[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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[4e0b82b] | 5 | // I think this was for the OpenGL 4 book font file tutorial
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| 6 | //#define STB_IMAGE_WRITE_IMPLEMENTATION
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| 7 | //#include "stb_image_write.h"
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| 8 |
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[1099b95] | 9 | #define _USE_MATH_DEFINES
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[c62eee6] | 10 | #define GLM_SWIZZLE
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[1099b95] | 11 |
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[5c9d193] | 12 | // This is to fix a non-alignment issue when passing vec4 params.
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| 13 | // Check if it got fixed in a later version of GLM
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| 14 | #define GLM_FORCE_PURE
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| 15 |
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[c62eee6] | 16 | #include <glm/mat4x4.hpp>
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[7ee66ea] | 17 | #include <glm/gtc/matrix_transform.hpp>
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| 18 | #include <glm/gtc/type_ptr.hpp>
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| 19 |
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[c1ca5b5] | 20 | #include "IMGUI/imgui.h"
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| 21 | #include "imgui_impl_glfw_gl3.h"
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| 22 |
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[5272b6b] | 23 | #include <GL/glew.h>
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| 24 | #include <GLFW/glfw3.h>
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| 25 |
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[22b2c37] | 26 | #include <cstdio>
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| 27 | #include <iostream>
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[ec4456b] | 28 | #include <fstream>
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[93baa0e] | 29 | #include <cmath>
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[1099b95] | 30 | #include <string>
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[19c9338] | 31 | #include <array>
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[df652d5] | 32 | #include <vector>
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[93462c6] | 33 | #include <queue>
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[22b2c37] | 34 |
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[5272b6b] | 35 | using namespace std;
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[7ee66ea] | 36 | using namespace glm;
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| 37 |
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| 38 | #define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
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[c62eee6] | 39 |
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[df652d5] | 40 | struct SceneObject {
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[d9f99b2] | 41 | unsigned int id;
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[df652d5] | 42 | mat4 model_mat;
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[baa5848] | 43 | GLuint shader_program;
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[05e43cf] | 44 | unsigned int num_points;
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[07ed460] | 45 | GLvoid* vertex_vbo_offset;
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| 46 | GLvoid* texture_vbo_offset;
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| 47 | vector<GLfloat> points;
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| 48 | vector<GLfloat> colors;
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| 49 | vector<GLfloat> texcoords;
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[9dd2eb7] | 50 | vector<GLfloat> normals;
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[07ed460] | 51 | vector<GLfloat> selected_colors;
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[df652d5] | 52 | };
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| 53 |
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[93462c6] | 54 | enum State {
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| 55 | STATE_MAIN_MENU,
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| 56 | STATE_GAME,
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| 57 | };
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| 58 |
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| 59 | enum Event {
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| 60 | EVENT_GO_TO_MAIN_MENU,
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| 61 | EVENT_GO_TO_GAME,
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| 62 | EVENT_QUIT,
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| 63 | };
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| 64 |
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[485424b] | 65 | const bool FULLSCREEN = false;
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[c62eee6] | 66 | int width = 640;
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| 67 | int height = 480;
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| 68 |
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[c1ca5b5] | 69 | double fps;
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| 70 |
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[c62eee6] | 71 | vec3 cam_pos;
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| 72 |
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| 73 | mat4 view_mat;
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| 74 | mat4 proj_mat;
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[5272b6b] | 75 |
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[df652d5] | 76 | vector<SceneObject> objects;
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[93462c6] | 77 | queue<Event> events;
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[df652d5] | 78 |
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[147ac6d] | 79 | SceneObject* clickedObject = NULL;
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[baa5848] | 80 | SceneObject* selectedObject;
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[147ac6d] | 81 |
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[c1ca5b5] | 82 | float NEAR_CLIP = 0.1f;
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| 83 | float FAR_CLIP = 100.0f;
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| 84 |
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[5b3462b] | 85 | // Should really have some array or struct of UI-related variables
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| 86 | bool isRunning = true;
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| 87 |
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[c1ca5b5] | 88 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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[046ce72] | 89 |
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[d9f99b2] | 90 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point);
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[5c9d193] | 91 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
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[33a9664] | 92 |
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[ec4456b] | 93 | GLuint loadShader(GLenum type, string file);
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[485424b] | 94 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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| 95 | unsigned char* loadImage(string file_name, int* x, int* y);
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[ec4456b] | 96 |
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[d12d003] | 97 | void printVector(string label, vec3 v);
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[b73cb3b] | 98 | void print4DVector(string label, vec4 v);
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[d12d003] | 99 |
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[93462c6] | 100 | void renderMainMenu();
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| 101 | void renderMainMenuGui();
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| 102 |
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| 103 | void renderScene(vector<SceneObject>& objects,
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| 104 | GLuint shader_program1, GLuint shader_program2,
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| 105 | GLuint vao1, GLuint vao2,
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| 106 | GLuint shader1_mat_loc, GLuint shader2_mat_loc,
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| 107 | GLuint points_vbo, GLuint normals_vbo,
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| 108 | GLuint colors_vbo, GLuint texcoords_vbo, GLuint selected_colors_vbo,
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| 109 | SceneObject* selectedObject);
