[22b2c37] | 1 | #include "logger.h"
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[5272b6b] | 2 |
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[485424b] | 3 | #include "stb_image.h"
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| 4 |
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[1099b95] | 5 | #define _USE_MATH_DEFINES
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[c62eee6] | 6 | #define GLM_SWIZZLE
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[1099b95] | 7 |
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[c62eee6] | 8 | #include <glm/mat4x4.hpp>
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[7ee66ea] | 9 | #include <glm/gtc/matrix_transform.hpp>
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| 10 | #include <glm/gtc/type_ptr.hpp>
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| 11 |
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[5272b6b] | 12 | #include <GL/glew.h>
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| 13 | #include <GLFW/glfw3.h>
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| 14 |
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[22b2c37] | 15 | #include <cstdio>
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| 16 | #include <iostream>
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[ec4456b] | 17 | #include <fstream>
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[93baa0e] | 18 | #include <cmath>
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[1099b95] | 19 | #include <string>
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[22b2c37] | 20 |
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[5272b6b] | 21 | using namespace std;
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[7ee66ea] | 22 | using namespace glm;
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| 23 |
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| 24 | #define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
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[c62eee6] | 25 |
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[485424b] | 26 | const bool FULLSCREEN = false;
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[c62eee6] | 27 | int width = 640;
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| 28 | int height = 480;
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| 29 |
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| 30 | vec3 cam_pos;
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| 31 |
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| 32 | vec3 face_point1, face_point2, face_point3;
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| 33 |
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[33a9664] | 34 | bool clicked = false;
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| 35 | int colors_i = 0;
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| 36 |
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[c62eee6] | 37 | mat4 view_mat;
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| 38 | mat4 proj_mat;
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[5272b6b] | 39 |
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[33a9664] | 40 | bool insideTriangle(vec3 p, vec3 v1, vec3 v2, vec3 v3);
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| 41 |
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[ec4456b] | 42 | GLuint loadShader(GLenum type, string file);
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[485424b] | 43 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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| 44 | unsigned char* loadImage(string file_name, int* x, int* y);
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[ec4456b] | 45 |
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[d12d003] | 46 | void printVector(string label, vec3 v);
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| 47 |
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| 48 | float NEAR_CLIP = 0.1f;
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| 49 | float FAR_CLIP = 100.0f;
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| 50 |
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[ec4456b] | 51 | void glfw_error_callback(int error, const char* description) {
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| 52 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
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| 53 | }
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| 54 |
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[c62eee6] | 55 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
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| 56 | double mouse_x, mouse_y;
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| 57 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
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| 58 |
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| 59 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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| 60 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
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| 61 |
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| 62 | float x = (2.0f*mouse_x) / width - 1.0f;
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| 63 | float y = 1.0f - (2.0f*mouse_y) / height;
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[33a9664] | 64 | cout << "x: " << x << ", y: " << y << endl;
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| 65 |
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| 66 | // Since the projection matrix gets applied before the view matrix,
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| 67 | // treat the initial camera position (aka origin of the ray) as (0, 0, 0)
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| 68 |
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| 69 | // When getting the ray direction, you can use near and fov to get the
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| 70 | // coordinates
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[c62eee6] | 71 |
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[33a9664] | 72 | 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] | 73 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
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| 74 | ray_eye = vec4(ray_eye.xy(), -1.0f, 0.0f);
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| 75 | vec3 ray_world = normalize((inverse(view_mat) * ray_eye).xyz());
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| 76 |
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[33a9664] | 77 | /* LATEST NOTES:
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| 78 | *
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| 79 | * Normalizing the world ray caused issues, although it should make sense with the projection
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| 80 | * matrix, since the z coordinate has meaning there.
