| 373 | 0.0, 1.0, 0.0,
|
---|
| 374 | 0.0, 1.0, 0.0,
|
---|
| 375 | 0.0, 1.0, 0.0,
|
---|
| 376 | };
|
---|
| 377 |
|
---|
[485424b] | 378 | // Each point is made of 3 floats
|
---|
| 379 | int numPoints = (sizeof(points) / sizeof(float)) / 3;
|
---|
| 380 |
|
---|
| 381 | GLfloat points2[] = {
|
---|
| 382 | 0.5f, 0.5f, 0.0f,
|
---|
| 383 | -0.5f, 0.5f, 0.0f,
|
---|
| 384 | -0.5f, -0.5f, 0.0f,
|
---|
| 385 | 0.5f, 0.5f, 0.0f,
|
---|
| 386 | -0.5f, -0.5f, 0.0f,
|
---|
| 387 | 0.5f, -0.5f, 0.0f,
|
---|
| 388 | };
|
---|
| 389 |
|
---|
| 390 | /*
|
---|
| 391 | GLfloat colors2[] = {
|
---|
| 392 | 0.0, 0.9, 0.9,
|
---|
| 393 | 0.0, 0.9, 0.9,
|
---|
| 394 | 0.0, 0.9, 0.9,
|
---|
| 395 | 0.0, 0.9, 0.9,
|
---|
| 396 | 0.0, 0.9, 0.9,
|
---|
| 397 | 0.0, 0.9, 0.9,
|
---|
| 398 | };
|
---|
| 399 | */
|
---|
| 400 |
|
---|
| 401 | GLfloat texcoords[] = {
|
---|
| 402 | 1.0f, 1.0f,
|
---|
| 403 | 0.0f, 1.0f,
|
---|
| 404 | 0.0, 0.0,
|
---|
| 405 | 1.0, 1.0,
|
---|
| 406 | 0.0, 0.0,
|
---|
| 407 | 1.0, 0.0
|
---|
| 408 | };
|
---|
| 409 |
|
---|
| 410 | // Each point is made of 3 floats
|
---|
| 411 | int numPoints2 = (sizeof(points2) / sizeof(float)) / 3;
|
---|
| 412 |
|
---|
[c62eee6] | 413 | /*
|
---|
[201e2f8] | 414 | mat4 T_model = translate(mat4(), vec3(0.5f, 0.0f, 0.0f));
|
---|
| 415 | mat4 R_model = rotate(mat4(), 4.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
[c62eee6] | 416 | */
|
---|
| 417 | mat4 T_model = translate(mat4(), vec3(0.0f, 0.0f, 0.0f));
|
---|
| 418 | mat4 R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
[201e2f8] | 419 | mat4 model_mat = T_model*R_model;
|
---|
[8b7cfcf] | 420 |
|
---|
[485424b] | 421 | mat4 T_model2 = translate(mat4(), vec3(-1.0f, 0.0f, 0.0f));
|
---|
[33a9664] | 422 | // mat4 T_model2 = translate(mat4(), vec3(0.0f, 0.0f, 0.0f));
|
---|
[485424b] | 423 | mat4 R_model2 = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
| 424 | mat4 model_mat2 = T_model2*R_model2;
|
---|
| 425 |
|
---|
[8b7cfcf] | 426 | GLuint points_vbo = 0;
|
---|
| 427 | glGenBuffers(1, &points_vbo);
|
---|
| 428 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
[516668e] | 429 | glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
|
---|
| 430 |
|
---|
[8b7cfcf] | 431 | GLuint colors_vbo = 0;
|
---|
| 432 | glGenBuffers(1, &colors_vbo);
|
---|
| 433 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 434 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
|
---|
| 435 |
|
---|
[644a2e4] | 436 | GLuint vao = 0;
|
---|
[516668e] | 437 | glGenVertexArrays(1, &vao);
|
---|
| 438 | glBindVertexArray(vao);
|
---|
[8b7cfcf] | 439 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
[516668e] | 440 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
[8b7cfcf] | 441 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 442 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
[516668e] | 443 |
|
---|
[8b7cfcf] | 444 | glEnableVertexAttribArray(0);
|
---|
| 445 | glEnableVertexAttribArray(1);
|
---|
[644a2e4] | 446 |
|
---|
[485424b] | 447 | GLuint points2_vbo = 0;
|
---|
| 448 | glGenBuffers(1, &points2_vbo);
|
---|
| 449 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
|
---|
| 450 | glBufferData(GL_ARRAY_BUFFER, sizeof(points2), points2, GL_STATIC_DRAW);
|
---|
| 451 |
|
---|
| 452 | /*
|
---|
| 453 | GLuint colors2_vbo = 0;
|
---|
| 454 | glGenBuffers(1, &colors2_vbo);
|
---|
| 455 | glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
|
---|
| 456 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors2), colors2, GL_STATIC_DRAW);
|
---|
| 457 | */
