[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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[0d5c100] | 34 | #include <map>
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[22b2c37] | 35 |
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[5272b6b] | 36 | using namespace std;
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[7ee66ea] | 37 | using namespace glm;
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| 38 |
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[df652d5] | 39 | struct SceneObject {
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[d9f99b2] | 40 | unsigned int id;
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[5c403fe] | 41 | mat4 model_mat, model_base, model_transform;
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[baa5848] | 42 | GLuint shader_program;
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[05e43cf] | 43 | unsigned int num_points;
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[cffca4d] | 44 | GLint vertex_vbo_offset;
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[5c403fe] | 45 | GLint ubo_offset;
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[07ed460] | 46 | vector<GLfloat> points;
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| 47 | vector<GLfloat> colors;
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| 48 | vector<GLfloat> texcoords;
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[9dd2eb7] | 49 | vector<GLfloat> normals;
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[07ed460] | 50 | vector<GLfloat> selected_colors;
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[df652d5] | 51 | };
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| 52 |
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[93462c6] | 53 | enum State {
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| 54 | STATE_MAIN_MENU,
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| 55 | STATE_GAME,
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| 56 | };
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| 57 |
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| 58 | enum Event {
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| 59 | EVENT_GO_TO_MAIN_MENU,
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| 60 | EVENT_GO_TO_GAME,
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| 61 | EVENT_QUIT,
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| 62 | };
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| 63 |
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[f7d35da] | 64 | #define NUM_KEYS (512)
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[cf2d1e5] | 65 | #define ONE_DEG_IN_RAD ((2.0f * M_PI) / 360.0f) // 0.017444444 (maybe make this a const instead)
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[f7d35da] | 66 |
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| 67 | const int KEY_STATE_UNCHANGED = -1;
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[485424b] | 68 | const bool FULLSCREEN = false;
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[f7d35da] | 69 | const bool SHOW_FPS = false;
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| 70 | const bool DISABLE_VSYNC = false; // disable vsync to see real framerate
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| 71 | unsigned int MAX_UNIFORMS = 0; // Requires OpenGL constants only available at runtime, so it can't be const
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| 72 |
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| 73 | int key_state[NUM_KEYS];
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| 74 | bool key_pressed[NUM_KEYS];
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[14ff67c] | 75 |
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[c62eee6] | 76 | int width = 640;
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| 77 | int height = 480;
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| 78 |
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[c1ca5b5] | 79 | double fps;
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| 80 |
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[c62eee6] | 81 | vec3 cam_pos;
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| 82 |
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| 83 | mat4 view_mat;
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| 84 | mat4 proj_mat;
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[5272b6b] | 85 |
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[df652d5] | 86 | vector<SceneObject> objects;
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[93462c6] | 87 | queue<Event> events;
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[df652d5] | 88 |
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[147ac6d] | 89 | SceneObject* clickedObject = NULL;
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[0d5c100] | 90 | SceneObject* selectedObject = NULL;
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[147ac6d] | 91 |
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[c1ca5b5] | 92 | float NEAR_CLIP = 0.1f;
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| 93 | float FAR_CLIP = 100.0f;
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| 94 |
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[5b3462b] | 95 | // Should really have some array or struct of UI-related variables
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| 96 | bool isRunning = true;
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| 97 |
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[c1ca5b5] | 98 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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[046ce72] | 99 |
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[4f3262f] | 100 | void glfw_error_callback(int error, const char* description);
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| 101 |
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| 102 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
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[f7d35da] | 103 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
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[4f3262f] | 104 |
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[d9f99b2] | 105 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point);
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[5c9d193] | 106 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
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[33a9664] | 107 |
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[ec4456b] | 108 | GLuint loadShader(GLenum type, string file);
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[485424b] | 109 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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| 110 | unsigned char* loadImage(string file_name, int* x, int* y);
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[ec4456b] | 111 |
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[d12d003] | 112 | void printVector(string label, vec3 v);
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[b73cb3b] | 113 | void print4DVector(string label, vec4 v);
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[d12d003] | 114 |
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[f9a242b] | 115 | void addObjectToScene(SceneObject& obj);
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[0d5c100] | 116 | void populateBuffers(vector<SceneObject>& objects,
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| 117 | GLuint* points_vbo,
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| 118 | GLuint* colors_vbo,
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| 119 | GLuint* selected_colors_vbo,
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| 120 | GLuint* texcoords_vbo,
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| 121 | GLuint* normals_vbo,
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| 122 | GLuint* ubo,
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| 123 | GLuint* model_mat_idx_vbo,
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| 124 | map<GLuint, unsigned int>& shaderCounts,
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| 125 | map<GLuint, unsigned int>& curShaderBase);
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[f9a242b] | 126 |
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[5c403fe] | 127 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo);
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| 128 |
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[93462c6] | 129 | void renderMainMenu();
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| 130 | void renderMainMenuGui();
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| 131 |
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| 132 | void renderScene(vector<SceneObject>& objects,
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[cffca4d] | 133 | GLuint color_sp, GLuint texture_sp,
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[93462c6] | 134 | GLuint vao1, GLuint vao2,
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| 135 | GLuint points_vbo, GLuint normals_vbo,
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| 136 | GLuint colors_vbo, GLuint texcoords_vbo, GLuint selected_colors_vbo,
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[0d5c100] | 137 | SceneObject* selectedObject,
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| 138 | map<GLuint, unsigned int>& shaderCounts,
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| 139 | map<GLuint, unsigned int>& curShaderBase);
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[93462c6] | 140 | void renderSceneGui();
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[d12d003] | 141 |
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[cf2d1e5] | 142 | void spawnAsteroid(vec3 pos, GLuint shader);
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| 143 |
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[c1ca5b5] | 144 | int main(int argc, char* argv[]) {
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[5272b6b] | 145 | cout << "New OpenGL Game" << endl;
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| 146 |
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[ec4456b] | 147 | if (!restart_gl_log()) {}
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| 148 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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[22b2c37] | 149 |
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[ec4456b] | 150 | glfwSetErrorCallback(glfw_error_callback);
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[5272b6b] | 151 | if (!glfwInit()) {
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| 152 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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| 153 | return 1;
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[be246ad] | 154 | }
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| 155 |
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| 156 | #ifdef __APPLE__
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| 157 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 158 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 159 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 160 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 161 | #endif
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[5272b6b] | 162 |
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[ec4456b] | 163 | glfwWindowHint(GLFW_SAMPLES, 4);
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| 164 |
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| 165 | GLFWwindow* window = NULL;
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[e856d62] | 166 | GLFWmonitor* mon = NULL;
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[ec4456b] | 167 |
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| 168 | if (FULLSCREEN) {
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[e856d62] | 169 | mon = glfwGetPrimaryMonitor();
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[ec4456b] | 170 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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| 171 |
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| 172 | width = vmode->width;
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| 173 | height = vmode->height;
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[e856d62] | 174 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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[ec4456b] | 175 | }
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[e856d62] | 176 | window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL);
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[ec4456b] | 177 |
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[5272b6b] | 178 | if (!window) {
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| 179 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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| 180 | glfwTerminate();
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| 181 | return 1;
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| 182 | }
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[c62eee6] | 183 |
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[644a2e4] | 184 | glfwMakeContextCurrent(window);
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[5272b6b] | 185 | glewExperimental = GL_TRUE;
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| 186 | glewInit();
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| 187 |
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[14ff67c] | 188 | /*
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| 189 | * RENDERING ALGORITHM NOTES:
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| 190 | *
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| 191 | * Basically, I need to split my objects into groups, so that each group fits into
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| 192 | * GL_MAX_UNIFORM_BLOCK_SIZE. I need to have an offset and a size for each group.
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| 193 | * Getting the offset is straitforward. The size may as well be GL_MAX_UNIFORM_BLOCK_SIZE
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| 194 | * for each group, since it seems that smaller sizes just round up to the nearest GL_MAX_UNIFORM_BLOCK_SIZE
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| 195 | *
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| 196 | * I'll need to have a loop inside my render loop that calls glBindBufferRange(GL_UNIFORM_BUFFER, ...
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| 197 | * for every 1024 objects and then draws all those objects with one glDraw call.
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| 198 | *
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[0d5c100] | 199 | * Since I currently have very few objects, I'll wait to implement this until I have
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| 200 | * a reasonable number of objects always using the same shader.
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[14ff67c] | 201 | */
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| 202 |
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| 203 | GLint UNIFORM_BUFFER_OFFSET_ALIGNMENT, MAX_UNIFORM_BLOCK_SIZE;
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| 204 | glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &UNIFORM_BUFFER_OFFSET_ALIGNMENT);
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| 205 | glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &MAX_UNIFORM_BLOCK_SIZE);
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| 206 |
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| 207 | MAX_UNIFORMS = MAX_UNIFORM_BLOCK_SIZE / sizeof(mat4);
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| 208 |
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| 209 | cout << "UNIFORM_BUFFER_OFFSET_ALIGNMENT: " << UNIFORM_BUFFER_OFFSET_ALIGNMENT << endl;
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| 210 | cout << "MAX_UNIFORMS: " << MAX_UNIFORMS << endl;
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| 211 |
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[c1ca5b5] | 212 | // Setup Dear ImGui binding
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| 213 | IMGUI_CHECKVERSION();
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| 214 | ImGui::CreateContext();
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| 215 | ImGuiIO& io = ImGui::GetIO(); (void)io;
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| 216 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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| 217 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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| 218 | ImGui_ImplGlfwGL3_Init(window, true);
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| 219 |
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| 220 | // Setup style
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| 221 | ImGui::StyleColorsDark();
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| 222 | //ImGui::StyleColorsClassic();
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| 223 |
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| 224 | glfwSetMouseButtonCallback(window, mouse_button_callback);
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[f7d35da] | 225 | glfwSetKeyCallback(window, key_callback);
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[c1ca5b5] | 226 |
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[5272b6b] | 227 | const GLubyte* renderer = glGetString(GL_RENDERER);
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| 228 | const GLubyte* version = glGetString(GL_VERSION);
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| 229 | printf("Renderer: %s\n", renderer);
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| 230 | printf("OpenGL version supported %s\n", version);
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[93baa0e] | 231 |
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[5272b6b] | 232 | glEnable(GL_DEPTH_TEST);
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| 233 | glDepthFunc(GL_LESS);
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[516668e] | 234 |
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[93baa0e] | 235 | glEnable(GL_CULL_FACE);
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| 236 | // glCullFace(GL_BACK);
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| 237 | // glFrontFace(GL_CW);
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| 238 |
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[485424b] | 239 | int x, y;
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| 240 | unsigned char* texImage = loadImage("test.png", &x, &y);
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| 241 | if (texImage) {
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| 242 | cout << "Yay, I loaded an image!" << endl;
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| 243 | cout << x << endl;
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| 244 | cout << y << endl;
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[e856d62] | 245 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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[485424b] | 246 | }
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| 247 |
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| 248 | GLuint tex = 0;
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| 249 | glGenTextures(1, &tex);
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| 250 | glActiveTexture(GL_TEXTURE0);
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| 251 | glBindTexture(GL_TEXTURE_2D, tex);
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| 252 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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| 253 |
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| 254 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 255 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 256 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 257 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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| 258 |
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[0d5c100] | 259 | /* RENDERING ALGORITHM
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| 260 | *
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| 261 | * Create a separate vbo for each of the following things:
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| 262 | * - points
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| 263 | * - colors
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| 264 | * - texture coordinates
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| 265 | * - selected colors
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| 266 | * - normals
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| 267 | * - indices into a ubo that stores a model matrix for each object
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| 268 | *
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| 269 | * Also, make a model matrix ubo, the entirety of which will be passed to the vertex shader.