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| 81 | *
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| 82 | * Now, I need to figure out the correct intersection test in 2D space
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| 83 | * Also, need to check that the global triangle points are correct
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| 84 | */
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| 85 |
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| 86 | // since ray_world is the end result we want anyway, we probably don't need to add cam_pos to
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| 87 | // it, only to subtract it later
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| 88 |
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[c62eee6] | 89 | vec3 click_point = cam_pos + ray_world;
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| 90 |
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| 91 | /* Now, we need to generate the constants for the equations describing
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| 92 | * a 3D line:
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| 93 | * (x - x0) / a = (y - y0) / b = (z - z0) / c
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| 94 | *
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| 95 | * The line goes through the camera position, so
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| 96 | * cam_pos = <x0, y0, z0>
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| 97 | */
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| 98 |
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[33a9664] | 99 | // upper right corner is 1, 1 in opengl
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| 100 |
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[c62eee6] | 101 | cout << "Converted -> (" << ray_world.x << "," << ray_world.y << "," << ray_world.z << ")" << endl << endl;;
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| 102 | cout << "Camera -> (" << cam_pos.x << "," << cam_pos.y << "," << cam_pos.z << ")" << endl;
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| 103 | cout << "Click point -> (" << click_point.x << "," << click_point.y << "," << click_point.z << ")" << endl;
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| 104 |
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| 105 | float a = 1.0f;
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| 106 | float b = a * (click_point.y - cam_pos.y) / (click_point.x - cam_pos.x);
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| 107 | float c = a * (click_point.z - cam_pos.z) / (click_point.x - cam_pos.x);
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| 108 |
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| 109 | cout << "(x - " << cam_pos.x << ") / " << a << " = ";
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| 110 | cout << "(y - " << cam_pos.y << ") / " << b << " = ";
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| 111 | cout << "(z - " << cam_pos.z << ") / " << c << endl;;
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| 112 |
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| 113 | /* Now, we need to generate the constants for the equations describing
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| 114 | * a 3D plane:
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| 115 | * dx + ey +fz +g = 0
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| 116 | */
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| 117 |
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[33a9664] | 118 | vec3 fp1 = face_point1;
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| 119 | vec3 fp2 = face_point2;
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| 120 | vec3 fp3 = face_point3;
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| 121 |
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[c62eee6] | 122 | cout << "Points on the plane" << endl;
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[33a9664] | 123 | cout << "(" << fp1.x << ", " << fp1.y << ", " << fp1.z << ")" << endl;
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| 124 | cout << "(" << fp2.x << ", " << fp2.y << ", " << fp2.z << ")" << endl;
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| 125 | cout << "(" << fp3.x << ", " << fp3.y << ", " << fp3.z << ")" << endl;
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| 126 |
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| 127 | float pa = (fp2.y-fp1.y)*(fp3.z-fp1.z) - (fp3.y-fp1.y)*(fp2.z-fp1.z);
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| 128 | float pb = (fp2.z-fp1.z)*(fp3.x-fp1.x) - (fp3.z-fp1.z)*(fp2.x-fp1.x);
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| 129 | float pc = (fp2.x-fp1.x)*(fp3.y-fp1.y) - (fp3.x-fp1.x)*(fp2.y-fp1.y);
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| 130 | float pd = -(pa*fp1.x+pb*fp1.y+pc*fp1.z);
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| 131 |
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| 132 | cout << pa << "x+" << pb << "y+" << pc << "z+" << pd << "=0" << endl;
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[c62eee6] | 133 |
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| 134 | // get intersection
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[33a9664] | 135 |
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| 136 | // the intersection this computes is incorrect
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| 137 | // it doesn't match the equation of the plane
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| 138 | vec3 i;
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| 139 | i.z = -cam_pos.z - pc*pd/(pa*a+pb*b);
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| 140 | i.x = cam_pos.x + a * (i.z-cam_pos.z) / c;
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| 141 | i.y = cam_pos.y + b * (i.z-cam_pos.z) / c;
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| 142 |
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| 143 | cout << "The holy grail?" << endl;
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| 144 | cout << "(" << i.x << "," << i.y << "," << i.z << ")" << endl;
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| 145 |
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[d12d003] | 146 | clicked = insideTriangle(i, fp1, fp2, fp3);
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| 147 | cout << (clicked ? "true" : "false") << endl;
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[33a9664] | 148 | }
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| 149 | }
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| 150 |
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| 151 | void mouse_button_callback_new(GLFWwindow* window, int button, int action, int mods) {
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| 152 | double mouse_x, mouse_y;
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| 153 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
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| 154 |
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| 155 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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| 156 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
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| 157 |
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| 158 | float x = (2.0f*mouse_x) / width - 1.0f;
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| 159 | float y = 1.0f - (2.0f*mouse_y) / height;
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[d12d003] | 160 |
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| 161 | //x = -.1f;
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[a5b5e95] | 162 | //x = -.25f;
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[d12d003] | 163 | //x = -.5f;
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| 164 |
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[a5b5e95] | 165 | //y = .1f;
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[d12d003] | 166 |
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[33a9664] | 167 | cout << "x: " << x << ", y: " << y << endl;
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| 168 |
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| 169 | // CHECK: Looks good up to here
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| 170 |
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| 171 | // Since the projection matrix gets applied before the view matrix,
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| 172 | // treat the initial camera position (aka origin of the ray) as (0, 0, 0)
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| 173 |
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| 174 | // When getting the ray direction, you can use near and fov to get the
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| 175 | // coordinates
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| 176 |
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| 177 | // 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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| 178 | // vec4 ray_eye = inverse(proj_mat) * ray_clip;
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| 179 | // ray_eye = vec4(ray_eye.xy(), -1.0f, 0.0f);
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| 180 | // vec3 ray_world = normalize((inverse(view_mat) * ray_eye).xyz());
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| 181 |
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[d12d003] | 182 | //vec4 ray_clip = vec4(0.0f, 0.0f, NEAR_CLIP, 1.0f); // this should have a z equal to the near clipping plane
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[a5b5e95] | 183 | vec4 ray_clip = vec4(x, y, NEAR_CLIP, 1.0f); // this should have a z equal to the near clipping plane
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[d12d003] | 184 | vec4 ray_eye = ray_clip;
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| 185 | vec3 ray_world = (inverse(view_mat) * ray_eye).xyz();
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[33a9664] | 186 |
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| 187 | /* LATEST NOTES:
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| 188 | *
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| 189 | * Normalizing the world ray caused issues, although it should make sense with the projection
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| 190 | * matrix, since the z coordinate has meaning there.