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| 110 | void renderSceneGui();
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[d12d003] | 111 |
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[ec4456b] | 112 | void glfw_error_callback(int error, const char* description) {
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| 113 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
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| 114 | }
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| 115 |
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[c62eee6] | 116 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
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[33a9664] | 117 | double mouse_x, mouse_y;
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| 118 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
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| 119 |
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| 120 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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| 121 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
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[147ac6d] | 122 | selectedObject = NULL;
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[33a9664] | 123 |
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| 124 | float x = (2.0f*mouse_x) / width - 1.0f;
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| 125 | float y = 1.0f - (2.0f*mouse_y) / height;
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[d12d003] | 126 |
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[33a9664] | 127 | cout << "x: " << x << ", y: " << y << endl;
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| 128 |
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[b73cb3b] | 129 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
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| 130 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
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| 131 | ray_eye = vec4(ray_eye.xy(), -1.0f, 1.0f);
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[5c9d193] | 132 | vec4 ray_world = inverse(view_mat) * ray_eye;
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[33a9664] | 133 |
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[b73cb3b] | 134 | vec4 cam_pos_temp = vec4(cam_pos, 1.0f);
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[33a9664] | 135 |
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[e82692b] | 136 | vec4 click_point;
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[b73cb3b] | 137 | vec3 closest_point = vec3(0.0f, 0.0f, -FAR_CLIP); // Any valid point will be closer than the far clipping plane, so initial value to that
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[d9f99b2] | 138 | SceneObject* closest_object = NULL;
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| 139 |
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| 140 | SceneObject* obj;
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| 141 | for (vector<SceneObject>::iterator it = objects.begin(); it != objects.end(); it++) {
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| 142 | obj = &*it;
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| 143 |
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[4e0b82b] | 144 | for (unsigned int p_idx = 0; p_idx < it->points.size(); p_idx += 9) {
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[d9f99b2] | 145 | if (faceClicked({
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| 146 | vec3(it->points[p_idx], it->points[p_idx + 1], it->points[p_idx + 2]),
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| 147 | vec3(it->points[p_idx + 3], it->points[p_idx + 4], it->points[p_idx + 5]),
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| 148 | vec3(it->points[p_idx + 6], it->points[p_idx + 7], it->points[p_idx + 8]),
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| 149 | },
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| 150 | obj, ray_world, cam_pos_temp, click_point)) {
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| 151 | click_point = view_mat * click_point;
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| 152 |
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| 153 | if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
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| 154 | closest_point = click_point.xyz();
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| 155 | closest_object = obj;
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| 156 | }
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[e82692b] | 157 | }
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[5c9d193] | 158 | }
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| 159 | }
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[d12d003] | 160 |
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[d9f99b2] | 161 | if (closest_object == NULL) {
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[5c9d193] | 162 | cout << "No object was clicked" << endl;
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[e82692b] | 163 | } else {
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[d9f99b2] | 164 | clickedObject = closest_object;
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| 165 | cout << "Clicked object: " << clickedObject->id << endl;
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[147ac6d] | 166 | }
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[c62eee6] | 167 | }
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| 168 | }
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| 169 |
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[c1ca5b5] | 170 | int main(int argc, char* argv[]) {
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[5272b6b] | 171 | cout << "New OpenGL Game" << endl;
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| 172 |
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[ec4456b] | 173 | if (!restart_gl_log()) {}
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| 174 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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[22b2c37] | 175 |
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[ec4456b] | 176 | glfwSetErrorCallback(glfw_error_callback);
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[5272b6b] | 177 | if (!glfwInit()) {
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| 178 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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| 179 | return 1;
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[be246ad] | 180 | }
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| 181 |
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| 182 | #ifdef __APPLE__
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| 183 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 184 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 185 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 186 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 187 | #endif
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[5272b6b] | 188 |
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[ec4456b] | 189 | glfwWindowHint(GLFW_SAMPLES, 4);
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| 190 |
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| 191 | GLFWwindow* window = NULL;
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[e856d62] | 192 | GLFWmonitor* mon = NULL;
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[ec4456b] | 193 |
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| 194 | if (FULLSCREEN) {
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[e856d62] | 195 | mon = glfwGetPrimaryMonitor();
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[ec4456b] | 196 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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| 197 |
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| 198 | width = vmode->width;
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| 199 | height = vmode->height;
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[e856d62] | 200 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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[ec4456b] | 201 | }
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[e856d62] | 202 | window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL);
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[ec4456b] | 203 |
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[5272b6b] | 204 | if (!window) {
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| 205 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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| 206 | glfwTerminate();
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| 207 | return 1;
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| 208 | }
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[c62eee6] | 209 |
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[644a2e4] | 210 | glfwMakeContextCurrent(window);