|
---|
| 458 |
|
---|
| 459 | GLuint vt_vbo;
|
---|
| 460 | glGenBuffers(1, &vt_vbo);
|
---|
| 461 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
|
---|
| 462 | glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW);
|
---|
| 463 |
|
---|
| 464 | GLuint vao2 = 0;
|
---|
| 465 | glGenVertexArrays(1, &vao2);
|
---|
| 466 | glBindVertexArray(vao2);
|
---|
| 467 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
|
---|
| 468 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
| 469 | // glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
|
---|
| 470 | // glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
| 471 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
|
---|
| 472 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
[644a2e4] | 473 |
|
---|
[485424b] | 474 | glEnableVertexAttribArray(0);
|
---|
| 475 | glEnableVertexAttribArray(1);
|
---|
[8b7cfcf] | 476 |
|
---|
[485424b] | 477 | GLuint shader_program = loadShaderProgram("./color.vert", "./color.frag");
|
---|
| 478 | GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag");
|
---|
[644a2e4] | 479 |
|
---|
[93baa0e] | 480 | float speed = 1.0f;
|
---|
| 481 | float last_position = 0.0f;
|
---|
| 482 |
|
---|
[7ee66ea] | 483 | float cam_speed = 1.0f;
|
---|
[201e2f8] | 484 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
[7ee66ea] | 485 |
|
---|
[c62eee6] | 486 | cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
---|
[33a9664] | 487 | //cam_pos = vec3(0.0f, 0.0f, 0.0f);
|
---|
[7ee66ea] | 488 | float cam_yaw = 0.0f;
|
---|
| 489 |
|
---|
[c62eee6] | 490 | mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
[7ee66ea] | 491 | mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
[33a9664] | 492 | /*
|
---|
| 493 | mat4 T = translate(mat4(), vec3(0.0f, 0.0f, 0.0f));
|
---|
| 494 | mat4 R = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
| 495 | */
|
---|
[c62eee6] | 496 | view_mat = R*T;
|
---|
[7ee66ea] | 497 |
|
---|
| 498 | float near = 0.1f;
|
---|
| 499 | float far = 100.0f;
|
---|
| 500 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
---|
| 501 | float aspect = (float)width / (float)height;
|
---|
| 502 |
|
---|
| 503 | float range = tan(fov * 0.5f) * near;
|
---|
| 504 | float Sx = near / (range * aspect);
|
---|
| 505 | float Sy = near / range;
|
---|
| 506 | float Sz = -(far + near) / (far - near);
|
---|
| 507 | float Pz = -(2.0f * far * near) / (far - near);
|
---|
| 508 |
|
---|
[c62eee6] | 509 | float proj_arr[] = {
|
---|
[7ee66ea] | 510 | Sx, 0.0f, 0.0f, 0.0f,
|
---|
| 511 | 0.0f, Sy, 0.0f, 0.0f,
|
---|
| 512 | 0.0f, 0.0f, Sz, -1.0f,
|
---|
| 513 | 0.0f, 0.0f, Pz, 0.0f,
|
---|
| 514 | };
|
---|
[33a9664] | 515 | /*
|
---|
| 516 | float proj_arr[] = {
|
---|
| 517 | 1.0f, 0.0f, 0.0f, 0.0f,
|
---|
| 518 | 0.0f, 1.0f, 0.0f, 0.0f,
|
---|
| 519 | 0.0f, 0.0f, 1.0f, 0.0f,
|
---|
| 520 | 0.0f, 0.0f, 0.0f, 1.0f,
|
---|
| 521 | };
|
---|
| 522 | */
|
---|
[c62eee6] | 523 | proj_mat = make_mat4(proj_arr);
|
---|
[7ee66ea] | 524 |
|
---|
[485424b] | 525 | GLint model_mat_loc = glGetUniformLocation(shader_program2, "model");
|
---|
| 526 | GLint view_mat_loc = glGetUniformLocation(shader_program2, "view");
|
---|
| 527 | GLint proj_mat_loc = glGetUniformLocation(shader_program2, "proj");
|
---|
| 528 |
|
---|
| 529 | GLint model_test_loc = glGetUniformLocation(shader_program, "model");
|
---|
| 530 | GLint view_test_loc = glGetUniformLocation(shader_program, "view");
|
---|
| 531 | GLint proj_test_loc = glGetUniformLocation(shader_program, "proj");
|
---|
[7ee66ea] | 532 |