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| 191 | */
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| 192 |
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[d12d003] | 193 | printVector("Initial world ray:", ray_world);
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[33a9664] | 194 |
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[a5b5e95] | 195 | vec4 cam_pos_origin = vec4(x, y, 0.0f, 1.0f);
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| 196 | vec3 cam_pos_temp = (inverse(view_mat) * cam_pos_origin).xyz();
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[33a9664] | 197 |
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[d12d003] | 198 | ray_world = ray_world-cam_pos_temp;
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[33a9664] | 199 |
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[d12d003] | 200 | cout << "Ray clip -> (" << ray_clip.x << "," << ray_clip.y << "," << ray_clip.z << ")" << endl << endl;;
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| 201 | cout << "Ray world -> (" << ray_world.x << "," << ray_world.y << "," << ray_world.z << ")" << endl << endl;;
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| 202 | cout << "Camera -> (" << cam_pos_temp.x << "," << cam_pos_temp.y << "," << cam_pos_temp.z << ")" << endl;
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[33a9664] | 203 |
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| 204 | vec3 fp1 = face_point1;
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| 205 | vec3 fp2 = face_point2;
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| 206 | vec3 fp3 = face_point3;
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| 207 |
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| 208 | cout << "Points on the plane" << endl;
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| 209 | cout << "(" << fp1.x << ", " << fp1.y << ", " << fp1.z << ")" << endl;
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| 210 | cout << "(" << fp2.x << ", " << fp2.y << ", " << fp2.z << ")" << endl;
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| 211 | cout << "(" << fp3.x << ", " << fp3.y << ", " << fp3.z << ")" << endl;
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| 212 |
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[d12d003] | 213 | // LINE EQUATION: P = O + Dt
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| 214 | // O = cam_pos
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| 215 | // D = ray_world
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[33a9664] | 216 |
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[d12d003] | 217 | // PLANE EQUATION: P dot n + d = 0 (n is the normal vector and d is the offset from the origin)
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[33a9664] | 218 |
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[d12d003] | 219 | // Take the cross-product of two vectors on the plane to get the normal
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| 220 | vec3 v1 = fp2 - fp1;
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| 221 | vec3 v2 = fp3 - fp1;
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[33a9664] | 222 |
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[d12d003] | 223 | vec3 normal = vec3(v1.y*v2.z-v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x);
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| 224 | printVector("v1", v1);
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| 225 | printVector("v2", v2);
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| 226 | printVector("Cross", normal);
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| 227 | cout << "Test theory: " << glm::dot(cam_pos_temp, normal) << endl;
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| 228 | cout << "Test 2: " << glm::dot(ray_world, normal) << endl;
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[33a9664] | 229 |
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[d12d003] | 230 | float d = -glm::dot(fp1, normal);
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| 231 | cout << "d: " << d << endl;
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[33a9664] | 232 |
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[d12d003] | 233 | float t = - (glm::dot(cam_pos_temp, normal) + d) / glm::dot(ray_world, normal);
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| 234 | cout << "t: " << t << endl;
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[33a9664] | 235 |
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[d12d003] | 236 | vec3 intersection = cam_pos_temp+t*ray_world;
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| 237 | printVector("Intersection", intersection);
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| 238 |