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| 270 | * The vbo containing the correct index into the ubo (mentioned above) will be used to select
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| 271 | * the right model matrix for each point. The index in the vbo will be the saem for all points
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| 272 | * of any given object.
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| 273 | *
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| 274 | * There will be two shader programs for now, one for draing colored objects, and another for
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| 275 | * drawing textured ones. The points, normals, and model mat ubo indices will be passed to both
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| 276 | * shaders, while the colors vbo will only be passed to the colors shader, and the texcoords vbo
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| 277 | * only to the texture shader.
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| 278 | *
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| 279 | * Right now, the currently selected object is drawn using one color (specified in the selected
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| 280 | * colors vbo) regardless of whether it is normally rendering using colors or a texture. The selected
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| 281 | * object is rendering by binding the selected colors vbo in place of the colors vbo and using the colors
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| 282 | * shader. Then, the selected object is redrawn along with all other objects, but the depth buffer test
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| 283 | * prevents the unselected version of the object from appearing on the screen. This lets me render all the
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| 284 | * objects that use a particular shader using one glDrawArrays() call.
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| 285 | */
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[cffca4d] | 286 |
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| 287 | GLuint color_sp = loadShaderProgram("./color.vert", "./color.frag");
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| 288 | GLuint texture_sp = loadShaderProgram("./texture.vert", "./texture.frag");
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| 289 |
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[f9a242b] | 290 | SceneObject obj;
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[07ed460] | 291 | mat4 T_model, R_model;
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| 292 |
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[cf2d1e5] | 293 | /*
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[07ed460] | 294 | // triangle
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[f9a242b] | 295 | obj = SceneObject();
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| 296 | obj.shader_program = color_sp;
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| 297 | obj.points = {
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[d12d003] | 298 | 0.0f, 0.5f, 0.0f,
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| 299 | -0.5f, -0.5f, 0.0f,
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| 300 | 0.5f, -0.5f, 0.0f,
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| 301 | 0.5f, -0.5f, 0.0f,
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| 302 | -0.5f, -0.5f, 0.0f,
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| 303 | 0.0f, 0.5f, 0.0f,
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[516668e] | 304 | };
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[f9a242b] | 305 | obj.colors = {
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[07ed460] | 306 | 1.0f, 0.0f, 0.0f,
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| 307 | 0.0f, 0.0f, 1.0f,
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| 308 | 0.0f, 1.0f, 0.0f,
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| 309 | 0.0f, 1.0f, 0.0f,
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| 310 | 0.0f, 0.0f, 1.0f,
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| 311 | 1.0f, 0.0f, 0.0f,
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[93baa0e] | 312 | };
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[f9a242b] | 313 | obj.texcoords = {
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[07ed460] | 314 | 1.0f, 1.0f,
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| 315 | 0.0f, 1.0f,
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| 316 | 0.0f, 0.0f,
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| 317 | 1.0f, 1.0f,
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| 318 | 0.0f, 0.0f,
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| 319 | 1.0f, 0.0f
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[33a9664] | 320 | };
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[f9a242b] | 321 | obj.selected_colors = {
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[07ed460] | 322 | 0.0f, 1.0f, 0.0f,
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| 323 | 0.0f, 1.0f, 0.0f,
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| 324 | 0.0f, 1.0f, 0.0f,
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| 325 | 0.0f, 1.0f, 0.0f,
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| 326 | 0.0f, 1.0f, 0.0f,
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| 327 | 0.0f, 1.0f, 0.0f,
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| 328 | };
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| 329 |
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| 330 | T_model = translate(mat4(), vec3(0.45f, 0.0f, 0.0f));
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| 331 | R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
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[5c403fe] | 332 | obj.model_base = T_model*R_model;
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[f9a242b] | 333 |
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| 334 | addObjectToScene(obj);
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[33a9664] | 335 |
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[07ed460] | 336 | // square
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[f9a242b] | 337 | obj = SceneObject();
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| 338 | obj.shader_program = texture_sp;
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| 339 | obj.points = {
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[b73cb3b] | 340 | 0.5f, 0.5f, 0.0f,
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[d12d003] | 341 | -0.5f, 0.5f, 0.0f,