|
---|
| 533 | glUseProgram(shader_program);
|
---|
[485424b] | 534 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(model_mat));
|
---|
[c62eee6] | 535 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[485424b] | 536 |
|
---|
| 537 | glUseProgram(shader_program2);
|
---|
| 538 | glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(model_mat2));
|
---|
[c62eee6] | 539 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[7ee66ea] | 540 |
|
---|
[485424b] | 541 | // glUniform1i(tex_loc, 0);
|
---|
| 542 |
|
---|
[7ee66ea] | 543 | bool cam_moved = false;
|
---|
| 544 |
|
---|
[93baa0e] | 545 | double previous_seconds = glfwGetTime();
|
---|
[644a2e4] | 546 | while (!glfwWindowShouldClose(window)) {
|
---|
[93baa0e] | 547 | double current_seconds = glfwGetTime();
|
---|
| 548 | double elapsed_seconds = current_seconds - previous_seconds;
|
---|
| 549 | previous_seconds = current_seconds;
|
---|
| 550 |
|
---|
| 551 | if (fabs(last_position) > 1.0f) {
|
---|
| 552 | speed = -speed;
|
---|
| 553 | }
|
---|
| 554 |
|
---|
[33a9664] | 555 | if (clicked) {
|
---|
| 556 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 557 |
|
---|
| 558 | if (colors_i == 0) {
|
---|
| 559 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors_new, GL_STATIC_DRAW);
|
---|
| 560 | colors_i = 1;
|
---|
| 561 | } else {
|
---|
| 562 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
|
---|
| 563 | colors_i = 0;
|
---|
| 564 | }
|
---|
| 565 |
|
---|
| 566 | clicked = false;
|
---|
| 567 | }
|
---|
| 568 |
|
---|
[7ee66ea] | 569 | /*
|
---|
[93baa0e] | 570 | model[12] = last_position + speed*elapsed_seconds;
|
---|
| 571 | last_position = model[12];
|
---|
[7ee66ea] | 572 | */
|
---|
[93baa0e] | 573 |
|
---|
| 574 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[485424b] | 575 |
|
---|
| 576 | glUseProgram(shader_program);
|
---|
| 577 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 578 |
|
---|
[644a2e4] | 579 | glBindVertexArray(vao);
|
---|
[93baa0e] | 580 |
|
---|
[7ee66ea] | 581 | glDrawArrays(GL_TRIANGLES, 0, numPoints);
|
---|
[ec4456b] | 582 |
|
---|
[485424b] | 583 | glUseProgram(shader_program2);
|
---|
| 584 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 585 |
|
---|
| 586 | glBindVertexArray(vao2);
|
---|
| 587 |
|
---|
[33a9664] | 588 | int numPoints3 = numPoints2;
|
---|
| 589 | numPoints2 = numPoints3;
|
---|
| 590 | // glDrawArrays(GL_TRIANGLES, 0, numPoints2);
|
---|
[485424b] | 591 |
|
---|
[644a2e4] | 592 | glfwPollEvents();
|
---|
| 593 | glfwSwapBuffers(window);
|
---|
[ec4456b] | 594 |
|
---|
| 595 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
|
---|
| 596 | glfwSetWindowShouldClose(window, 1);
|
---|
| 597 | }
|
---|
[7ee66ea] | 598 |
|
---|
| 599 | float dist = cam_speed * elapsed_seconds;
|
---|
| 600 | if (glfwGetKey(window, GLFW_KEY_A)) {
|
---|
[c62eee6] | 601 | cam_pos.x -= cos(cam_yaw)*dist;
|
---|
| 602 | cam_pos.z += sin(cam_yaw)*dist;
|
---|
[7ee66ea] | 603 | cam_moved = true;
|
---|
| 604 | }
|
---|
| 605 | if (glfwGetKey(window, GLFW_KEY_D)) {
|
---|
[c62eee6] | 606 | cam_pos.x += cos(cam_yaw)*dist;
|
---|
| 607 | cam_pos.z -= sin(cam_yaw)*dist;
|
---|
[7ee66ea] | 608 | cam_moved = true;
|
---|
| 609 | }
|
---|
| 610 | if (glfwGetKey(window, GLFW_KEY_W)) {
|
---|
[c62eee6] | 611 | cam_pos.x -= sin(cam_yaw)*dist;
|
---|
| 612 | cam_pos.z -= cos(cam_yaw)*dist;
|
---|
[7ee66ea] | 613 | cam_moved = true;
|
---|
| 614 | }
|
---|
| 615 | if (glfwGetKey(window, GLFW_KEY_S)) {
|
---|
[c62eee6] | 616 | cam_pos.x += sin(cam_yaw)*dist;
|
---|