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[5272b6b] | 211 | glewExperimental = GL_TRUE;
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| 212 | glewInit();
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| 213 |
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[c1ca5b5] | 214 | // Setup Dear ImGui binding
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| 215 | IMGUI_CHECKVERSION();
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| 216 | ImGui::CreateContext();
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| 217 | ImGuiIO& io = ImGui::GetIO(); (void)io;
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| 218 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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| 219 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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| 220 | ImGui_ImplGlfwGL3_Init(window, true);
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| 221 |
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| 222 | // Setup style
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| 223 | ImGui::StyleColorsDark();
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| 224 | //ImGui::StyleColorsClassic();
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| 225 |
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| 226 | glfwSetMouseButtonCallback(window, mouse_button_callback);
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| 227 |
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[5272b6b] | 228 | const GLubyte* renderer = glGetString(GL_RENDERER);
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| 229 | const GLubyte* version = glGetString(GL_VERSION);
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| 230 | printf("Renderer: %s\n", renderer);
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| 231 | printf("OpenGL version supported %s\n", version);
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[93baa0e] | 232 |
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[5272b6b] | 233 | glEnable(GL_DEPTH_TEST);
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| 234 | glDepthFunc(GL_LESS);
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[516668e] | 235 |
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[93baa0e] | 236 | glEnable(GL_CULL_FACE);
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| 237 | // glCullFace(GL_BACK);
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| 238 | // glFrontFace(GL_CW);
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| 239 |
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[485424b] | 240 | int x, y;
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| 241 | unsigned char* texImage = loadImage("test.png", &x, &y);
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| 242 | if (texImage) {
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| 243 | cout << "Yay, I loaded an image!" << endl;
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| 244 | cout << x << endl;
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| 245 | cout << y << endl;
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[e856d62] | 246 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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[485424b] | 247 | }
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| 248 |
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| 249 | GLuint tex = 0;
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| 250 | glGenTextures(1, &tex);
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| 251 | glActiveTexture(GL_TEXTURE0);
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| 252 | glBindTexture(GL_TEXTURE_2D, tex);
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| 253 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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| 254 |
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| 255 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 256 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 257 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 258 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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| 259 |
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[07ed460] | 260 | mat4 T_model, R_model;
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| 261 |
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| 262 | // triangle
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| 263 | objects.push_back(SceneObject());
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[d9f99b2] | 264 | objects[0].id = 0;
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[07ed460] | 265 | objects[0].shader_program = 0;
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| 266 | objects[0].vertex_vbo_offset = (GLvoid*) (0 * sizeof(float) * 3);
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| 267 | objects[0].texture_vbo_offset = (GLvoid*)(0 * sizeof(float) * 2);
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| 268 | objects[0].points = {
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[d12d003] | 269 | 0.0f, 0.5f, 0.0f,
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| 270 | -0.5f, -0.5f, 0.0f,
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| 271 | 0.5f, -0.5f, 0.0f,
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| 272 | 0.5f, -0.5f, 0.0f,
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| 273 | -0.5f, -0.5f, 0.0f,
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| 274 | 0.0f, 0.5f, 0.0f,
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[516668e] | 275 | };
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[07ed460] | 276 | objects[0].colors = {
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| 277 | 1.0f, 0.0f, 0.0f,
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| 278 | 0.0f, 0.0f, 1.0f,
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| 279 | 0.0f, 1.0f, 0.0f,
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| 280 | 0.0f, 1.0f, 0.0f,
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| 281 | 0.0f, 0.0f, 1.0f,
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| 282 | 1.0f, 0.0f, 0.0f,
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[93baa0e] | 283 | };
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[07ed460] | 284 | objects[0].texcoords = {
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| 285 | 1.0f, 1.0f,
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| 286 | 0.0f, 1.0f,
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| 287 | 0.0f, 0.0f,
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| 288 | 1.0f, 1.0f,
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| 289 | 0.0f, 0.0f,
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| 290 | 1.0f, 0.0f
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[33a9664] | 291 | };
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[9dd2eb7] | 292 | objects[0].normals = {
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| 293 | 0.0f, 0.0f, 1.0f,
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| 294 | 0.0f, 0.0f, 1.0f,
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| 295 | 0.0f, 0.0f, 1.0f,
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| 296 | 0.0f, 0.0f, -1.0f,
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| 297 | 0.0f, 0.0f, -1.0f,
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| 298 | 0.0f, 0.0f, -1.0f,
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| 299 | };
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[07ed460] | 300 | objects[0].selected_colors = {
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| 301 | 0.0f, 1.0f, 0.0f,
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| 302 | 0.0f, 1.0f, 0.0f,
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| 303 | 0.0f, 1.0f, 0.0f,
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| 304 | 0.0f, 1.0f, 0.0f,
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| 305 | 0.0f, 1.0f, 0.0f,
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| 306 | 0.0f, 1.0f, 0.0f,
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| 307 | };
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| 308 | objects[0].num_points = objects[0].points.size() / 3;
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| 309 |
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| 310 | T_model = translate(mat4(), vec3(0.45f, 0.0f, 0.0f));
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| 311 | R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
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| 312 | objects[0].model_mat = T_model*R_model;
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[33a9664] | 313 |
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[07ed460] | 314 | // square
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| 315 | objects.push_back(SceneObject());
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[d9f99b2] | 316 | objects[1].id = 1;
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[07ed460] | 317 | objects[1].shader_program = 0;
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| 318 | objects[1].vertex_vbo_offset = (GLvoid*) (6 * sizeof(float) * 3);