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| 342 | -0.5f, -0.5f, 0.0f,
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[b73cb3b] | 343 | 0.5f, 0.5f, 0.0f,
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[d12d003] | 344 | -0.5f, -0.5f, 0.0f,
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[b73cb3b] | 345 | 0.5f, -0.5f, 0.0f,
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[64a70f4] | 346 | };
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[f9a242b] | 347 | obj.colors = {
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[07ed460] | 348 | 1.0f, 0.0f, 0.0f,
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| 349 | 0.0f, 0.0f, 1.0f,
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| 350 | 0.0f, 1.0f, 0.0f,
|
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| 351 | 0.0f, 1.0f, 0.0f,
|
---|
| 352 | 0.0f, 0.0f, 1.0f,
|
---|
| 353 | 1.0f, 0.0f, 0.0f,
|
---|
[485424b] | 354 | };
|
---|
[f9a242b] | 355 | obj.texcoords = {
|
---|
[64a70f4] | 356 | 1.0f, 1.0f,
|
---|
| 357 | 0.0f, 1.0f,
|
---|
[07ed460] | 358 | 0.0f, 0.0f,
|
---|
| 359 | 1.0f, 1.0f,
|
---|
| 360 | 0.0f, 0.0f,
|
---|
| 361 | 1.0f, 0.0f
|
---|
[485424b] | 362 | };
|
---|
[f9a242b] | 363 | obj.selected_colors = {
|
---|
[9f4986b] | 364 | 0.0f, 0.6f, 0.9f,
|
---|
| 365 | 0.0f, 0.6f, 0.9f,
|
---|
| 366 | 0.0f, 0.6f, 0.9f,
|
---|
| 367 | 0.0f, 0.6f, 0.9f,
|
---|
| 368 | 0.0f, 0.6f, 0.9f,
|
---|
| 369 | 0.0f, 0.6f, 0.9f,
|
---|
[19c9338] | 370 | };
|
---|
[df652d5] | 371 |
|
---|
[b73cb3b] | 372 | T_model = translate(mat4(), vec3(-0.5f, 0.0f, -1.00f));
|
---|
| 373 | R_model = rotate(mat4(), 0.5f, vec3(0.0f, 1.0f, 0.0f));
|
---|
[5c403fe] | 374 | obj.model_base = T_model*R_model;
|
---|
[f9a242b] | 375 |
|
---|
| 376 | addObjectToScene(obj);
|
---|
[cf2d1e5] | 377 | */
|
---|
[f9a242b] | 378 |
|
---|
| 379 | // player ship
|
---|
| 380 | obj = SceneObject();
|
---|
| 381 | obj.shader_program = color_sp;
|
---|
| 382 | obj.points = {
|
---|
[81f28c0] | 383 | //back
|
---|
| 384 | -0.5f, 0.3f, 0.0f,
|
---|
| 385 | -0.5f, 0.0f, 0.0f,
|
---|
| 386 | 0.5f, 0.0f, 0.0f,
|
---|
| 387 | -0.5f, 0.3f, 0.0f,
|
---|
| 388 | 0.5f, 0.0f, 0.0f,
|
---|
| 389 | 0.5f, 0.3f, 0.0f,
|
---|
| 390 |
|
---|
| 391 | // left back
|
---|
| 392 | -0.5f, 0.3f, -2.0f,
|
---|
| 393 | -0.5f, 0.0f, -2.0f,
|
---|
| 394 | -0.5f, 0.0f, 0.0f,
|
---|
| 395 | -0.5f, 0.3f, -2.0f,
|
---|
| 396 | -0.5f, 0.0f, 0.0f,
|
---|
| 397 | -0.5f, 0.3f, 0.0f,
|
---|
| 398 |
|
---|
| 399 | // right back
|
---|
| 400 | 0.5f, 0.3f, 0.0f,
|
---|
| 401 | 0.5f, 0.0f, 0.0f,
|
---|
| 402 | 0.5f, 0.0f, -2.0f,
|
---|
| 403 | 0.5f, 0.3f, 0.0f,
|
---|
| 404 | 0.5f, 0.0f, -2.0f,
|
---|
| 405 | 0.5f, 0.3f, -2.0f,
|
---|
| 406 |
|
---|
| 407 | // left mid
|
---|
| 408 | -0.25f, 0.3f, -3.0f,
|
---|
| 409 | -0.25f, 0.0f, -3.0f,
|
---|
| 410 | -0.5f, 0.0f, -2.0f,
|
---|
| 411 | -0.25f, 0.3f, -3.0f,
|
---|
| 412 | -0.5f, 0.0f, -2.0f,
|
---|
| 413 | -0.5f, 0.3f, -2.0f,
|
---|
| 414 |
|
---|
| 415 | // right mid
|
---|
| 416 | 0.5f, 0.3f, -2.0f,
|
---|
| 417 | 0.5f, 0.0f, -2.0f,
|
---|
| 418 | 0.25f, 0.0f, -3.0f,
|
---|
| 419 | 0.5f, 0.3f, -2.0f,
|
---|
| 420 | 0.25f, 0.0f, -3.0f,
|
---|
| 421 | 0.25f, 0.3f, -3.0f,
|
---|
| 422 |
|
---|
| 423 | // left front
|
---|
| 424 | 0.0f, 0.0f, -3.5f,
|
---|
| 425 | -0.25f, 0.0f, -3.0f,
|
---|
| 426 | -0.25f, 0.3f, -3.0f,
|
---|
| 427 |
|
---|
| 428 | // right front
|
---|
| 429 | 0.25f, 0.3f, -3.0f,
|
---|
| 430 | 0.25f, 0.0f, -3.0f,
|
---|
| 431 | 0.0f, 0.0f, -3.5f,
|
---|
| 432 |
|
---|
| 433 | // top back
|
---|
| 434 | -0.5f, 0.3f, -2.0f,
|
---|
| 435 | -0.5f, 0.3f, 0.0f,
|
---|
| 436 | 0.5f, 0.3f, 0.0f,
|
---|
| 437 | -0.5f, 0.3f, -2.0f,
|
---|
| 438 | 0.5f, 0.3f, 0.0f,
|
---|
| 439 | 0.5f, 0.3f, -2.0f,
|
---|
| 440 |
|
---|
[20e0020] | 441 | // bottom back
|
---|
| 442 | -0.5f, 0.0f, 0.0f,
|
---|
| 443 | -0.5f, 0.0f, -2.0f,
|
---|
| 444 | 0.5f, 0.0f, 0.0f,
|
---|
| 445 | 0.5f, 0.0f, 0.0f,
|
---|
| 446 | -0.5f, 0.0f, -2.0f,
|
---|
| 447 | 0.5f, 0.0f, -2.0f,
|
---|
| 448 |
|
---|
| 449 | // top mid
|
---|
| 450 | -0.25f, 0.3f, -3.0f,
|
---|
| 451 | -0.5f, 0.3f, -2.0f,
|
---|
| 452 | 0.5f, 0.3f, -2.0f,
|
---|
| 453 | -0.25f, 0.3f, -3.0f,
|
---|
| 454 | 0.5f, 0.3f, -2.0f,
|
---|
| 455 | 0.25f, 0.3f, -3.0f,
|
---|
| 456 |
|
---|
| 457 | // bottom mid
|
---|
| 458 | -0.5f, 0.0f, -2.0f,
|
---|
| 459 | -0.25f, 0.0f, -3.0f,
|
---|
| 460 | 0.5f, 0.0f, -2.0f,
|
---|
| 461 | 0.5f, 0.0f, -2.0f,
|
---|
| 462 | -0.25f, 0.0f, -3.0f,
|
---|
| 463 | 0.25f, 0.0f, -3.0f,
|
---|
| 464 |
|
---|
| 465 | // top front
|
---|
| 466 | -0.25f, 0.3f, -3.0f,
|
---|
| 467 | 0.25f, 0.3f, -3.0f,
|
---|
| 468 | 0.0f, 0.0f, -3.5f,
|
---|
| 469 |
|
---|
| 470 | // bottom front
|
---|
| 471 | 0.25f, 0.0f, -3.0f,
|
---|
| 472 | -0.25f, 0.0f, -3.0f,
|
---|
| 473 | 0.0f, 0.0f, -3.5f,
|
---|
| 474 |
|
---|
| 475 | // left wing start back
|
---|
| 476 | -1.5f, 0.3f, 0.0f,
|
---|
| 477 | -1.5f, 0.0f, 0.0f,
|
---|
| 478 | -0.5f, 0.0f, 0.0f,
|
---|
| 479 | -1.5f, 0.3f, 0.0f,
|
---|
| 480 | -0.5f, 0.0f, 0.0f,
|
---|
| 481 | -0.5f, 0.3f, 0.0f,
|
---|
| 482 |
|
---|
| 483 | // left wing start top
|
---|
| 484 | -0.5f, 0.3f, -0.3f,
|
---|
| 485 | -1.3f, 0.3f, -0.3f,
|
---|
| 486 | -1.5f, 0.3f, 0.0f,
|
---|
| 487 | -0.5f, 0.3f, -0.3f,
|
---|
| 488 | -1.5f, 0.3f, 0.0f,
|
---|
| 489 | -0.5f, 0.3f, 0.0f,
|
---|
| 490 |
|
---|
| 491 | // left wing start front
|
---|
| 492 | -0.5f, 0.3f, -0.3f,
|
---|
| 493 | -0.5f, 0.0f, -0.3f,
|
---|
| 494 | -1.3f, 0.0f, -0.3f,
|
---|
| 495 | -0.5f, 0.3f, -0.3f,
|
---|
| 496 | -1.3f, 0.0f, -0.3f,
|
---|
| 497 | -1.3f, 0.3f, -0.3f,
|
---|
| 498 |
|
---|
| 499 | // left wing start bottom
|
---|
| 500 | -0.5f, 0.0f, 0.0f,
|
---|
| 501 | -1.5f, 0.0f, 0.0f,
|
---|
| 502 | -1.3f, 0.0f, -0.3f,
|
---|
| 503 | -0.5f, 0.0f, 0.0f,
|
---|
| 504 | -1.3f, 0.0f, -0.3f,
|
---|
| 505 | -0.5f, 0.0f, -0.3f,
|
---|
| 506 |
|
---|
| 507 | // left wing end outside
|
---|
| 508 | -1.5f, 0.3f, 0.0f,
|
---|
| 509 | -2.2f, 0.15f, -0.8f,
|
---|
| 510 | -1.5f, 0.0f, 0.0f,
|
---|
| 511 |
|
---|
| 512 | // left wing end top
|
---|
| 513 | -1.3f, 0.3f, -0.3f,
|
---|
| 514 | -2.2f, 0.15f, -0.8f,
|
---|
| 515 | -1.5f, 0.3f, 0.0f,
|
---|
| 516 |
|
---|
| 517 | // left wing end front
|
---|
| 518 | -1.3f, 0.0f, -0.3f,
|
---|
| 519 | -2.2f, 0.15f, -0.8f,
|
---|
| 520 | -1.3f, 0.3f, -0.3f,
|
---|
| 521 |
|
---|
| 522 | // left wing end bottom
|
---|
| 523 | -1.5f, 0.0f, 0.0f,
|
---|
| 524 | -2.2f, 0.15f, -0.8f,
|
---|
| 525 | -1.3f, 0.0f, -0.3f,
|
---|
| 526 |
|
---|
| 527 | // right wing start back
|
---|
| 528 | 1.5f, 0.0f, 0.0f,
|
---|
| 529 | 1.5f, 0.3f, 0.0f,
|
---|
| 530 | 0.5f, 0.0f, 0.0f,
|
---|
| 531 | 0.5f, 0.0f, 0.0f,
|
---|