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| 239 | clicked = insideTriangle(intersection, fp1, fp2, fp3);
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| 240 | cout << (clicked ? "true" : "false") << endl;
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[c62eee6] | 241 | }
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| 242 | }
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| 243 |
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[5272b6b] | 244 | int main(int argc, char* argv[]) {
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| 245 | cout << "New OpenGL Game" << endl;
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| 246 |
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[ec4456b] | 247 | if (!restart_gl_log()) {}
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| 248 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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[22b2c37] | 249 |
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[ec4456b] | 250 | glfwSetErrorCallback(glfw_error_callback);
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[5272b6b] | 251 | if (!glfwInit()) {
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| 252 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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| 253 | return 1;
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[be246ad] | 254 | }
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| 255 |
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| 256 | #ifdef __APPLE__
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| 257 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 258 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 259 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 260 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 261 | #endif
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[5272b6b] | 262 |
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[ec4456b] | 263 | glfwWindowHint(GLFW_SAMPLES, 4);
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| 264 |
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| 265 | GLFWwindow* window = NULL;
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| 266 |
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| 267 | if (FULLSCREEN) {
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| 268 | GLFWmonitor* mon = glfwGetPrimaryMonitor();
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| 269 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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| 270 |
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| 271 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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| 272 | window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL);
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| 273 |
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| 274 | width = vmode->width;
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| 275 | height = vmode->height;
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| 276 | } else {
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| 277 | window = glfwCreateWindow(width, height, "Hello Triangle", NULL, NULL);
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| 278 | }
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| 279 |
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[5272b6b] | 280 | if (!window) {
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| 281 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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| 282 | glfwTerminate();
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| 283 | return 1;
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| 284 | }
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[c62eee6] | 285 |
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[d12d003] | 286 | glfwSetMouseButtonCallback(window, mouse_button_callback_new);
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[c62eee6] | 287 |
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[644a2e4] | 288 | glfwMakeContextCurrent(window);
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[5272b6b] | 289 | glewExperimental = GL_TRUE;
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| 290 | glewInit();
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| 291 |
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[ec4456b] | 292 | // glViewport(0, 0, width*2, height*2);
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| 293 |
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[5272b6b] | 294 | const GLubyte* renderer = glGetString(GL_RENDERER);
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| 295 | const GLubyte* version = glGetString(GL_VERSION);