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| 319 | objects[1].texture_vbo_offset = (GLvoid*)(6 * sizeof(float) * 2);
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| 320 | objects[1].points = {
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[b73cb3b] | 321 | 0.5f, 0.5f, 0.0f,
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[d12d003] | 322 | -0.5f, 0.5f, 0.0f,
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| 323 | -0.5f, -0.5f, 0.0f,
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[b73cb3b] | 324 | 0.5f, 0.5f, 0.0f,
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[d12d003] | 325 | -0.5f, -0.5f, 0.0f,
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[b73cb3b] | 326 | 0.5f, -0.5f, 0.0f,
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[64a70f4] | 327 | };
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[07ed460] | 328 | objects[1].colors = {
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| 329 | 1.0f, 0.0f, 0.0f,
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| 330 | 0.0f, 0.0f, 1.0f,
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| 331 | 0.0f, 1.0f, 0.0f,
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| 332 | 0.0f, 1.0f, 0.0f,
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| 333 | 0.0f, 0.0f, 1.0f,
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| 334 | 1.0f, 0.0f, 0.0f,
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[485424b] | 335 | };
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[07ed460] | 336 | objects[1].texcoords = {
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[64a70f4] | 337 | 1.0f, 1.0f,
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| 338 | 0.0f, 1.0f,
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[07ed460] | 339 | 0.0f, 0.0f,
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| 340 | 1.0f, 1.0f,
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| 341 | 0.0f, 0.0f,
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| 342 | 1.0f, 0.0f
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[485424b] | 343 | };
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[9dd2eb7] | 344 | objects[1].normals = {
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| 345 | 0.0f, 0.0f, 1.0f,
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| 346 | 0.0f, 0.0f, 1.0f,
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| 347 | 0.0f, 0.0f, 1.0f,
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| 348 | 0.0f, 0.0f, 1.0f,
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| 349 | 0.0f, 0.0f, 1.0f,
|
---|
| 350 | 0.0f, 0.0f, 1.0f,
|
---|
| 351 | };
|
---|
[07ed460] | 352 | objects[1].selected_colors = {
|
---|
[9f4986b] | 353 | 0.0f, 0.6f, 0.9f,
|
---|
| 354 | 0.0f, 0.6f, 0.9f,
|
---|
| 355 | 0.0f, 0.6f, 0.9f,
|
---|
| 356 | 0.0f, 0.6f, 0.9f,
|
---|
| 357 | 0.0f, 0.6f, 0.9f,
|
---|
| 358 | 0.0f, 0.6f, 0.9f,
|
---|
[19c9338] | 359 | };
|
---|
[07ed460] | 360 | objects[1].num_points = objects[1].points.size() / 3;
|
---|
[df652d5] | 361 |
|
---|
[b73cb3b] | 362 | T_model = translate(mat4(), vec3(-0.5f, 0.0f, -1.00f));
|
---|
| 363 | R_model = rotate(mat4(), 0.5f, vec3(0.0f, 1.0f, 0.0f));
|
---|
[df652d5] | 364 | objects[1].model_mat = T_model*R_model;
|
---|
| 365 |
|
---|
[07ed460] | 366 | vector<SceneObject>::iterator obj_it;
|
---|
| 367 | GLsizeiptr offset;
|
---|
[19c9338] | 368 |
|
---|
[07ed460] | 369 | GLsizeiptr points_buffer_size = 0;
|
---|
| 370 | GLsizeiptr textures_buffer_size = 0;
|
---|
| 371 |
|
---|
| 372 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
---|
| 373 | points_buffer_size += obj_it->points.size() * sizeof(GLfloat);
|
---|
| 374 | textures_buffer_size += obj_it->texcoords.size() * sizeof(GLfloat);
|
---|
| 375 | }
|
---|
[19c9338] | 376 |
|
---|
[8b7cfcf] | 377 | GLuint points_vbo = 0;
|
---|
| 378 | glGenBuffers(1, &points_vbo);
|
---|
| 379 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
[07ed460] | 380 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
[05e43cf] | 381 |
|
---|
[07ed460] | 382 | offset = 0;
|
---|
| 383 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
---|
| 384 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->points.size() * sizeof(GLfloat), &obj_it->points[0]);
|
---|
| 385 | offset += obj_it->points.size() * sizeof(GLfloat);
|
---|
| 386 | }
|
---|
[516668e] | 387 |
|
---|
[8b7cfcf] | 388 | GLuint colors_vbo = 0;
|
---|
| 389 | glGenBuffers(1, &colors_vbo);
|
---|
| 390 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
[07ed460] | 391 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 392 |
|
---|
| 393 | offset = 0;
|
---|
| 394 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
---|
| 395 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->colors.size() * sizeof(GLfloat), &obj_it->colors[0]);
|
---|
| 396 | offset += obj_it->colors.size() * sizeof(GLfloat);
|
---|
| 397 | }
|
---|
| 398 |
|
---|
| 399 | GLuint selected_colors_vbo = 0;
|
---|
| 400 | glGenBuffers(1, &selected_colors_vbo);
|
---|
| 401 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
| 402 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 403 |
|
---|
| 404 | offset = 0;
|
---|
| 405 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
---|
| 406 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->selected_colors.size() * sizeof(GLfloat), &obj_it->selected_colors[0]);
|
---|
| 407 | offset += obj_it->selected_colors.size() * sizeof(GLfloat);
|
---|
| 408 | }
|
---|
| 409 |
|
---|
| 410 | GLuint texcoords_vbo = 0;
|
---|
| 411 | glGenBuffers(1, &texcoords_vbo);
|
---|
| 412 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
| 413 | glBufferData(GL_ARRAY_BUFFER, textures_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 414 |
|
---|
| 415 | offset = 0;
|
---|
| 416 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
---|
| 417 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->texcoords.size() * sizeof(GLfloat), &obj_it->texcoords[0]);
|
---|
| 418 | offset += obj_it->texcoords.size() * sizeof(GLfloat);
|
---|
| 419 | }
|
---|
[8b7cfcf] | 420 |
|
---|
[9dd2eb7] | 421 | GLuint normals_vbo = 0;
|
---|
| 422 | glGenBuffers(1, &normals_vbo);
|
---|
| 423 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
| 424 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 425 |
|
---|
| 426 | offset = 0;
|
---|
| 427 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
---|
| 428 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->normals.size() * sizeof(GLfloat), &obj_it->normals[0]);
|
---|
| 429 | offset += obj_it->normals.size() * sizeof(GLfloat);
|
---|
| 430 | }
|
---|
| 431 |
|
---|
[644a2e4] | 432 | GLuint vao = 0;
|
---|
[516668e] | 433 | glGenVertexArrays(1, &vao);
|
---|
| 434 | glBindVertexArray(vao);
|
---|
| 435 |
|
---|
[8b7cfcf] | 436 | glEnableVertexAttribArray(0);
|
---|
| 437 | glEnableVertexAttribArray(1);
|
---|
[9dd2eb7] | 438 | glEnableVertexAttribArray(2);
|
---|
[644a2e4] | 439 |
|
---|
[485424b] | 440 | GLuint vao2 = 0;
|
---|
| 441 | glGenVertexArrays(1, &vao2);
|
---|
| 442 | glBindVertexArray(vao2);
|
---|
[644a2e4] | 443 |
|
---|
[485424b] | 444 | glEnableVertexAttribArray(0);
|
---|
| 445 | glEnableVertexAttribArray(1);
|
---|
[9dd2eb7] | 446 | glEnableVertexAttribArray(2);
|
---|
[8b7cfcf] | 447 |
|
---|
[1a530df] | 448 | // I can create a vbo to store all points for all models,
|
---|
| 449 | // and another vbo to store all colors for all models, but how do I allow alternating between
|
---|
| 450 | // using colors and textures for each model?
|
---|
| 451 | // Do I create a third vbo for texture coordinates and change which vertex attribute array I have bound
|
---|
| 452 | // when I want to draw a textured model?
|
---|
| 453 | // Or do I create one vao with vertices and colors and another with vertices and textures and switch between the two?
|
---|
| 454 | // Since I would have to switch shader programs to toggle between using colors or textures,
|
---|
| 455 | // I think I should use one vao for both cases and have a points vbo, a colors vbo, and a textures vbo
|
---|
| 456 | // One program will use the points and colors, and the other will use the points and texture coords
|
---|
| 457 | // Review how to bind vbos to vertex attributes in the shader.
|
---|
| 458 | //
|
---|
| 459 | // Binding vbos is done using glVertexAttribPointer(...) on a per-vao basis and is not tied to any specific shader.
|
---|
| 460 | // This means, I could create two vaos, one for each shader and have one use points+colors, while the other
|
---|
| 461 | // uses points+texxcoords.
|
---|
| 462 | //
|
---|
| 463 | // At some point, when I have lots of objects, I want to group them by shader when drawing them.
|
---|
| 464 | // I'd probably create some sort of set per shader and have each set contain the ids of all objects currently using that shader
|
---|
| 465 | // Most likely, I'd want to implement each set using a bit field. Makes it constant time for updates and iterating through them
|
---|
| 466 | // should not be much of an issue either.
|
---|
| 467 | // Assuming making lots of draw calls instead of one is not innefficient, I should be fine.