| 532 | 1.5f, 0.3f, 0.0f,
|
---|
| 533 | 0.5f, 0.3f, 0.0f,
|
---|
| 534 |
|
---|
| 535 | // right wing start top
|
---|
| 536 | 1.3f, 0.3f, -0.3f,
|
---|
| 537 | 0.5f, 0.3f, -0.3f,
|
---|
| 538 | 1.5f, 0.3f, 0.0f,
|
---|
| 539 | 1.5f, 0.3f, 0.0f,
|
---|
| 540 | 0.5f, 0.3f, -0.3f,
|
---|
| 541 | 0.5f, 0.3f, 0.0f,
|
---|
| 542 |
|
---|
| 543 | // right wing start front
|
---|
| 544 | 0.5f, 0.0f, -0.3f,
|
---|
| 545 | 0.5f, 0.3f, -0.3f,
|
---|
| 546 | 1.3f, 0.0f, -0.3f,
|
---|
| 547 | 1.3f, 0.0f, -0.3f,
|
---|
| 548 | 0.5f, 0.3f, -0.3f,
|
---|
| 549 | 1.3f, 0.3f, -0.3f,
|
---|
| 550 |
|
---|
| 551 | // right wing start bottom
|
---|
| 552 | 1.5f, 0.0f, 0.0f,
|
---|
| 553 | 0.5f, 0.0f, 0.0f,
|
---|
| 554 | 1.3f, 0.0f, -0.3f,
|
---|
| 555 | 1.3f, 0.0f, -0.3f,
|
---|
| 556 | 0.5f, 0.0f, 0.0f,
|
---|
| 557 | 0.5f, 0.0f, -0.3f,
|
---|
| 558 |
|
---|
| 559 | // right wing end outside
|
---|
| 560 | 2.2f, 0.15f, -0.8f,
|
---|
| 561 | 1.5f, 0.3f, 0.0f,
|
---|
| 562 | 1.5f, 0.0f, 0.0f,
|
---|
| 563 |
|
---|
| 564 | // right wing end top
|
---|
| 565 | 2.2f, 0.15f, -0.8f,
|
---|
| 566 | 1.3f, 0.3f, -0.3f,
|
---|
| 567 | 1.5f, 0.3f, 0.0f,
|
---|
| 568 |
|
---|
| 569 | // right wing end front
|
---|
| 570 | 2.2f, 0.15f, -0.8f,
|
---|
| 571 | 1.3f, 0.0f, -0.3f,
|
---|
| 572 | 1.3f, 0.3f, -0.3f,
|
---|
| 573 |
|
---|
| 574 | // right wing end bottom
|
---|
| 575 | 2.2f, 0.15f, -0.8f,
|
---|
| 576 | 1.5f, 0.0f, 0.0f,
|
---|
| 577 | 1.3f, 0.0f, -0.3f,
|
---|
[f9a242b] | 578 | };
|
---|
| 579 | obj.colors = {
|
---|
| 580 | 0.0f, 0.0f, 0.3f,
|
---|
| 581 | 0.0f, 0.0f, 0.3f,
|
---|
| 582 | 0.0f, 0.0f, 0.3f,
|
---|
| 583 | 0.0f, 0.0f, 0.3f,
|
---|
| 584 | 0.0f, 0.0f, 0.3f,
|
---|
| 585 | 0.0f, 0.0f, 0.3f,
|
---|
[81f28c0] | 586 |
|
---|
| 587 | 0.0f, 0.0f, 0.3f,
|
---|
| 588 | 0.0f, 0.0f, 0.3f,
|
---|
| 589 | 0.0f, 0.0f, 0.3f,
|
---|
| 590 | 0.0f, 0.0f, 0.3f,
|
---|
| 591 | 0.0f, 0.0f, 0.3f,
|
---|
| 592 | 0.0f, 0.0f, 0.3f,
|
---|
| 593 |
|
---|
| 594 | 0.0f, 0.0f, 0.3f,
|
---|
| 595 | 0.0f, 0.0f, 0.3f,
|
---|
| 596 | 0.0f, 0.0f, 0.3f,
|
---|
| 597 | 0.0f, 0.0f, 0.3f,
|
---|
| 598 | 0.0f, 0.0f, 0.3f,
|
---|
| 599 | 0.0f, 0.0f, 0.3f,
|
---|
| 600 |
|
---|
| 601 | 0.0f, 0.0f, 0.3f,
|
---|
| 602 | 0.0f, 0.0f, 0.3f,
|
---|
| 603 | 0.0f, 0.0f, 0.3f,
|
---|
| 604 | 0.0f, 0.0f, 0.3f,
|
---|
| 605 | 0.0f, 0.0f, 0.3f,
|
---|
| 606 | 0.0f, 0.0f, 0.3f,
|
---|
| 607 |
|
---|
| 608 | 0.0f, 0.0f, 0.3f,
|
---|
| 609 | 0.0f, 0.0f, 0.3f,
|
---|
| 610 | 0.0f, 0.0f, 0.3f,
|
---|
| 611 | 0.0f, 0.0f, 0.3f,
|
---|
| 612 | 0.0f, 0.0f, 0.3f,
|
---|
| 613 | 0.0f, 0.0f, 0.3f,
|
---|
| 614 |
|
---|
[cf2d1e5] | 615 | 0.0f, 0.0f, 1.0f,
|
---|
| 616 | 0.0f, 0.0f, 1.0f,
|
---|
| 617 | 0.0f, 0.0f, 1.0f,
|
---|
[81f28c0] | 618 |
|
---|
[cf2d1e5] | 619 | 0.0f, 0.0f, 1.0f,
|
---|
| 620 | 0.0f, 0.0f, 1.0f,
|
---|
| 621 | 0.0f, 0.0f, 1.0f,
|
---|
[81f28c0] | 622 |
|
---|
[cf2d1e5] | 623 | 0.0f, 0.0f, 1.0f,
|
---|
| 624 | 0.0f, 0.0f, 1.0f,
|
---|
| 625 | 0.0f, 0.0f, 1.0f,
|
---|
| 626 | 0.0f, 0.0f, 1.0f,
|
---|
| 627 | 0.0f, 0.0f, 1.0f,
|
---|
| 628 | 0.0f, 0.0f, 1.0f,
|
---|
[81f28c0] | 629 |
|
---|
[cf2d1e5] | 630 | 0.0f, 0.0f, 1.0f,
|
---|
| 631 | 0.0f, 0.0f, 1.0f,
|
---|
| 632 | 0.0f, 0.0f, 1.0f,
|
---|
| 633 | 0.0f, 0.0f, 1.0f,
|
---|
| 634 | 0.0f, 0.0f, 1.0f,
|
---|
| 635 | 0.0f, 0.0f, 1.0f,
|
---|
[81f28c0] | 636 |
|
---|
[cf2d1e5] | 637 | 0.0f, 0.0f, 1.0f,
|
---|
| 638 | 0.0f, 0.0f, 1.0f,
|
---|
| 639 | 0.0f, 0.0f, 1.0f,
|
---|
| 640 | 0.0f, 0.0f, 1.0f,
|
---|
| 641 | 0.0f, 0.0f, 1.0f,
|
---|
| 642 | 0.0f, 0.0f, 1.0f,
|
---|
[81f28c0] | 643 |
|
---|
[cf2d1e5] | 644 | 0.0f, 0.0f, 1.0f,
|
---|
| 645 | 0.0f, 0.0f, 1.0f,
|
---|
| 646 | 0.0f, 0.0f, 1.0f,
|
---|
| 647 | 0.0f, 0.0f, 1.0f,
|
---|
| 648 | 0.0f, 0.0f, 1.0f,
|
---|
| 649 | 0.0f, 0.0f, 1.0f,
|
---|
[81f28c0] | 650 |
|
---|
| 651 | 0.0f, 0.0f, 0.3f,
|
---|
| 652 | 0.0f, 0.0f, 0.3f,
|
---|
| 653 | 0.0f, 0.0f, 0.3f,
|
---|
[20e0020] | 654 |
|
---|
[81f28c0] | 655 | 0.0f, 0.0f, 0.3f,
|
---|
| 656 | 0.0f, 0.0f, 0.3f,
|
---|
| 657 | 0.0f, 0.0f, 0.3f,
|
---|
| 658 |
|
---|
| 659 | 0.0f, 0.0f, 0.3f,
|
---|
| 660 | 0.0f, 0.0f, 0.3f,
|
---|
| 661 | 0.0f, 0.0f, 0.3f,
|
---|
| 662 | 0.0f, 0.0f, 0.3f,
|
---|
| 663 | 0.0f, 0.0f, 0.3f,
|
---|
| 664 | 0.0f, 0.0f, 0.3f,
|
---|
| 665 |
|
---|
[20e0020] | 666 | 0.0f, 0.0f, 0.3f,
|
---|
| 667 | 0.0f, 0.0f, 0.3f,
|
---|
| 668 | 0.0f, 0.0f, 0.3f,
|
---|
| 669 | 0.0f, 0.0f, 0.3f,
|
---|
| 670 | 0.0f, 0.0f, 0.3f,
|
---|
| 671 | 0.0f, 0.0f, 0.3f,
|
---|
| 672 |
|
---|
| 673 | 0.0f, 0.0f, 0.3f,
|
---|
| 674 | 0.0f, 0.0f, 0.3f,
|
---|
| 675 | 0.0f, 0.0f, 0.3f,
|
---|
| 676 | 0.0f, 0.0f, 0.3f,
|
---|
| 677 | 0.0f, 0.0f, 0.3f,
|
---|
| 678 | 0.0f, 0.0f, 0.3f,
|
---|
| 679 |
|
---|
| 680 | 0.0f, 0.0f, 0.3f,
|
---|
| 681 | 0.0f, 0.0f, 0.3f,
|
---|
| 682 | 0.0f, 0.0f, 0.3f,
|
---|
| 683 | 0.0f, 0.0f, 0.3f,
|
---|
| 684 | 0.0f, 0.0f, 0.3f,
|
---|
| 685 | 0.0f, 0.0f, 0.3f,
|
---|
| 686 |
|
---|
| 687 | 0.0f, 0.0f, 0.3f,
|
---|
| 688 | 0.0f, 0.0f, 0.3f,
|
---|
| 689 | 0.0f, 0.0f, 0.3f,
|
---|
| 690 |
|
---|
| 691 | 0.0f, 0.0f, 0.3f,
|
---|
| 692 | 0.0f, 0.0f, 0.3f,
|
---|
| 693 | 0.0f, 0.0f, 0.3f,
|
---|
| 694 |
|
---|
| 695 | 0.0f, 0.0f, 0.3f,
|
---|
| 696 | 0.0f, 0.0f, 0.3f,
|
---|
| 697 | 0.0f, 0.0f, 0.3f,
|
---|
| 698 |
|
---|
| 699 | 0.0f, 0.0f, 0.3f,
|
---|
| 700 | 0.0f, 0.0f, 0.3f,
|
---|
| 701 | 0.0f, 0.0f, 0.3f,
|
---|
| 702 |
|
---|
| 703 | 0.0f, 0.0f, 0.3f,
|
---|
| 704 | 0.0f, 0.0f, 0.3f,
|
---|
| 705 | 0.0f, 0.0f, 0.3f,
|
---|
| 706 | 0.0f, 0.0f, 0.3f,
|
---|
| 707 | 0.0f, 0.0f, 0.3f,
|
---|
| 708 | 0.0f, 0.0f, 0.3f,
|
---|
| 709 |
|
---|
| 710 | 0.0f, 0.0f, 0.3f,
|
---|
| 711 | 0.0f, 0.0f, 0.3f,
|
---|
| 712 | 0.0f, 0.0f, 0.3f,
|
---|
| 713 | 0.0f, 0.0f, 0.3f,
|
---|
| 714 | 0.0f, 0.0f, 0.3f,
|
---|
| 715 | 0.0f, 0.0f, 0.3f,
|
---|
| 716 |
|
---|
| 717 | 0.0f, 0.0f, 0.3f,
|
---|
| 718 | 0.0f, 0.0f, 0.3f,
|
---|
| 719 | 0.0f, 0.0f, 0.3f,
|
---|
| 720 | 0.0f, 0.0f, 0.3f,
|
---|
| 721 | 0.0f, 0.0f, 0.3f,
|
---|
| 722 | 0.0f, 0.0f, 0.3f,
|
---|
| 723 |
|
---|
| 724 | 0.0f, 0.0f, 0.3f,
|
---|
| 725 | 0.0f, 0.0f, 0.3f,
|
---|
| 726 | 0.0f, 0.0f, 0.3f,
|
---|
| 727 | 0.0f, 0.0f, 0.3f,
|
---|
| 728 | 0.0f, 0.0f, 0.3f,
|
---|
| 729 | 0.0f, 0.0f, 0.3f,
|
---|
| 730 |
|
---|
| 731 | 0.0f, 0.0f, 0.3f,
|
---|
| 732 | 0.0f, 0.0f, 0.3f,
|
---|
| 733 | 0.0f, 0.0f, 0.3f,
|
---|
| 734 |
|
---|
[81f28c0] | 735 | 0.0f, 0.0f, 0.3f,
|
---|
| 736 | 0.0f, 0.0f, 0.3f,
|
---|
| 737 | 0.0f, 0.0f, 0.3f,
|
---|
| 738 |
|
---|
| 739 | 0.0f, 0.0f, 0.3f,
|
---|
| 740 | 0.0f, 0.0f, 0.3f,
|
---|
| 741 | 0.0f, 0.0f, 0.3f,
|
---|
| 742 |
|
---|
| 743 | 0.0f, 0.0f, 0.3f,
|
---|
| 744 | 0.0f, 0.0f, 0.3f,
|
---|
| 745 | 0.0f, 0.0f, 0.3f,
|
---|
[f9a242b] | 746 | };
|
---|
[cf2d1e5] | 747 | obj.texcoords = { 0.0f };