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| 296 | printf("Renderer: %s\n", renderer);
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| 297 | printf("OpenGL version supported %s\n", version);
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[93baa0e] | 298 |
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[5272b6b] | 299 | glEnable(GL_DEPTH_TEST);
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| 300 | glDepthFunc(GL_LESS);
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[516668e] | 301 |
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[93baa0e] | 302 | glEnable(GL_CULL_FACE);
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| 303 | // glCullFace(GL_BACK);
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| 304 | // glFrontFace(GL_CW);
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| 305 |
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[485424b] | 306 | int x, y;
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| 307 | unsigned char* texImage = loadImage("test.png", &x, &y);
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| 308 | if (texImage) {
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| 309 | cout << "Yay, I loaded an image!" << endl;
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| 310 | cout << x << endl;
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| 311 | cout << y << endl;
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| 312 | printf ("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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| 313 | }
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| 314 |
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| 315 | GLuint tex = 0;
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| 316 | glGenTextures(1, &tex);
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| 317 | glActiveTexture(GL_TEXTURE0);
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| 318 | glBindTexture(GL_TEXTURE_2D, tex);
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| 319 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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| 320 |
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| 321 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 322 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 323 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 324 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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| 325 |
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[516668e] | 326 | GLfloat points[] = {
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[d12d003] | 327 | 0.0f, 0.5f, 0.0f,
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| 328 | -0.5f, -0.5f, 0.0f,
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| 329 | 0.5f, -0.5f, 0.0f,
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| 330 | 0.5f, -0.5f, 0.0f,
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| 331 | -0.5f, -0.5f, 0.0f,
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| 332 | 0.0f, 0.5f, 0.0f,
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[516668e] | 333 | };
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[33a9664] | 334 | /*
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| 335 | GLfloat points[] = {
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[d12d003] | 336 | 0.0f, 1.0f, 0.0f,
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| 337 | -1.0f, 0.0f, 0.0f,
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| 338 | 1.0f, 0.0f, 0.0f,
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| 339 | 1.0f, 0.0f, 0.0f,
|
---|
| 340 | -1.0f, 0.0f, 0.0f,
|
---|
| 341 | 0.0f, 1.0f, 0.0f,
|
---|
[33a9664] | 342 | };
|
---|
| 343 | */
|
---|
[516668e] | 344 |
|
---|
[c62eee6] | 345 | // initialize global variables for click intersection test
|
---|
| 346 | face_point1 = vec3(points[0], points[1], points[2]);
|
---|
| 347 | face_point2 = vec3(points[3], points[4], points[5]);
|
---|
| 348 | face_point3 = vec3(points[6], points[7], points[8]);
|
---|
| 349 |
|
---|
[8b7cfcf] | 350 | GLfloat colors[] = {
|
---|
| 351 | 1.0, 0.0, 0.0,
|
---|
| 352 | 0.0, 0.0, 1.0,
|
---|
[93baa0e] | 353 | 0.0, 1.0, 0.0,
|
---|
[7ee66ea] | 354 | 0.0, 1.0, 0.0,
|
---|
| 355 | 0.0, 0.0, 1.0,
|
---|
| 356 | 1.0, 0.0, 0.0,
|
---|
[93baa0e] | 357 | };
|
---|
| 358 |
|
---|
[33a9664] | 359 | GLfloat colors_new[] = {
|
---|
| 360 | 0.0, 1.0, 0.0,
|
---|
| 361 | 0.0, 1.0, 0.0,
|
---|
| 362 | 0.0, 1.0, 0.0,
|
---|
| 363 | 0.0, 1.0, 0.0,
|
---|
| 364 | 0.0, 1.0, 0.0,
|
---|
| 365 | 0.0, 1.0, 0.0,
|
---|
| 366 | };
|
---|
| 367 |
|
---|
[485424b] | 368 | // Each point is made of 3 floats
|
---|
| 369 | int numPoints = (sizeof(points) / sizeof(float)) / 3;
|
---|
| 370 |
|
---|
| 371 | GLfloat points2[] = {
|
---|