|
---|
| 468 | // I might also want to use one glDrawElements call per shader to draw multiple non-memory-adjacent models
|
---|
| 469 | //
|
---|
| 470 | // DECISION: Use a glDrawElements call per shader since I use a regular array to specify the elements to draw
|
---|
| 471 | // Actually, this will only work once I get UBOs working since each object will have a different model matrix
|
---|
| 472 | // For now, I could implement this with a glDrawElements call per object and update the model uniform for each object
|
---|
| 473 |
|
---|
[485424b] | 474 | GLuint shader_program = loadShaderProgram("./color.vert", "./color.frag");
|
---|
| 475 | GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag");
|
---|
[644a2e4] | 476 |
|
---|
[93baa0e] | 477 | float speed = 1.0f;
|
---|
| 478 | float last_position = 0.0f;
|
---|
| 479 |
|
---|
[7ee66ea] | 480 | float cam_speed = 1.0f;
|
---|
[201e2f8] | 481 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
[7ee66ea] | 482 |
|
---|
[b73cb3b] | 483 | // glm::lookAt can create the view matrix
|
---|
| 484 | // glm::perspective can create the projection matrix
|
---|
| 485 |
|
---|
| 486 | cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
---|
[64a70f4] | 487 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
|
---|
[7ee66ea] | 488 |
|
---|
[c62eee6] | 489 | mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
[7ee66ea] | 490 | mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
[c62eee6] | 491 | view_mat = R*T;
|
---|
[7ee66ea] | 492 |
|
---|
| 493 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
---|
| 494 | float aspect = (float)width / (float)height;
|
---|
| 495 |
|
---|
[d12d003] | 496 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
---|
| 497 | float Sx = NEAR_CLIP / (range * aspect);
|
---|
| 498 | float Sy = NEAR_CLIP / range;
|
---|
| 499 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
| 500 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
[7ee66ea] | 501 |
|
---|
[c62eee6] | 502 | float proj_arr[] = {
|
---|
[7ee66ea] | 503 | Sx, 0.0f, 0.0f, 0.0f,
|
---|
| 504 | 0.0f, Sy, 0.0f, 0.0f,
|
---|
| 505 | 0.0f, 0.0f, Sz, -1.0f,
|
---|
| 506 | 0.0f, 0.0f, Pz, 0.0f,
|
---|
| 507 | };
|
---|
[c62eee6] | 508 | proj_mat = make_mat4(proj_arr);
|
---|
[7ee66ea] | 509 |
|
---|
[93462c6] | 510 | GLuint model_test_loc = glGetUniformLocation(shader_program, "model");
|
---|
| 511 | GLuint view_test_loc = glGetUniformLocation(shader_program, "view");
|
---|
| 512 | GLuint proj_test_loc = glGetUniformLocation(shader_program, "proj");
|
---|
[7ee66ea] | 513 |
|
---|
[93462c6] | 514 | GLuint model_mat_loc = glGetUniformLocation(shader_program2, "model");
|
---|
| 515 | GLuint view_mat_loc = glGetUniformLocation(shader_program2, "view");
|
---|
| 516 | GLuint proj_mat_loc = glGetUniformLocation(shader_program2, "proj");
|
---|
[19c9338] | 517 |
|
---|
[7ee66ea] | 518 | glUseProgram(shader_program);
|
---|
[df652d5] | 519 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[0].model_mat));
|
---|
[19c9338] | 520 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[c62eee6] | 521 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[485424b] | 522 |
|
---|
| 523 | glUseProgram(shader_program2);
|
---|
[df652d5] | 524 | glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(objects[1].model_mat));
|
---|
[19c9338] | 525 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[c62eee6] | 526 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[7ee66ea] | 527 |
|
---|
[baa5848] | 528 | objects[0].shader_program = shader_program;
|
---|
| 529 | objects[1].shader_program = shader_program2;
|
---|
| 530 |
|
---|
[7ee66ea] | 531 | bool cam_moved = false;
|
---|
| 532 |
|
---|
[046ce72] | 533 | int frame_count = 0;
|
---|
[f70ab75] | 534 | double elapsed_seconds_fps = 0.0f;
|
---|
[93baa0e] | 535 | double previous_seconds = glfwGetTime();
|
---|
[046ce72] | 536 |
|
---|
[9dd2eb7] | 537 | // This draws wireframes. Useful for seeing separate faces and occluded objects.
|
---|
| 538 | //glPolygonMode(GL_FRONT, GL_LINE);
|
---|
| 539 |
|
---|
[1c81bf0] | 540 | // disable vsync to see real framerate
|
---|
| 541 | //glfwSwapInterval(0);
|
---|
| 542 |
|
---|
[93462c6] | 543 | State curState = STATE_MAIN_MENU;
|
---|
| 544 |
|
---|
[5b3462b] | 545 | while (!glfwWindowShouldClose(window) && isRunning) {
|
---|
[93baa0e] | 546 | double current_seconds = glfwGetTime();
|
---|
| 547 | double elapsed_seconds = current_seconds - previous_seconds;
|
---|
| 548 | previous_seconds = current_seconds;
|
---|
| 549 |
|
---|
[046ce72] | 550 | elapsed_seconds_fps += elapsed_seconds;
|
---|
| 551 | if (elapsed_seconds_fps > 0.25f) {
|
---|
| 552 | fps = (double)frame_count / elapsed_seconds_fps;
|
---|
| 553 | cout << "FPS: " << fps << endl;
|
---|
| 554 |
|
---|
| 555 | frame_count = 0;
|
---|
| 556 | elapsed_seconds_fps = 0.0f;
|
---|
| 557 | }
|
---|
| 558 |
|
---|
| 559 | frame_count++;
|
---|
| 560 |
|
---|
[93baa0e] | 561 | if (fabs(last_position) > 1.0f) {
|
---|
| 562 | speed = -speed;
|
---|
| 563 | }
|
---|
| 564 |
|
---|
[baa5848] | 565 | // Handle events (Ideally, move all event-handling code
|
---|
| 566 | // before the render code)
|
---|
| 567 |
|
---|
| 568 | clickedObject = NULL;
|
---|
| 569 | glfwPollEvents();
|
---|
| 570 |
|
---|
[93462c6] | 571 | while (!events.empty()) {
|
---|
| 572 | switch (events.front()) {
|
---|
| 573 | case EVENT_GO_TO_MAIN_MENU:
|
---|
| 574 | curState = STATE_MAIN_MENU;
|
---|
| 575 | break;
|
---|
| 576 | case EVENT_GO_TO_GAME:
|
---|
| 577 | curState = STATE_GAME;
|
---|
| 578 | break;
|
---|
| 579 | case EVENT_QUIT:
|
---|
| 580 | isRunning = false;
|
---|
| 581 | break;
|
---|
| 582 | }
|
---|
| 583 | events.pop();
|
---|
[147ac6d] | 584 | }
|
---|
[93462c6] | 585 |
|
---|
| 586 | if (curState == STATE_GAME) {
|
---|
| 587 | if (clickedObject == &objects[0]) {
|
---|
| 588 | selectedObject = &objects[0];
|
---|
| 589 | }
|
---|
| 590 | if (clickedObject == &objects[1]) {
|
---|
| 591 | selectedObject = &objects[1];
|
---|
| 592 | }
|
---|
[baa5848] | 593 | }
|
---|
[33a9664] | 594 |
|
---|
[baa5848] | 595 | if (selectedObject == &objects[1] &&
|
---|
| 596 | objects[1].shader_program == shader_program2) {
|
---|
| 597 | objects[1].shader_program = shader_program;
|
---|