|
---|
| 748 | obj.selected_colors = { 0.0f };
|
---|
[f9a242b] | 749 |
|
---|
[cf2d1e5] | 750 | T_model = translate(mat4(), vec3(0.0f, -1.2f, 0.0f));
|
---|
| 751 | R_model = rotate(mat4(), 20.0f * (float)ONE_DEG_IN_RAD, vec3(1.0f, 0.0f, 0.0f));
|
---|
| 752 | R_model = mat4();
|
---|
| 753 | obj.model_base = T_model * R_model * scale(mat4(), vec3(0.3f, 0.3f, 0.3f));
|
---|
[f9a242b] | 754 |
|
---|
| 755 | addObjectToScene(obj);
|
---|
[df652d5] | 756 |
|
---|
[cf2d1e5] | 757 | spawnAsteroid(vec3(0.0f, -1.2f, -11.5f), color_sp);
|
---|
| 758 | spawnAsteroid(vec3(1.0f, -1.2f, -11.5f), color_sp);
|
---|
| 759 | spawnAsteroid(vec3(-0.5f, -0.7f, -10.8f), color_sp);
|
---|
| 760 |
|
---|
[07ed460] | 761 | vector<SceneObject>::iterator obj_it;
|
---|
| 762 | GLsizeiptr offset;
|
---|
[19c9338] | 763 |
|
---|
[0d5c100] | 764 | GLuint points_vbo, colors_vbo, selected_colors_vbo, texcoords_vbo,
|
---|
| 765 | normals_vbo, ubo, model_mat_idx_vbo;
|
---|
[e165b85] | 766 |
|
---|
[0d5c100] | 767 | map<GLuint, unsigned int> shaderCounts, curShaderBase;
|
---|
[e165b85] | 768 |
|
---|
[0d5c100] | 769 | populateBuffers(objects,
|
---|
| 770 | &points_vbo,
|
---|
| 771 | &colors_vbo,
|
---|
| 772 | &selected_colors_vbo,
|
---|
| 773 | &texcoords_vbo,
|
---|
| 774 | &normals_vbo,
|
---|
| 775 | &ubo,
|
---|
| 776 | &model_mat_idx_vbo,
|
---|
| 777 | shaderCounts,
|
---|
| 778 | curShaderBase);
|
---|
[e165b85] | 779 |
|
---|
[644a2e4] | 780 | GLuint vao = 0;
|
---|
[516668e] | 781 | glGenVertexArrays(1, &vao);
|
---|
| 782 | glBindVertexArray(vao);
|
---|
| 783 |
|
---|
[8b7cfcf] | 784 | glEnableVertexAttribArray(0);
|
---|
| 785 | glEnableVertexAttribArray(1);
|
---|
[9dd2eb7] | 786 | glEnableVertexAttribArray(2);
|
---|
[14ff67c] | 787 | glEnableVertexAttribArray(3);
|
---|
[644a2e4] | 788 |
|
---|
[cffca4d] | 789 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
| 790 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
| 791 |
|
---|
| 792 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
| 793 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
| 794 |
|
---|
[14ff67c] | 795 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
| 796 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
---|
| 797 |
|
---|
[485424b] | 798 | GLuint vao2 = 0;
|
---|
| 799 | glGenVertexArrays(1, &vao2);
|
---|
| 800 | glBindVertexArray(vao2);
|
---|
[644a2e4] | 801 |
|
---|
[485424b] | 802 | glEnableVertexAttribArray(0);
|
---|
| 803 | glEnableVertexAttribArray(1);
|
---|
[9dd2eb7] | 804 | glEnableVertexAttribArray(2);
|
---|
[14ff67c] | 805 | glEnableVertexAttribArray(3);
|
---|
[8b7cfcf] | 806 |
|
---|
[cffca4d] | 807 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
| 808 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
[1a530df] | 809 |
|
---|
[cffca4d] | 810 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
| 811 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
| 812 |
|
---|
| 813 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
| 814 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
[644a2e4] | 815 |
|
---|
[14ff67c] | 816 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
| 817 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
---|
| 818 |
|
---|
[7ee66ea] | 819 | float cam_speed = 1.0f;
|
---|
[201e2f8] | 820 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
[809ce16] | 821 | float cam_pitch_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
[7ee66ea] | 822 |
|
---|
[b73cb3b] | 823 | // glm::lookAt can create the view matrix
|
---|
| 824 | // glm::perspective can create the projection matrix
|
---|
| 825 |
|
---|
| 826 | cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
---|
[81f28c0] | 827 | //cam_pos = vec3(-2.1f, -1.5f, -1.5f); // Good position for checking ship faces
|
---|
[64a70f4] | 828 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
|
---|
[809ce16] | 829 | float cam_pitch = 0.0f * 2.0f * 3.14159f / 360.0f;
|
---|
[7ee66ea] | 830 |
|
---|
[c62eee6] | 831 | mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
[5c403fe] | 832 | mat4 R = mat4();
|
---|
[c62eee6] | 833 | view_mat = R*T;
|
---|
[7ee66ea] | 834 |
|
---|
| 835 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
---|
| 836 | float aspect = (float)width / (float)height;
|
---|
| 837 |
|
---|
[d12d003] | 838 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
---|
| 839 | float Sx = NEAR_CLIP / (range * aspect);
|
---|
| 840 | float Sy = NEAR_CLIP / range;
|
---|
| 841 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
| 842 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
[7ee66ea] | 843 |
|
---|
[c62eee6] | 844 | float proj_arr[] = {
|
---|
[7ee66ea] | 845 | Sx, 0.0f, 0.0f, 0.0f,
|
---|
| 846 | 0.0f, Sy, 0.0f, 0.0f,
|
---|
| 847 | 0.0f, 0.0f, Sz, -1.0f,
|
---|
| 848 | 0.0f, 0.0f, Pz, 0.0f,
|
---|
| 849 | };
|
---|
[c62eee6] | 850 | proj_mat = make_mat4(proj_arr);
|
---|
[7ee66ea] | 851 |
|
---|
[14ff67c] | 852 | GLuint ub_binding_point = 0;
|
---|
| 853 |
|
---|
[cffca4d] | 854 | GLuint view_test_loc = glGetUniformLocation(color_sp, "view");
|
---|
| 855 | GLuint proj_test_loc = glGetUniformLocation(color_sp, "proj");
|
---|
[14ff67c] | 856 | GLuint color_sp_ub_index = glGetUniformBlockIndex(color_sp, "models");
|
---|
[7ee66ea] | 857 |
|
---|
[cffca4d] | 858 | GLuint view_mat_loc = glGetUniformLocation(texture_sp, "view");
|
---|
| 859 | GLuint proj_mat_loc = glGetUniformLocation(texture_sp, "proj");
|
---|
[14ff67c] | 860 | GLuint texture_sp_ub_index = glGetUniformBlockIndex(texture_sp, "models");
|
---|
[19c9338] | 861 |
|
---|
[cffca4d] | 862 | glUseProgram(color_sp);
|
---|
[19c9338] | 863 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[c62eee6] | 864 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[485424b] | 865 |
|
---|
[14ff67c] | 866 | glUniformBlockBinding(color_sp, color_sp_ub_index, ub_binding_point);
|
---|
| 867 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
[e165b85] | 868 |
|
---|
[cffca4d] | 869 | glUseProgram(texture_sp);
|
---|
[19c9338] | 870 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[c62eee6] | 871 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[7ee66ea] | 872 |
|
---|
[14ff67c] | 873 | glUniformBlockBinding(texture_sp, texture_sp_ub_index, ub_binding_point);
|
---|
| 874 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
| 875 |
|
---|
[7ee66ea] | 876 | bool cam_moved = false;
|
---|
| 877 |
|
---|
[046ce72] | 878 | int frame_count = 0;
|
---|
[f70ab75] | 879 | double elapsed_seconds_fps = 0.0f;
|
---|
[93baa0e] | 880 | double previous_seconds = glfwGetTime();
|
---|
[046ce72] | 881 |
|
---|
[9dd2eb7] | 882 | // This draws wireframes. Useful for seeing separate faces and occluded objects.