[d12d003] | 372 | 0.5f, 0.5f, 0.0f,
|
---|
| 373 | -0.5f, 0.5f, 0.0f,
|
---|
| 374 | -0.5f, -0.5f, 0.0f,
|
---|
| 375 | 0.5f, 0.5f, 0.0f,
|
---|
| 376 | -0.5f, -0.5f, 0.0f,
|
---|
| 377 | 0.5f, -0.5f, 0.0f,
|
---|
[485424b] | 378 | };
|
---|
| 379 |
|
---|
| 380 | /*
|
---|
| 381 | GLfloat colors2[] = {
|
---|
| 382 | 0.0, 0.9, 0.9,
|
---|
| 383 | 0.0, 0.9, 0.9,
|
---|
| 384 | 0.0, 0.9, 0.9,
|
---|
| 385 | 0.0, 0.9, 0.9,
|
---|
| 386 | 0.0, 0.9, 0.9,
|
---|
| 387 | 0.0, 0.9, 0.9,
|
---|
| 388 | };
|
---|
| 389 | */
|
---|
| 390 |
|
---|
| 391 | GLfloat texcoords[] = {
|
---|
| 392 | 1.0f, 1.0f,
|
---|
| 393 | 0.0f, 1.0f,
|
---|
| 394 | 0.0, 0.0,
|
---|
| 395 | 1.0, 1.0,
|
---|
| 396 | 0.0, 0.0,
|
---|
| 397 | 1.0, 0.0
|
---|
| 398 | };
|
---|
| 399 |
|
---|
| 400 | // Each point is made of 3 floats
|
---|
| 401 | int numPoints2 = (sizeof(points2) / sizeof(float)) / 3;
|
---|
| 402 |
|
---|
[c62eee6] | 403 | /*
|
---|
[201e2f8] | 404 | mat4 T_model = translate(mat4(), vec3(0.5f, 0.0f, 0.0f));
|
---|
| 405 | mat4 R_model = rotate(mat4(), 4.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
[c62eee6] | 406 | */
|
---|
| 407 | mat4 T_model = translate(mat4(), vec3(0.0f, 0.0f, 0.0f));
|
---|
| 408 | mat4 R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
[201e2f8] | 409 | mat4 model_mat = T_model*R_model;
|
---|
[8b7cfcf] | 410 |
|
---|
[485424b] | 411 | mat4 T_model2 = translate(mat4(), vec3(-1.0f, 0.0f, 0.0f));
|
---|
[33a9664] | 412 | // mat4 T_model2 = translate(mat4(), vec3(0.0f, 0.0f, 0.0f));
|
---|
[485424b] | 413 | mat4 R_model2 = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
| 414 | mat4 model_mat2 = T_model2*R_model2;
|
---|
| 415 |
|
---|
[8b7cfcf] | 416 | GLuint points_vbo = 0;
|
---|
| 417 | glGenBuffers(1, &points_vbo);
|
---|
| 418 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
[516668e] | 419 | glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
|
---|
| 420 |
|
---|
[8b7cfcf] | 421 | GLuint colors_vbo = 0;
|
---|
| 422 | glGenBuffers(1, &colors_vbo);
|
---|
| 423 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 424 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
|
---|
| 425 |
|
---|
[644a2e4] | 426 | GLuint vao = 0;
|
---|
[516668e] | 427 | glGenVertexArrays(1, &vao);
|
---|
| 428 | glBindVertexArray(vao);
|
---|
[8b7cfcf] | 429 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
[516668e] | 430 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
[8b7cfcf] | 431 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 432 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
[516668e] | 433 |
|
---|
[8b7cfcf] | 434 | glEnableVertexAttribArray(0);
|
---|
| 435 | glEnableVertexAttribArray(1);
|
---|
[644a2e4] | 436 |
|
---|
[485424b] | 437 | GLuint points2_vbo = 0;
|
---|
| 438 | glGenBuffers(1, &points2_vbo);
|
---|
| 439 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
|
---|
| 440 | glBufferData(GL_ARRAY_BUFFER, sizeof(points2), points2, GL_STATIC_DRAW);
|
---|
| 441 |
|
---|
| 442 | /*
|
---|
| 443 | GLuint colors2_vbo = 0;
|
---|
| 444 | glGenBuffers(1, &colors2_vbo);
|
---|
| 445 | glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
|
---|
| 446 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors2), colors2, GL_STATIC_DRAW);
|
---|
| 447 | */
|
---|
| 448 |
|
---|
| 449 | GLuint vt_vbo;
|
---|
| 450 | glGenBuffers(1, &vt_vbo);
|
---|
| 451 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
|
---|
| 452 | glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW);
|
---|
| 453 |
|
---|
| 454 | GLuint vao2 = 0;
|
---|
| 455 | glGenVertexArrays(1, &vao2);
|
---|
| 456 | glBindVertexArray(vao2);
|
---|
| 457 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
|
---|
| 458 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
| 459 | // glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
|
---|
| 460 | // glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
| 461 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
|
---|
| 462 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
[644a2e4] | 463 |
|
---|
[485424b] | 464 | glEnableVertexAttribArray(0);
|
---|
| 465 | glEnableVertexAttribArray(1);
|
---|
[8b7cfcf] | 466 |
|
---|
[485424b] | 467 | GLuint shader_program = loadShaderProgram("./color.vert", "./color.frag");
|
---|
| 468 | GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag");
|
---|
[644a2e4] | 469 |
|
---|
[93baa0e] | 470 | float speed = 1.0f;
|
---|
| 471 | float last_position = 0.0f;
|
---|
| 472 |
|
---|
[7ee66ea] | 473 | float cam_speed = 1.0f;
|
---|
[201e2f8] | 474 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
[7ee66ea] | 475 |
|
---|
[d12d003] | 476 | //cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
---|
[a5b5e95] | 477 | cam_pos = vec3(0.3f, 0.0f, 0.3f);
|
---|
[d12d003] | 478 | float cam_yaw = 45.0f * 2.0f * 3.14159f / 360.0f;