| 617 | cam_pos.z += cos(cam_yaw)*dist;
|
---|
[7ee66ea] | 618 | cam_moved = true;
|
---|
| 619 | }
|
---|
| 620 | if (glfwGetKey(window, GLFW_KEY_LEFT)) {
|
---|
| 621 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
---|
| 622 | cam_moved = true;
|
---|
| 623 | }
|
---|
| 624 | if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
|
---|
| 625 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
---|
| 626 | cam_moved = true;
|
---|
| 627 | }
|
---|
| 628 | if (cam_moved) {
|
---|
[c62eee6] | 629 | T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
[7ee66ea] | 630 | R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
[33a9664] | 631 | // view_mat = R*T;
|
---|
[7ee66ea] | 632 |
|
---|
| 633 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 634 | cam_moved = false;
|
---|
| 635 | }
|
---|
[644a2e4] | 636 | }
|
---|
| 637 |
|
---|
[5272b6b] | 638 | glfwTerminate();
|
---|
| 639 | return 0;
|
---|
| 640 | }
|
---|
[ec4456b] | 641 |
|
---|
| 642 | GLuint loadShader(GLenum type, string file) {
|
---|
| 643 | cout << "Loading shader from file " << file << endl;
|
---|
| 644 |
|
---|
| 645 | ifstream shaderFile(file);
|
---|
| 646 | GLuint shaderId = 0;
|
---|
| 647 |
|
---|
| 648 | if (shaderFile.is_open()) {
|
---|
| 649 | string line, shaderString;
|
---|
| 650 |
|
---|
| 651 | while(getline(shaderFile, line)) {
|
---|
| 652 | shaderString += line + "\n";
|
---|
| 653 | }
|
---|
| 654 | shaderFile.close();
|
---|
| 655 | const char* shaderCString = shaderString.c_str();
|
---|
| 656 |
|
---|
| 657 | shaderId = glCreateShader(type);
|
---|
| 658 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
---|
| 659 | glCompileShader(shaderId);
|
---|
| 660 |
|
---|
| 661 | cout << "Loaded successfully" << endl;
|
---|
| 662 | } else {
|
---|
| 663 | cout << "Failed to loade the file" << endl;
|
---|
| 664 | }
|
---|
| 665 |
|
---|
| 666 | return shaderId;
|
---|
| 667 | }
|
---|
[485424b] | 668 |
|
---|
| 669 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
---|
| 670 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
---|
| 671 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
---|
| 672 |
|
---|
| 673 | GLuint shader_program = glCreateProgram();
|
---|
| 674 | glAttachShader(shader_program, vs);
|
---|
| 675 | glAttachShader(shader_program, fs);
|
---|
| 676 |
|
---|
| 677 | glLinkProgram(shader_program);
|
---|
| 678 |
|
---|
| 679 | return shader_program;
|
---|
| 680 | }
|
---|
| 681 |
|
---|
| 682 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
---|
| 683 | int n;
|
---|
| 684 | int force_channels = 4;
|
---|
| 685 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
---|
| 686 | if (!image_data) {
|
---|
| 687 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
---|
| 688 | }
|
---|
| 689 | return image_data;
|
---|
| 690 | }
|
---|
[33a9664] | 691 |
|
---|
| 692 | bool insideTriangle(vec3 p, vec3 v1, vec3 v2, vec3 v3) {
|
---|
| 693 | vec3 v21 = v2-v1;
|
---|
| 694 | vec3 v31 = v3-v1;
|
---|
| 695 | vec3 pv1 = p-v1;
|
---|
| 696 |
|
---|
| 697 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
---|
| 698 | float x = (pv1.x-y*v31.x) / v21.x;
|
---|
| 699 |
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| 700 | cout << "(" << x << ", " << y << ")" << endl;
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| 701 |
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| 702 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
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| 703 | }
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