|
---|
| 883 | //glPolygonMode(GL_FRONT, GL_LINE);
|
---|
| 884 |
|
---|
[14ff67c] | 885 | if (DISABLE_VSYNC && SHOW_FPS) {
|
---|
| 886 | glfwSwapInterval(0);
|
---|
| 887 | }
|
---|
[1c81bf0] | 888 |
|
---|
[93462c6] | 889 | State curState = STATE_MAIN_MENU;
|
---|
| 890 |
|
---|
[5b3462b] | 891 | while (!glfwWindowShouldClose(window) && isRunning) {
|
---|
[93baa0e] | 892 | double current_seconds = glfwGetTime();
|
---|
| 893 | double elapsed_seconds = current_seconds - previous_seconds;
|
---|
| 894 | previous_seconds = current_seconds;
|
---|
| 895 |
|
---|
[14ff67c] | 896 | if (SHOW_FPS) {
|
---|
| 897 | elapsed_seconds_fps += elapsed_seconds;
|
---|
| 898 | if (elapsed_seconds_fps > 0.25f) {
|
---|
| 899 | fps = (double)frame_count / elapsed_seconds_fps;
|
---|
| 900 | cout << "FPS: " << fps << endl;
|
---|
[046ce72] | 901 |
|
---|
[14ff67c] | 902 | frame_count = 0;
|
---|
| 903 | elapsed_seconds_fps = 0.0f;
|
---|
| 904 | }
|
---|
[046ce72] | 905 |
|
---|
[14ff67c] | 906 | frame_count++;
|
---|
| 907 | }
|
---|
[046ce72] | 908 |
|
---|
[f7d35da] | 909 | // Handle events
|
---|
[baa5848] | 910 |
|
---|
| 911 | clickedObject = NULL;
|
---|
[f7d35da] | 912 |
|
---|
| 913 | // reset the all key states to KEY_STATE_UNCHANGED (something the GLFW key callback can never return)
|
---|
| 914 | // so that GLFW_PRESS and GLFW_RELEASE are only detected once
|
---|
[cf2d1e5] | 915 | // TODO: Change this if we ever need to act on GLFW_REPEAT (which is when a key is held down
|
---|
| 916 | // continuously for a period of time)
|
---|
[f7d35da] | 917 | fill(key_state, key_state + NUM_KEYS, KEY_STATE_UNCHANGED);
|
---|
| 918 |
|
---|
[baa5848] | 919 | glfwPollEvents();
|
---|
| 920 |
|
---|
[93462c6] | 921 | while (!events.empty()) {
|
---|
| 922 | switch (events.front()) {
|
---|
| 923 | case EVENT_GO_TO_MAIN_MENU:
|
---|
| 924 | curState = STATE_MAIN_MENU;
|
---|
| 925 | break;
|
---|
| 926 | case EVENT_GO_TO_GAME:
|
---|
| 927 | curState = STATE_GAME;
|
---|
| 928 | break;
|
---|
| 929 | case EVENT_QUIT:
|
---|
| 930 | isRunning = false;
|
---|
| 931 | break;
|
---|
| 932 | }
|
---|
| 933 | events.pop();
|
---|
[147ac6d] | 934 | }
|
---|
[93462c6] | 935 |
|
---|
| 936 | if (curState == STATE_GAME) {
|
---|
[cf2d1e5] | 937 | /*
|
---|
[93462c6] | 938 | if (clickedObject == &objects[0]) {
|
---|
| 939 | selectedObject = &objects[0];
|
---|
| 940 | }
|
---|
| 941 | if (clickedObject == &objects[1]) {
|
---|
| 942 | selectedObject = &objects[1];
|
---|
| 943 | }
|
---|
[cf2d1e5] | 944 | */
|
---|
[f7d35da] | 945 |
|
---|
| 946 | /*
|
---|
| 947 | if (key_state[GLFW_KEY_SPACE] == GLFW_PRESS) {
|
---|
[5c403fe] | 948 | transformObject(objects[1], translate(mat4(), vec3(0.3f, 0.0f, 0.0f)), ubo);
|
---|
[f7d35da] | 949 | }
|
---|
| 950 | if (key_pressed[GLFW_KEY_RIGHT]) {
|
---|
| 951 | transformObject(objects[2], translate(mat4(), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
---|
| 952 | }
|
---|
| 953 | if (key_pressed[GLFW_KEY_LEFT]) {
|
---|
| 954 | transformObject(objects[2], translate(mat4(), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
---|
| 955 | }
|
---|
| 956 | */
|
---|
[cf2d1e5] | 957 |
|
---|
| 958 | if (key_pressed[GLFW_KEY_RIGHT]) {
|
---|
| 959 | transformObject(objects[0], translate(mat4(), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
---|
| 960 | }
|
---|
| 961 | if (key_pressed[GLFW_KEY_LEFT]) {
|
---|
| 962 | transformObject(objects[0], translate(mat4(), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
---|
| 963 | }
|
---|
| 964 |
|
---|
| 965 | if (key_pressed[GLFW_KEY_DOWN]) {
|
---|
| 966 | transformObject(objects[1], translate(mat4(), vec3(0.0f, 0.0f, 0.17f)), ubo);
|
---|
| 967 | transformObject(objects[2], translate(mat4(), vec3(0.0f, 0.0f, 0.06f)), ubo);
|
---|
| 968 | transformObject(objects[3], translate(mat4(), vec3(0.0f, 0.0f, 0.11f)), ubo);
|
---|
| 969 | }
|
---|
[baa5848] | 970 | }
|
---|
[33a9664] | 971 |
|
---|
[f7d35da] | 972 | // Render scene
|
---|
[93baa0e] | 973 |
|
---|
| 974 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[485424b] | 975 |
|
---|
[93462c6] | 976 | switch (curState) {
|
---|
| 977 | case STATE_MAIN_MENU:
|
---|
| 978 | renderMainMenu();
|
---|
| 979 | renderMainMenuGui();
|
---|
| 980 | break;
|
---|
| 981 | case STATE_GAME:
|
---|
| 982 | renderScene(objects,
|
---|
[cffca4d] | 983 | color_sp, texture_sp,
|
---|
[93462c6] | 984 | vao, vao2,
|
---|
| 985 | points_vbo, normals_vbo,
|
---|
| 986 | colors_vbo, texcoords_vbo, selected_colors_vbo,
|
---|
[0d5c100] | 987 | selectedObject,
|
---|
| 988 | shaderCounts, curShaderBase);
|
---|
[93462c6] | 989 | renderSceneGui();
|
---|
| 990 | break;
|
---|
[baa5848] | 991 | }
|
---|
[df652d5] | 992 |
|
---|
[644a2e4] | 993 | glfwSwapBuffers(window);
|
---|
[ec4456b] | 994 |
|
---|
| 995 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
|
---|
| 996 | glfwSetWindowShouldClose(window, 1);
|
---|
| 997 | }
|
---|
[7ee66ea] | 998 |
|
---|
| 999 | float dist = cam_speed * elapsed_seconds;
|
---|
| 1000 | if (glfwGetKey(window, GLFW_KEY_A)) {
|
---|
[809ce16] | 1001 | vec3 dir = (inverse(R) * vec4(-1.0f, 0.0f, 0.0f, 1.0f)).xyz();
|
---|
| 1002 | cam_pos += dir * dist;
|
---|
[f7d35da] | 1003 |
|
---|
[7ee66ea] | 1004 | cam_moved = true;
|
---|
| 1005 | }
|
---|
| 1006 | if (glfwGetKey(window, GLFW_KEY_D)) {
|
---|
[809ce16] | 1007 | vec3 dir = (inverse(R) * vec4(1.0f, 0.0f, 0.0f, 1.0f)).xyz();
|
---|
| 1008 | cam_pos += dir * dist;
|
---|
[f7d35da] | 1009 |
|
---|
[7ee66ea] | 1010 | cam_moved = true;
|
---|
| 1011 | }
|
---|
| 1012 | if (glfwGetKey(window, GLFW_KEY_W)) {
|
---|
[809ce16] | 1013 | vec3 dir = (inverse(R) * vec4(0.0f, 0.0f, -1.0f, 1.0f)).xyz();
|
---|
| 1014 | cam_pos += dir * dist;
|
---|
[f7d35da] | 1015 |
|
---|
[7ee66ea] | 1016 | cam_moved = true;
|
---|
| 1017 | }
|
---|
| 1018 | if (glfwGetKey(window, GLFW_KEY_S)) {
|
---|
[809ce16] | 1019 | vec3 dir = (inverse(R) * vec4(0.0f, 0.0f, 1.0f, 1.0f)).xyz();
|
---|
| 1020 | cam_pos += dir * dist;
|
---|
[f7d35da] | 1021 |
|
---|
[7ee66ea] | 1022 | cam_moved = true;
|
---|
| 1023 | }
|
---|
[cf2d1e5] | 1024 | /*
|
---|
[7ee66ea] | 1025 | if (glfwGetKey(window, GLFW_KEY_LEFT)) {
|
---|
| 1026 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
---|
| 1027 | cam_moved = true;
|
---|
| 1028 | }
|
---|
| 1029 | if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
|
---|
| 1030 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
---|
| 1031 | cam_moved = true;
|
---|
| 1032 | }
|
---|
[809ce16] | 1033 | if (glfwGetKey(window, GLFW_KEY_UP)) {
|
---|
| 1034 | cam_pitch += cam_pitch_speed * elapsed_seconds;
|
---|
| 1035 | cam_moved = true;
|
---|
| 1036 | }
|
---|
| 1037 | if (glfwGetKey(window, GLFW_KEY_DOWN)) {
|
---|
| 1038 | cam_pitch -= cam_pitch_speed * elapsed_seconds;
|
---|
| 1039 | cam_moved = true;
|
---|
| 1040 | }
|
---|
[cf2d1e5] | 1041 | */
|
---|
[7ee66ea] | 1042 | if (cam_moved) {
|
---|
[c62eee6] | 1043 | T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
[809ce16] | 1044 |
|
---|
| 1045 | mat4 yaw_mat = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
| 1046 | mat4 pitch_mat = rotate(mat4(), -cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
---|
| 1047 | R = pitch_mat * yaw_mat;
|
---|
[f7d35da] | 1048 |
|
---|
[267c4c5] | 1049 | view_mat = R*T;
|
---|
[7ee66ea] | 1050 |
|
---|
[20e0020] | 1051 | //printVector("cam pos", cam_pos);
|
---|
[809ce16] | 1052 |
|
---|
[cffca4d] | 1053 | glUseProgram(color_sp);
|
---|
[267c4c5] | 1054 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 1055 |
|
---|
[cffca4d] | 1056 | glUseProgram(texture_sp);
|
---|
[7ee66ea] | 1057 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[267c4c5] | 1058 |
|
---|
[7ee66ea] | 1059 | cam_moved = false;
|
---|
| 1060 | }
|
---|
[644a2e4] | 1061 | }
|
---|
| 1062 |
|
---|
[c1ca5b5] | 1063 | ImGui_ImplGlfwGL3_Shutdown();
|
---|
| 1064 | ImGui::DestroyContext();
|
---|
| 1065 |