|
---|
[7ee66ea] | 479 |
|
---|
[c62eee6] | 480 | mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
[7ee66ea] | 481 | mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
[33a9664] | 482 | /*
|
---|
| 483 | mat4 T = translate(mat4(), vec3(0.0f, 0.0f, 0.0f));
|
---|
| 484 | mat4 R = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
| 485 | */
|
---|
[c62eee6] | 486 | view_mat = R*T;
|
---|
[7ee66ea] | 487 |
|
---|
| 488 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
---|
| 489 | float aspect = (float)width / (float)height;
|
---|
| 490 |
|
---|
[d12d003] | 491 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
---|
| 492 | float Sx = NEAR_CLIP / (range * aspect);
|
---|
| 493 | float Sy = NEAR_CLIP / range;
|
---|
| 494 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
| 495 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
[7ee66ea] | 496 |
|
---|
[d12d003] | 497 | /*
|
---|
[c62eee6] | 498 | float proj_arr[] = {
|
---|
[7ee66ea] | 499 | Sx, 0.0f, 0.0f, 0.0f,
|
---|
| 500 | 0.0f, Sy, 0.0f, 0.0f,
|
---|
| 501 | 0.0f, 0.0f, Sz, -1.0f,
|
---|
| 502 | 0.0f, 0.0f, Pz, 0.0f,
|
---|
| 503 | };
|
---|
[d12d003] | 504 | */
|
---|
[33a9664] | 505 | float proj_arr[] = {
|
---|
| 506 | 1.0f, 0.0f, 0.0f, 0.0f,
|
---|
| 507 | 0.0f, 1.0f, 0.0f, 0.0f,
|
---|
| 508 | 0.0f, 0.0f, 1.0f, 0.0f,
|
---|
| 509 | 0.0f, 0.0f, 0.0f, 1.0f,
|
---|
| 510 | };
|
---|
[c62eee6] | 511 | proj_mat = make_mat4(proj_arr);
|
---|
[7ee66ea] | 512 |
|
---|
[485424b] | 513 | GLint model_mat_loc = glGetUniformLocation(shader_program2, "model");
|
---|
| 514 | GLint view_mat_loc = glGetUniformLocation(shader_program2, "view");
|
---|
| 515 | GLint proj_mat_loc = glGetUniformLocation(shader_program2, "proj");
|
---|
| 516 |
|
---|
| 517 | GLint model_test_loc = glGetUniformLocation(shader_program, "model");
|
---|
| 518 | GLint view_test_loc = glGetUniformLocation(shader_program, "view");
|
---|
| 519 | GLint proj_test_loc = glGetUniformLocation(shader_program, "proj");
|
---|
[7ee66ea] | 520 |
|
---|
| 521 | glUseProgram(shader_program);
|
---|
[485424b] | 522 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(model_mat));
|
---|
[c62eee6] | 523 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[485424b] | 524 |
|
---|
[d12d003] | 525 | /*
|
---|
[485424b] | 526 | glUseProgram(shader_program2);
|
---|
| 527 | glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(model_mat2));
|
---|
[c62eee6] | 528 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[d12d003] | 529 | */
|
---|
[7ee66ea] | 530 |
|
---|
[485424b] | 531 | // glUniform1i(tex_loc, 0);
|
---|
| 532 |
|
---|
[7ee66ea] | 533 | bool cam_moved = false;
|
---|
| 534 |
|
---|
[93baa0e] | 535 | double previous_seconds = glfwGetTime();
|
---|
[644a2e4] | 536 | while (!glfwWindowShouldClose(window)) {
|
---|
[93baa0e] | 537 | double current_seconds = glfwGetTime();
|
---|
| 538 | double elapsed_seconds = current_seconds - previous_seconds;
|
---|
| 539 | previous_seconds = current_seconds;
|
---|
| 540 |
|
---|
| 541 | if (fabs(last_position) > 1.0f) {
|
---|
| 542 | speed = -speed;
|
---|
| 543 | }
|
---|
| 544 |
|
---|
[33a9664] | 545 | if (clicked) {
|
---|
| 546 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 547 |
|
---|
| 548 | if (colors_i == 0) {
|
---|
| 549 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors_new, GL_STATIC_DRAW);
|
---|
| 550 | colors_i = 1;
|
---|
| 551 | } else {
|
---|
| 552 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
|
---|
| 553 | colors_i = 0;
|
---|
| 554 | }
|
---|
| 555 |
|
---|
| 556 | clicked = false;
|
---|
| 557 | }
|
---|
| 558 |
|
---|
[7ee66ea] | 559 | /*
|
---|
[93baa0e] | 560 | model[12] = last_position + speed*elapsed_seconds;
|
---|
| 561 | last_position = model[12];
|
---|
[7ee66ea] | 562 | */
|
---|
[93baa0e] | 563 |
|
---|
| 564 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[485424b] | 565 |
|
---|
| 566 | glUseProgram(shader_program);
|
---|
| 567 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 568 |
|
---|
[644a2e4] | 569 | glBindVertexArray(vao);
|
---|
[93baa0e] | 570 |
|
---|
[7ee66ea] | 571 | glDrawArrays(GL_TRIANGLES, 0, numPoints);
|
---|
[ec4456b] | 572 |
|
---|
[485424b] | 573 | glUseProgram(shader_program2);
|
---|
| 574 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 575 |
|
---|
| 576 | glBindVertexArray(vao2);
|
---|
| 577 |
|
---|
[33a9664] | 578 | int numPoints3 = numPoints2;
|
---|
| 579 | numPoints2 = numPoints3;
|
---|
| 580 | // glDrawArrays(GL_TRIANGLES, 0, numPoints2);
|
---|
[485424b] | 581 |
|
---|
[644a2e4] | 582 | glfwPollEvents();
|
---|
| 583 | glfwSwapBuffers(window);
|
---|
[ec4456b] | 584 |
|
---|
| 585 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
|
---|
| 586 | glfwSetWindowShouldClose(window, 1);
|
---|
| 587 | }
|
---|
[7ee66ea] | 588 |
|