| 598 | } else if (selectedObject != &objects[1] &&
|
---|
| 599 | objects[1].shader_program == shader_program) {
|
---|
| 600 | objects[1].shader_program = shader_program2;
|
---|
[147ac6d] | 601 | }
|
---|
[baa5848] | 602 |
|
---|
[7ee66ea] | 603 | /*
|
---|
[93baa0e] | 604 | model[12] = last_position + speed*elapsed_seconds;
|
---|
| 605 | last_position = model[12];
|
---|
[7ee66ea] | 606 | */
|
---|
[93baa0e] | 607 |
|
---|
| 608 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[485424b] | 609 |
|
---|
[93462c6] | 610 | switch (curState) {
|
---|
| 611 | case STATE_MAIN_MENU:
|
---|
| 612 | renderMainMenu();
|
---|
| 613 | renderMainMenuGui();
|
---|
| 614 | break;
|
---|
| 615 | case STATE_GAME:
|
---|
| 616 | renderScene(objects,
|
---|
| 617 | shader_program, shader_program2,
|
---|
| 618 | vao, vao2,
|
---|
| 619 | model_test_loc, model_mat_loc,
|
---|
| 620 | points_vbo, normals_vbo,
|
---|
| 621 | colors_vbo, texcoords_vbo, selected_colors_vbo,
|
---|
| 622 | selectedObject);
|
---|
| 623 | renderSceneGui();
|
---|
| 624 | break;
|
---|
[baa5848] | 625 | }
|
---|
[df652d5] | 626 |
|
---|
[644a2e4] | 627 | glfwSwapBuffers(window);
|
---|
[ec4456b] | 628 |
|
---|
| 629 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
|
---|
| 630 | glfwSetWindowShouldClose(window, 1);
|
---|
| 631 | }
|
---|
[7ee66ea] | 632 |
|
---|
| 633 | float dist = cam_speed * elapsed_seconds;
|
---|
| 634 | if (glfwGetKey(window, GLFW_KEY_A)) {
|
---|
[c62eee6] | 635 | cam_pos.x -= cos(cam_yaw)*dist;
|
---|
| 636 | cam_pos.z += sin(cam_yaw)*dist;
|
---|
[7ee66ea] | 637 | cam_moved = true;
|
---|
| 638 | }
|
---|
| 639 | if (glfwGetKey(window, GLFW_KEY_D)) {
|
---|
[c62eee6] | 640 | cam_pos.x += cos(cam_yaw)*dist;
|
---|
| 641 | cam_pos.z -= sin(cam_yaw)*dist;
|
---|
[7ee66ea] | 642 | cam_moved = true;
|
---|
| 643 | }
|
---|
| 644 | if (glfwGetKey(window, GLFW_KEY_W)) {
|
---|
[c62eee6] | 645 | cam_pos.x -= sin(cam_yaw)*dist;
|
---|
| 646 | cam_pos.z -= cos(cam_yaw)*dist;
|
---|
[7ee66ea] | 647 | cam_moved = true;
|
---|
| 648 | }
|
---|
| 649 | if (glfwGetKey(window, GLFW_KEY_S)) {
|
---|
[c62eee6] | 650 | cam_pos.x += sin(cam_yaw)*dist;
|
---|
| 651 | cam_pos.z += cos(cam_yaw)*dist;
|
---|
[7ee66ea] | 652 | cam_moved = true;
|
---|
| 653 | }
|
---|
| 654 | if (glfwGetKey(window, GLFW_KEY_LEFT)) {
|
---|
| 655 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
---|
| 656 | cam_moved = true;
|
---|
| 657 | }
|
---|
| 658 | if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
|
---|
| 659 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
---|
| 660 | cam_moved = true;
|
---|
| 661 | }
|
---|
| 662 | if (cam_moved) {
|
---|
[c62eee6] | 663 | T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
[7ee66ea] | 664 | R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
[267c4c5] | 665 | view_mat = R*T;
|
---|
[7ee66ea] | 666 |
|
---|
[267c4c5] | 667 | glUseProgram(shader_program);
|
---|
| 668 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 669 |
|
---|
| 670 | glUseProgram(shader_program2);
|
---|
[7ee66ea] | 671 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[267c4c5] | 672 |
|
---|
[7ee66ea] | 673 | cam_moved = false;
|
---|
| 674 | }
|
---|
[644a2e4] | 675 | }
|
---|
| 676 |
|
---|
[c1ca5b5] | 677 | ImGui_ImplGlfwGL3_Shutdown();
|
---|
| 678 | ImGui::DestroyContext();
|
---|
| 679 |
|
---|
| 680 | glfwDestroyWindow(window);
|
---|
[5272b6b] | 681 | glfwTerminate();
|
---|
[c1ca5b5] | 682 |
|
---|
[5272b6b] | 683 | return 0;
|
---|
| 684 | }
|
---|
[ec4456b] | 685 |
|
---|
| 686 | GLuint loadShader(GLenum type, string file) {
|
---|
| 687 | cout << "Loading shader from file " << file << endl;
|
---|
| 688 |
|
---|
| 689 | ifstream shaderFile(file);
|
---|
| 690 | GLuint shaderId = 0;
|
---|
| 691 |
|
---|
| 692 | if (shaderFile.is_open()) {
|
---|
| 693 | string line, shaderString;
|
---|
| 694 |
|
---|
| 695 | while(getline(shaderFile, line)) {
|
---|
| 696 | shaderString += line + "\n";
|
---|
| 697 | }
|
---|
| 698 | shaderFile.close();
|
---|
| 699 | const char* shaderCString = shaderString.c_str();
|
---|
| 700 |
|
---|
| 701 | shaderId = glCreateShader(type);
|
---|
| 702 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
---|
| 703 | glCompileShader(shaderId);
|
---|
| 704 |
|
---|
| 705 | cout << "Loaded successfully" << endl;
|
---|
| 706 | } else {
|
---|
[e856d62] | 707 | cout << "Failed to load the file" << endl;
|
---|
[ec4456b] | 708 | }
|
---|
| 709 |
|
---|
| 710 | return shaderId;
|
---|
| 711 | }
|
---|
[485424b] | 712 |
|
---|
| 713 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
---|
| 714 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
---|
| 715 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
---|
| 716 |
|
---|
| 717 | GLuint shader_program = glCreateProgram();
|
---|
| 718 | glAttachShader(shader_program, vs);
|
---|
| 719 | glAttachShader(shader_program, fs);
|
---|
| 720 |
|
---|
| 721 | glLinkProgram(shader_program);
|
---|
| 722 |
|
---|
| 723 | return shader_program;
|
---|
| 724 | }
|
---|
| 725 |
|
---|
| 726 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
---|
| 727 | int n;
|
---|
[e856d62] | 728 | int force_channels = 4; // This forces RGBA (4 bytes per pixel)
|
---|
[485424b] | 729 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
---|
[e856d62] | 730 |
|
---|
| 731 | int width_in_bytes = *x * 4;
|
---|
| 732 | unsigned char *top = NULL;
|
---|
| 733 | unsigned char *bottom = NULL;
|
---|
| 734 | unsigned char temp = 0;
|
---|
| 735 | int half_height = *y / 2;
|
---|
| 736 |
|
---|
| 737 | // flip image upside-down to account for OpenGL treating lower-left as (0, 0)
|
---|
| 738 | for (int row = 0; row < half_height; row++) {
|
---|
| 739 | top = image_data + row * width_in_bytes;
|
---|
| 740 | bottom = image_data + (*y - row - 1) * width_in_bytes;
|
---|
| 741 | for (int col = 0; col < width_in_bytes; col++) {
|
---|
| 742 | temp = *top;
|
---|
| 743 | *top = *bottom;
|
---|
| 744 | *bottom = temp;
|
---|
| 745 | top++;
|
---|
| 746 | bottom++;
|
---|
| 747 | }
|
---|
| 748 | }
|
---|
| 749 |
|
---|
[485424b] | 750 | if (!image_data) {
|
---|
| 751 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
---|
| 752 | }
|
---|
[e856d62] | 753 |
|
---|
| 754 | // Not Power-of-2 check
|
---|