|
---|
| 1066 | glfwDestroyWindow(window);
|
---|
[5272b6b] | 1067 | glfwTerminate();
|
---|
[c1ca5b5] | 1068 |
|
---|
[5272b6b] | 1069 | return 0;
|
---|
| 1070 | }
|
---|
[ec4456b] | 1071 |
|
---|
[4f3262f] | 1072 | void glfw_error_callback(int error, const char* description) {
|
---|
| 1073 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
|
---|
| 1074 | }
|
---|
| 1075 |
|
---|
| 1076 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
|
---|
| 1077 | double mouse_x, mouse_y;
|
---|
| 1078 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
---|
| 1079 |
|
---|
| 1080 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
|
---|
| 1081 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
|
---|
| 1082 | selectedObject = NULL;
|
---|
| 1083 |
|
---|
| 1084 | float x = (2.0f*mouse_x) / width - 1.0f;
|
---|
| 1085 | float y = 1.0f - (2.0f*mouse_y) / height;
|
---|
| 1086 |
|
---|
| 1087 | cout << "x: " << x << ", y: " << y << endl;
|
---|
| 1088 |
|
---|
| 1089 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
|
---|
| 1090 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
|
---|
| 1091 | ray_eye = vec4(ray_eye.xy(), -1.0f, 1.0f);
|
---|
| 1092 | vec4 ray_world = inverse(view_mat) * ray_eye;
|
---|
| 1093 |
|
---|
| 1094 | vec4 cam_pos_temp = vec4(cam_pos, 1.0f);
|
---|
| 1095 |
|
---|
| 1096 | vec4 click_point;
|
---|
| 1097 | 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
|
---|
| 1098 | SceneObject* closest_object = NULL;
|
---|
| 1099 |
|
---|
| 1100 | for (vector<SceneObject>::iterator it = objects.begin(); it != objects.end(); it++) {
|
---|
| 1101 | for (unsigned int p_idx = 0; p_idx < it->points.size(); p_idx += 9) {
|
---|
[0d5c100] | 1102 | if (faceClicked(
|
---|
| 1103 | {
|
---|
| 1104 | vec3(it->points[p_idx], it->points[p_idx + 1], it->points[p_idx + 2]),
|
---|
| 1105 | vec3(it->points[p_idx + 3], it->points[p_idx + 4], it->points[p_idx + 5]),
|
---|
| 1106 | vec3(it->points[p_idx + 6], it->points[p_idx + 7], it->points[p_idx + 8]),
|
---|
[4f3262f] | 1107 | },
|
---|
[0d5c100] | 1108 | &*it, ray_world, cam_pos_temp, click_point
|
---|
| 1109 | )) {
|
---|
[4f3262f] | 1110 | click_point = view_mat * click_point;
|
---|
| 1111 |
|
---|
| 1112 | if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
|
---|
| 1113 | closest_point = click_point.xyz();
|
---|
[0d5c100] | 1114 | closest_object = &*it;
|
---|
[4f3262f] | 1115 | }
|
---|
| 1116 | }
|
---|
| 1117 | }
|
---|
| 1118 | }
|
---|
| 1119 |
|
---|
| 1120 | if (closest_object == NULL) {
|
---|
| 1121 | cout << "No object was clicked" << endl;
|
---|
[f7d35da] | 1122 | } else {
|
---|
[4f3262f] | 1123 | clickedObject = closest_object;
|
---|
| 1124 | cout << "Clicked object: " << clickedObject->id << endl;
|
---|
| 1125 | }
|
---|
| 1126 | }
|
---|
| 1127 | }
|
---|
| 1128 |
|
---|
[f7d35da] | 1129 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
|
---|
| 1130 | key_state[key] = action;
|
---|
| 1131 |
|
---|
| 1132 | // should be true for GLFW_PRESS and GLFW_REPEAT
|
---|
| 1133 | key_pressed[key] = (action != GLFW_RELEASE);
|
---|
| 1134 | }
|
---|
| 1135 |
|
---|
| 1136 |
|
---|
[ec4456b] | 1137 | GLuint loadShader(GLenum type, string file) {
|
---|
| 1138 | cout << "Loading shader from file " << file << endl;
|
---|
| 1139 |
|
---|
| 1140 | ifstream shaderFile(file);
|
---|
| 1141 | GLuint shaderId = 0;
|
---|
| 1142 |
|
---|
| 1143 | if (shaderFile.is_open()) {
|
---|
| 1144 | string line, shaderString;
|
---|
| 1145 |
|
---|
| 1146 | while(getline(shaderFile, line)) {
|
---|
| 1147 | shaderString += line + "\n";
|
---|
| 1148 | }
|
---|
| 1149 | shaderFile.close();
|
---|
| 1150 | const char* shaderCString = shaderString.c_str();
|
---|
| 1151 |
|
---|
| 1152 | shaderId = glCreateShader(type);
|
---|
| 1153 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
---|
| 1154 | glCompileShader(shaderId);
|
---|
| 1155 |
|
---|
| 1156 | cout << "Loaded successfully" << endl;
|
---|
| 1157 | } else {
|
---|
[e856d62] | 1158 | cout << "Failed to load the file" << endl;
|
---|
[ec4456b] | 1159 | }
|
---|
| 1160 |
|
---|
| 1161 | return shaderId;
|
---|
| 1162 | }
|
---|
[485424b] | 1163 |
|
---|
| 1164 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
---|
| 1165 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
---|
| 1166 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
---|
| 1167 |
|
---|
| 1168 | GLuint shader_program = glCreateProgram();
|
---|
| 1169 | glAttachShader(shader_program, vs);
|
---|
| 1170 | glAttachShader(shader_program, fs);
|
---|
| 1171 |
|
---|
| 1172 | glLinkProgram(shader_program);
|
---|
| 1173 |
|
---|
| 1174 | return shader_program;
|
---|
| 1175 | }
|
---|
| 1176 |
|
---|
| 1177 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
---|
| 1178 | int n;
|
---|
[e856d62] | 1179 | int force_channels = 4; // This forces RGBA (4 bytes per pixel)
|
---|
[485424b] | 1180 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
---|
[e856d62] | 1181 |
|
---|
| 1182 | int width_in_bytes = *x * 4;
|
---|
| 1183 | unsigned char *top = NULL;
|
---|
| 1184 | unsigned char *bottom = NULL;
|
---|
| 1185 | unsigned char temp = 0;
|
---|
| 1186 | int half_height = *y / 2;
|
---|
| 1187 |
|
---|
| 1188 | // flip image upside-down to account for OpenGL treating lower-left as (0, 0)
|
---|
| 1189 | for (int row = 0; row < half_height; row++) {
|
---|
| 1190 | top = image_data + row * width_in_bytes;
|
---|
| 1191 | bottom = image_data + (*y - row - 1) * width_in_bytes;
|
---|
| 1192 | for (int col = 0; col < width_in_bytes; col++) {
|
---|
| 1193 | temp = *top;
|
---|
| 1194 | *top = *bottom;
|
---|
| 1195 | *bottom = temp;
|
---|
| 1196 | top++;
|
---|
| 1197 | bottom++;
|
---|
| 1198 | }
|
---|
| 1199 | }
|
---|
| 1200 |
|
---|
[485424b] | 1201 | if (!image_data) {
|
---|
| 1202 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
---|
| 1203 | }
|
---|
[e856d62] | 1204 |
|
---|
| 1205 | // Not Power-of-2 check
|
---|
| 1206 | if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) {
|
---|
| 1207 | fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str());
|
---|
| 1208 | }
|
---|
| 1209 |
|
---|
[485424b] | 1210 | return image_data;
|
---|
| 1211 | }
|
---|
[33a9664] | 1212 |
|
---|
[d9f99b2] | 1213 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point) {
|
---|
[5c9d193] | 1214 | // LINE EQUATION: P = O + Dt
|
---|
[b73cb3b] | 1215 | // O = cam
|
---|
[5c9d193] | 1216 | // D = ray_world
|
---|
| 1217 |
|
---|
[b73cb3b] | 1218 | // PLANE EQUATION: P dot n + d = 0
|
---|
| 1219 | // n is the normal vector
|
---|
| 1220 | // d is the offset from the origin
|
---|
[5c9d193] | 1221 |
|
---|
| 1222 | // Take the cross-product of two vectors on the plane to get the normal
|
---|
[d9f99b2] | 1223 | vec3 v1 = points[1] - points[0];
|
---|
| 1224 | vec3 v2 = points[2] - points[0];
|
---|
[5c9d193] | 1225 |
|
---|
| 1226 | 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] | 1227 |
|
---|
[5c9d193] | 1228 | vec3 local_ray = (inverse(obj->model_mat) * world_ray).xyz();
|
---|
| 1229 | vec3 local_cam = (inverse(obj->model_mat) * cam).xyz();
|
---|
| 1230 |
|
---|
[b73cb3b] | 1231 | local_ray = local_ray - local_cam;
|
---|
[5c9d193] | 1232 |
|
---|
[d9f99b2] | 1233 | float d = -glm::dot(points[0], normal);
|
---|
[5c9d193] | 1234 | float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
|
---|
| 1235 |
|
---|
| 1236 | vec3 intersection = local_cam + t*local_ray;
|
---|
| 1237 |
|
---|
[d9f99b2] | 1238 | if (insideTriangle(intersection, points)) {
|
---|
[e82692b] | 1239 | click_point = obj->model_mat * vec4(intersection, 1.0f);
|
---|
| 1240 | return true;
|
---|
| 1241 | } else {
|
---|
| 1242 | return false;
|
---|
| 1243 | }
|
---|
[5c9d193] | 1244 | }
|
---|
[f7d35da] | 1245 |
|
---|
[5c9d193] | 1246 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
|
---|
[d9f99b2] | 1247 | vec3 v21 = triangle_points[1] - triangle_points[0];
|
---|