---|
| 589 | float dist = cam_speed * elapsed_seconds;
|
---|
| 590 | if (glfwGetKey(window, GLFW_KEY_A)) {
|
---|
[c62eee6] | 591 | cam_pos.x -= cos(cam_yaw)*dist;
|
---|
| 592 | cam_pos.z += sin(cam_yaw)*dist;
|
---|
[7ee66ea] | 593 | cam_moved = true;
|
---|
| 594 | }
|
---|
| 595 | if (glfwGetKey(window, GLFW_KEY_D)) {
|
---|
[c62eee6] | 596 | cam_pos.x += cos(cam_yaw)*dist;
|
---|
| 597 | cam_pos.z -= sin(cam_yaw)*dist;
|
---|
[7ee66ea] | 598 | cam_moved = true;
|
---|
| 599 | }
|
---|
| 600 | if (glfwGetKey(window, GLFW_KEY_W)) {
|
---|
[c62eee6] | 601 | cam_pos.x -= sin(cam_yaw)*dist;
|
---|
| 602 | cam_pos.z -= cos(cam_yaw)*dist;
|
---|
[7ee66ea] | 603 | cam_moved = true;
|
---|
| 604 | }
|
---|
| 605 | if (glfwGetKey(window, GLFW_KEY_S)) {
|
---|
[c62eee6] | 606 | cam_pos.x += sin(cam_yaw)*dist;
|
---|
| 607 | cam_pos.z += cos(cam_yaw)*dist;
|
---|
[7ee66ea] | 608 | cam_moved = true;
|
---|
| 609 | }
|
---|
| 610 | if (glfwGetKey(window, GLFW_KEY_LEFT)) {
|
---|
| 611 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
---|
| 612 | cam_moved = true;
|
---|
| 613 | }
|
---|
| 614 | if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
|
---|
| 615 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
---|
| 616 | cam_moved = true;
|
---|
| 617 | }
|
---|
| 618 | if (cam_moved) {
|
---|
[c62eee6] | 619 | T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
[7ee66ea] | 620 | R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
[33a9664] | 621 | // view_mat = R*T;
|
---|
[7ee66ea] | 622 |
|
---|
| 623 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 624 | cam_moved = false;
|
---|
| 625 | }
|
---|
[644a2e4] | 626 | }
|
---|
| 627 |
|
---|
[5272b6b] | 628 | glfwTerminate();
|
---|
| 629 | return 0;
|
---|
| 630 | }
|
---|
[ec4456b] | 631 |
|
---|
| 632 | GLuint loadShader(GLenum type, string file) {
|
---|
| 633 | cout << "Loading shader from file " << file << endl;
|
---|
| 634 |
|
---|
| 635 | ifstream shaderFile(file);
|
---|
| 636 | GLuint shaderId = 0;
|
---|
| 637 |
|
---|
| 638 | if (shaderFile.is_open()) {
|
---|
| 639 | string line, shaderString;
|
---|
| 640 |
|
---|
| 641 | while(getline(shaderFile, line)) {
|
---|
| 642 | shaderString += line + "\n";
|
---|
| 643 | }
|
---|
| 644 | shaderFile.close();
|
---|
| 645 | const char* shaderCString = shaderString.c_str();
|
---|
| 646 |
|
---|
| 647 | shaderId = glCreateShader(type);
|
---|
| 648 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
---|
| 649 | glCompileShader(shaderId);
|
---|
| 650 |
|
---|
| 651 | cout << "Loaded successfully" << endl;
|
---|
| 652 | } else {
|
---|
| 653 | cout << "Failed to loade the file" << endl;
|
---|
| 654 | }
|
---|
| 655 |
|
---|
| 656 | return shaderId;
|
---|
| 657 | }
|
---|
[485424b] | 658 |
|
---|
| 659 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
---|
| 660 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
---|
| 661 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
---|
| 662 |
|
---|
| 663 | GLuint shader_program = glCreateProgram();
|
---|
| 664 | glAttachShader(shader_program, vs);
|
---|
| 665 | glAttachShader(shader_program, fs);
|
---|
| 666 |
|
---|
| 667 | glLinkProgram(shader_program);
|
---|
| 668 |
|
---|
| 669 | return shader_program;
|
---|
| 670 | }
|
---|
| 671 |
|
---|
| 672 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
---|
| 673 | int n;
|
---|
| 674 | int force_channels = 4;
|
---|
| 675 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
---|
| 676 | if (!image_data) {
|
---|
| 677 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
---|
| 678 | }
|
---|
| 679 | return image_data;
|
---|
| 680 | }
|
---|
[33a9664] | 681 |
|
---|
| 682 | bool insideTriangle(vec3 p, vec3 v1, vec3 v2, vec3 v3) {
|
---|
| 683 | vec3 v21 = v2-v1;
|
---|
| 684 | vec3 v31 = v3-v1;
|
---|
| 685 | vec3 pv1 = p-v1;
|
---|
| 686 |
|
---|
| 687 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
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| 688 | float x = (pv1.x-y*v31.x) / v21.x;
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| 689 |
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| 690 | cout << "(" << x << ", " << y << ")" << endl;
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| 691 |
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| 692 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
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| 693 | }
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[d12d003] | 694 |
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| 695 | void printVector(string label, vec3 v) {
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| 696 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
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| 697 | }
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