| 755 | if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) {
|
---|
| 756 | fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str());
|
---|
| 757 | }
|
---|
| 758 |
|
---|
[485424b] | 759 | return image_data;
|
---|
| 760 | }
|
---|
[33a9664] | 761 |
|
---|
[d9f99b2] | 762 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point) {
|
---|
[5c9d193] | 763 | // LINE EQUATION: P = O + Dt
|
---|
[b73cb3b] | 764 | // O = cam
|
---|
[5c9d193] | 765 | // D = ray_world
|
---|
| 766 |
|
---|
[b73cb3b] | 767 | // PLANE EQUATION: P dot n + d = 0
|
---|
| 768 | // n is the normal vector
|
---|
| 769 | // d is the offset from the origin
|
---|
[5c9d193] | 770 |
|
---|
| 771 | // Take the cross-product of two vectors on the plane to get the normal
|
---|
[d9f99b2] | 772 | vec3 v1 = points[1] - points[0];
|
---|
| 773 | vec3 v2 = points[2] - points[0];
|
---|
[5c9d193] | 774 |
|
---|
| 775 | 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);
|
---|
[b73cb3b] | 776 |
|
---|
| 777 | print4DVector("Full world ray", world_ray);
|
---|
[5c9d193] | 778 |
|
---|
| 779 | vec3 local_ray = (inverse(obj->model_mat) * world_ray).xyz();
|
---|
| 780 | vec3 local_cam = (inverse(obj->model_mat) * cam).xyz();
|
---|
| 781 |
|
---|
[b73cb3b] | 782 | local_ray = local_ray - local_cam;
|
---|
[5c9d193] | 783 |
|
---|
[d9f99b2] | 784 | float d = -glm::dot(points[0], normal);
|
---|
[5c9d193] | 785 | cout << "d: " << d << endl;
|
---|
| 786 |
|
---|
| 787 | float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
|
---|
| 788 | cout << "t: " << t << endl;
|
---|
| 789 |
|
---|
| 790 | vec3 intersection = local_cam + t*local_ray;
|
---|
| 791 | printVector("Intersection", intersection);
|
---|
| 792 |
|
---|
[d9f99b2] | 793 | if (insideTriangle(intersection, points)) {
|
---|
[e82692b] | 794 | click_point = obj->model_mat * vec4(intersection, 1.0f);
|
---|
| 795 | return true;
|
---|
| 796 | } else {
|
---|
| 797 | return false;
|
---|
| 798 | }
|
---|
[5c9d193] | 799 | }
|
---|
| 800 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
|
---|
[d9f99b2] | 801 | vec3 v21 = triangle_points[1] - triangle_points[0];
|
---|
| 802 | vec3 v31 = triangle_points[2] - triangle_points[0];
|
---|
| 803 | vec3 pv1 = p - triangle_points[0];
|
---|
[33a9664] | 804 |
|
---|
| 805 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
---|
| 806 | float x = (pv1.x-y*v31.x) / v21.x;
|
---|
| 807 |
|
---|
| 808 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
---|
| 809 | }
|
---|
[d12d003] | 810 |
|
---|
| 811 | void printVector(string label, vec3 v) {
|
---|
| 812 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
|
---|
| 813 | }
|
---|
[b73cb3b] | 814 |
|
---|
| 815 | void print4DVector(string label, vec4 v) {
|
---|
| 816 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
|
---|
| 817 | }
|
---|
[c1ca5b5] | 818 |
|
---|
[93462c6] | 819 | void renderScene(vector<SceneObject>& objects,
|
---|
| 820 | GLuint shader_program1, GLuint shader_program2,
|
---|
| 821 | GLuint vao1, GLuint vao2,
|
---|
| 822 | GLuint shader1_mat_loc, GLuint shader2_mat_loc,
|
---|
| 823 | GLuint points_vbo, GLuint normals_vbo,
|
---|
| 824 | GLuint colors_vbo, GLuint texcoords_vbo, GLuint selected_colors_vbo,
|
---|
| 825 | SceneObject* selectedObject) {
|
---|
| 826 | if (selectedObject == &objects[1]) {
|
---|
| 827 | objects[1].shader_program = shader_program1;
|
---|
| 828 | } else if (selectedObject != &objects[1]) {
|
---|
| 829 | objects[1].shader_program = shader_program2;
|
---|
| 830 | }
|
---|
| 831 |
|
---|
| 832 | vector<int> program1_objects, program2_objects;
|
---|
| 833 |
|
---|
| 834 | // group scene objects by shader
|
---|
| 835 | for (unsigned int i = 0; i < objects.size(); i++) {
|
---|
| 836 | if (objects[i].shader_program == shader_program1) {
|
---|
| 837 | program1_objects.push_back(i);
|
---|
| 838 | }
|
---|
| 839 | else if (objects[i].shader_program == shader_program2) {
|
---|
| 840 | program2_objects.push_back(i);
|
---|
| 841 | }
|
---|
| 842 | }
|
---|
| 843 |
|
---|
| 844 | vector<int>::iterator it;
|
---|
| 845 |
|
---|
| 846 | glUseProgram(shader_program1);
|
---|
| 847 | glBindVertexArray(vao1);
|
---|
| 848 |
|
---|
| 849 | for (it = program1_objects.begin(); it != program1_objects.end(); it++) {
|
---|
| 850 | glUniformMatrix4fv(shader1_mat_loc, 1, GL_FALSE, value_ptr(objects[*it].model_mat));
|
---|
| 851 |
|
---|
| 852 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
| 853 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, objects[*it].vertex_vbo_offset);
|
---|
| 854 |
|
---|
| 855 | if (selectedObject == &objects[*it]) {
|
---|
| 856 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
| 857 | } else {
|
---|
| 858 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 859 | }
|
---|
| 860 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, objects[*it].vertex_vbo_offset);
|
---|
| 861 |
|
---|
| 862 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
| 863 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, objects[*it].vertex_vbo_offset);
|
---|
| 864 |
|
---|
| 865 | glDrawArrays(GL_TRIANGLES, 0, objects[*it].num_points);
|
---|
| 866 | }
|
---|
| 867 |
|
---|
| 868 | glUseProgram(shader_program2);
|
---|
| 869 | glBindVertexArray(vao2);
|
---|
| 870 |
|
---|
| 871 | for (it = program2_objects.begin(); it != program2_objects.end(); it++) {
|
---|
| 872 | glUniformMatrix4fv(shader2_mat_loc, 1, GL_FALSE, value_ptr(objects[*it].model_mat));
|
---|
| 873 |
|
---|
| 874 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
| 875 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, objects[*it].vertex_vbo_offset);
|
---|
| 876 |
|
---|
| 877 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
| 878 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, objects[*it].texture_vbo_offset);
|
---|
| 879 |
|
---|
| 880 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
| 881 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, objects[*it].vertex_vbo_offset);
|
---|
| 882 |
|
---|
| 883 | glDrawArrays(GL_TRIANGLES, 0, objects[*it].num_points);
|
---|
| 884 | }
|
---|
| 885 | }
|
---|
| 886 |
|
---|
| 887 | void renderSceneGui() {
|
---|
[c1ca5b5] | 888 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
| 889 |
|
---|
| 890 | // 1. Show a simple window.
|
---|
| 891 | // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
---|
[5b3462b] | 892 | /*
|
---|
[c1ca5b5] | 893 | {
|
---|
| 894 | static float f = 0.0f;
|
---|
| 895 | static int counter = 0;
|
---|
| 896 | ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
---|
| 897 | ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
---|
| 898 | ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
---|
| 899 |
|
---|
| 900 | ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
---|
| 901 | ImGui::Checkbox("Another Window", &show_another_window);
|
---|
| 902 |
|
---|
| 903 | if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
---|
| 904 | counter++;
|
---|
| 905 | ImGui::SameLine();
|
---|
| 906 | ImGui::Text("counter = %d", counter);
|
---|
| 907 |
|
---|
| 908 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
---|
| 909 | }
|
---|
[5b3462b] | 910 | */
|
---|
[c1ca5b5] | 911 |
|
---|
[5b3462b] | 912 | {
|
---|
| 913 | ImGui::SetNextWindowSize(ImVec2(85, 22), ImGuiCond_Once);
|
---|
| 914 | ImGui::SetNextWindowPos(ImVec2(10, 50), ImGuiCond_Once);
|
---|
[f0cc877] | 915 | ImGui::Begin("WndStats", NULL,
|
---|
| 916 | ImGuiWindowFlags_NoTitleBar |
|
---|
| 917 | ImGuiWindowFlags_NoResize |
|
---|
| 918 | ImGuiWindowFlags_NoMove);
|
---|
[5b3462b] | 919 | ImGui::Text("Score: ???");
|
---|
[c1ca5b5] | 920 | ImGui::End();
|
---|
| 921 | }
|
---|
| 922 |
|
---|
[5b3462b] | 923 | {
|
---|
| 924 | ImGui::SetNextWindowPos(ImVec2(380, 10), ImGuiCond_Once);
|
---|
| 925 | ImGui::SetNextWindowSize(ImVec2(250, 35), ImGuiCond_Once);
|
---|
[f0cc877] | 926 | ImGui::Begin("WndMenubar", NULL,
|
---|
| 927 | ImGuiWindowFlags_NoTitleBar |
|
---|
[5b3462b] | 928 | ImGuiWindowFlags_NoResize |
|
---|
| 929 | ImGuiWindowFlags_NoMove);
|
---|
[93462c6] | 930 | ImGui::InvisibleButton("", ImVec2(155, 18));
|
---|
[5b3462b] | 931 | ImGui::SameLine();
|
---|
[93462c6] | 932 | if (ImGui::Button("Main Menu")) {
|
---|
| 933 | events.push(EVENT_GO_TO_MAIN_MENU);
|
---|
[5b3462b] | 934 | }
|
---|
| 935 | ImGui::End();
|
---|
[c1ca5b5] | 936 | }
|
---|
| 937 |
|
---|
[93462c6] | 938 | ImGui::Render();
|
---|
| 939 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
| 940 | }
|
---|
| 941 |
|
---|
| 942 | void renderMainMenu() {
|
---|
| 943 | }
|
---|
| 944 |
|
---|
| 945 | void renderMainMenuGui() {
|
---|
| 946 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
| 947 |
|
---|
[f0cc877] | 948 | {
|
---|
| 949 | int padding = 4;
|
---|
| 950 | ImGui::SetNextWindowPos(ImVec2(-padding, -padding), ImGuiCond_Once);
|
---|
[93462c6] | 951 | ImGui::SetNextWindowSize(ImVec2(width + 2 * padding, height + 2 * padding), ImGuiCond_Once);
|
---|
[f0cc877] | 952 | ImGui::Begin("WndMain", NULL,
|
---|
| 953 | ImGuiWindowFlags_NoTitleBar |
|
---|
| 954 | ImGuiWindowFlags_NoResize |
|
---|
| 955 | ImGuiWindowFlags_NoMove);
|
---|
[93462c6] | 956 |
|
---|
| 957 | ImGui::InvisibleButton("", ImVec2(10, 80));
|
---|
| 958 | ImGui::InvisibleButton("", ImVec2(285, 18));
|
---|
| 959 | ImGui::SameLine();
|
---|
| 960 | if (ImGui::Button("New Game")) {
|
---|
| 961 | events.push(EVENT_GO_TO_GAME);
|
---|
| 962 | }
|
---|
| 963 |
|
---|
| 964 | ImGui::InvisibleButton("", ImVec2(10, 15));
|
---|
| 965 | ImGui::InvisibleButton("", ImVec2(300, 18));
|
---|
| 966 | ImGui::SameLine();
|
---|
| 967 | if (ImGui::Button("Quit")) {
|
---|
| 968 | events.push(EVENT_QUIT);
|
---|
| 969 | }
|
---|
| 970 |
|
---|
[f0cc877] | 971 | ImGui::End();
|
---|
| 972 | }
|
---|
| 973 |
|
---|
[c1ca5b5] | 974 | ImGui::Render();
|
---|
| 975 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
| 976 | }
|
---|