| 1248 | vec3 v31 = triangle_points[2] - triangle_points[0];
|
---|
| 1249 | vec3 pv1 = p - triangle_points[0];
|
---|
[33a9664] | 1250 |
|
---|
| 1251 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
---|
| 1252 | float x = (pv1.x-y*v31.x) / v21.x;
|
---|
| 1253 |
|
---|
| 1254 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
---|
| 1255 | }
|
---|
[d12d003] | 1256 |
|
---|
| 1257 | void printVector(string label, vec3 v) {
|
---|
| 1258 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
|
---|
| 1259 | }
|
---|
[b73cb3b] | 1260 |
|
---|
| 1261 | void print4DVector(string label, vec4 v) {
|
---|
| 1262 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
|
---|
| 1263 | }
|
---|
[c1ca5b5] | 1264 |
|
---|
[0d5c100] | 1265 | void addObjectToScene(SceneObject& obj) {
|
---|
| 1266 | obj.id = objects.size(); // currently unused
|
---|
| 1267 | obj.num_points = obj.points.size() / 3;
|
---|
[5c403fe] | 1268 | obj.model_transform = mat4();
|
---|
[0d5c100] | 1269 |
|
---|
| 1270 | obj.normals.reserve(obj.points.size());
|
---|
| 1271 | for (int i = 0; i < obj.points.size(); i += 9) {
|
---|
| 1272 | vec3 point1 = vec3(obj.points[i], obj.points[i + 1], obj.points[i + 2]);
|
---|
| 1273 | vec3 point2 = vec3(obj.points[i + 3], obj.points[i + 4], obj.points[i + 5]);
|
---|
| 1274 | vec3 point3 = vec3(obj.points[i + 6], obj.points[i + 7], obj.points[i + 8]);
|
---|
[cffca4d] | 1275 |
|
---|
[0d5c100] | 1276 | vec3 normal = normalize(cross(point2 - point1, point3 - point1));
|
---|
[cffca4d] | 1277 |
|
---|
[0d5c100] | 1278 | // Add the same normal for all 3 points
|
---|
| 1279 | for (int j = 0; j < 3; j++) {
|
---|
| 1280 | obj.normals.push_back(normal.x);
|
---|
| 1281 | obj.normals.push_back(normal.y);
|
---|
| 1282 | obj.normals.push_back(normal.z);
|
---|
| 1283 | }
|
---|
| 1284 | }
|
---|
[cffca4d] | 1285 |
|
---|
[0d5c100] | 1286 | objects.push_back(obj);
|
---|
| 1287 | }
|
---|
[cffca4d] | 1288 |
|
---|
[0d5c100] | 1289 | void populateBuffers(vector<SceneObject>& objects,
|
---|
| 1290 | GLuint* points_vbo,
|
---|
| 1291 | GLuint* colors_vbo,
|
---|
| 1292 | GLuint* selected_colors_vbo,
|
---|
| 1293 | GLuint* texcoords_vbo,
|
---|
| 1294 | GLuint* normals_vbo,
|
---|
| 1295 | GLuint* ubo,
|
---|
| 1296 | GLuint* model_mat_idx_vbo,
|
---|
| 1297 | map<GLuint, unsigned int>& shaderCounts,
|
---|
| 1298 | map<GLuint, unsigned int>& curShaderBase) {
|
---|
| 1299 | GLsizeiptr points_buffer_size = 0;
|
---|
| 1300 | GLsizeiptr textures_buffer_size = 0;
|
---|
| 1301 | GLsizeiptr ubo_buffer_size = 0;
|
---|
| 1302 | GLsizeiptr model_mat_idx_buffer_size = 0;
|
---|
| 1303 |
|
---|
| 1304 | map<GLuint, unsigned int> curShaderOffset;
|
---|
[93462c6] | 1305 |
|
---|
[0d5c100] | 1306 | map<GLuint, unsigned int> shaderUboCounts;
|
---|
| 1307 | map<GLuint, unsigned int> curShaderUboBase;
|
---|
| 1308 | map<GLuint, unsigned int> curShaderUboOffset;
|
---|
[93462c6] | 1309 |
|
---|
[0d5c100] | 1310 | vector<SceneObject>::iterator it;
|
---|
| 1311 |
|
---|
| 1312 | /* Find all shaders that need to be used and the number of objects and
|
---|
| 1313 | * number of points for each shader. Construct a map from shader id to count
|
---|
| 1314 | * of points being drawn using that shader (for thw model matrix ubo, we
|
---|
| 1315 | * need object counts instead). These will be used to get offsets into the
|
---|
| 1316 | * vertex buffer for each shader.
|
---|
| 1317 | */
|
---|
| 1318 | for (it = objects.begin(); it != objects.end(); it++) {
|
---|
| 1319 | points_buffer_size += it->points.size() * sizeof(GLfloat);
|
---|
| 1320 | textures_buffer_size += it->texcoords.size() * sizeof(GLfloat);
|
---|
| 1321 | ubo_buffer_size += 16 * sizeof(GLfloat);
|
---|
| 1322 | model_mat_idx_buffer_size += it->num_points * sizeof(GLuint);
|
---|
| 1323 |
|
---|
| 1324 | if (shaderCounts.count(it->shader_program) == 0) {
|
---|
| 1325 | shaderCounts[it->shader_program] = it->num_points;
|
---|
| 1326 | shaderUboCounts[it->shader_program] = 1;
|
---|
| 1327 | } else {
|
---|
| 1328 | shaderCounts[it->shader_program] += it->num_points;
|
---|
| 1329 | shaderUboCounts[it->shader_program]++;
|
---|
[e3ca955] | 1330 | }
|
---|
[0d5c100] | 1331 | }
|
---|
| 1332 |
|
---|
| 1333 | map<GLuint, unsigned int>::iterator shaderIt;
|
---|
| 1334 | unsigned int lastShaderCount = 0;
|
---|
| 1335 | unsigned int lastShaderUboCount = 0;
|
---|
| 1336 |
|
---|
| 1337 | /*
|
---|
| 1338 | * The counts calculated above can be used to get the starting offset of
|
---|
| 1339 | * each shader in the vertex buffer. Create a map of base offsets to mark
|
---|
| 1340 | * where the data for the first object using a given shader begins. Also,
|
---|
| 1341 | * create a map of current offsets to mark where to copy data for the next
|
---|
| 1342 | * object being added.
|
---|
| 1343 | */
|
---|
| 1344 | cout << "Shader counts:" << endl;
|
---|
| 1345 | for (shaderIt = shaderCounts.begin(); shaderIt != shaderCounts.end(); shaderIt++) {
|
---|
| 1346 | curShaderOffset[shaderIt->first] = 0;
|
---|
| 1347 | curShaderUboOffset[shaderIt->first] = 0;
|
---|
| 1348 |
|
---|
| 1349 | curShaderBase[shaderIt->first] = lastShaderCount;
|
---|
| 1350 | lastShaderCount += shaderCounts[shaderIt->first];
|
---|
| 1351 |
|
---|
| 1352 | curShaderUboBase[shaderIt->first] = lastShaderUboCount;
|
---|
| 1353 | lastShaderUboCount += shaderUboCounts[shaderIt->first];
|
---|
| 1354 | }
|
---|
| 1355 |
|
---|
| 1356 | // Initialize all the buffers using the counts calculated above
|
---|
| 1357 |
|
---|
| 1358 | *points_vbo = 0;
|
---|
| 1359 | glGenBuffers(1, points_vbo);
|
---|
| 1360 | glBindBuffer(GL_ARRAY_BUFFER, *points_vbo);
|
---|
| 1361 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 1362 |
|
---|
| 1363 | *colors_vbo = 0;
|
---|
| 1364 | glGenBuffers(1, colors_vbo);
|
---|
| 1365 | glBindBuffer(GL_ARRAY_BUFFER, *colors_vbo);
|
---|
| 1366 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 1367 |
|
---|
| 1368 | *selected_colors_vbo = 0;
|
---|
| 1369 | glGenBuffers(1, selected_colors_vbo);
|
---|
| 1370 | glBindBuffer(GL_ARRAY_BUFFER, *selected_colors_vbo);
|
---|
| 1371 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 1372 |
|
---|
| 1373 | *texcoords_vbo = 0;
|
---|
| 1374 | glGenBuffers(1, texcoords_vbo);
|
---|
| 1375 | glBindBuffer(GL_ARRAY_BUFFER, *texcoords_vbo);
|
---|
| 1376 | glBufferData(GL_ARRAY_BUFFER, textures_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 1377 |
|
---|
| 1378 | *normals_vbo = 0;
|
---|
| 1379 | glGenBuffers(1, normals_vbo);
|
---|
| 1380 | glBindBuffer(GL_ARRAY_BUFFER, *normals_vbo);
|
---|
| 1381 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 1382 |
|
---|
| 1383 | *ubo = 0;
|
---|
| 1384 | glGenBuffers(1, ubo);
|
---|
| 1385 | glBindBuffer(GL_UNIFORM_BUFFER, *ubo);
|
---|
| 1386 | glBufferData(GL_UNIFORM_BUFFER, ubo_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 1387 |
|
---|
| 1388 | *model_mat_idx_vbo = 0;
|
---|
| 1389 | glGenBuffers(1, model_mat_idx_vbo);
|
---|
| 1390 | glBindBuffer(GL_ARRAY_BUFFER, *model_mat_idx_vbo);
|
---|
| 1391 | glBufferData(GL_ARRAY_BUFFER, model_mat_idx_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 1392 |
|
---|
| 1393 | for (it = objects.begin(); it != objects.end(); it++) {
|
---|
| 1394 | it->vertex_vbo_offset = curShaderBase[it->shader_program] + curShaderOffset[it->shader_program];
|
---|
[5c403fe] | 1395 | it->ubo_offset = curShaderUboBase[it->shader_program] + curShaderUboOffset[it->shader_program];
|
---|
[0d5c100] | 1396 |
|
---|
| 1397 | glBindBuffer(GL_ARRAY_BUFFER, *points_vbo);
|
---|
| 1398 | glBufferSubData(GL_ARRAY_BUFFER, it->vertex_vbo_offset * sizeof(GLfloat) * 3, it->points.size() * sizeof(GLfloat), &it->points[0]);
|
---|
| 1399 |
|
---|
| 1400 | glBindBuffer(GL_ARRAY_BUFFER, *colors_vbo);
|
---|
| 1401 | glBufferSubData(GL_ARRAY_BUFFER, it->vertex_vbo_offset * sizeof(GLfloat) * 3, it->colors.size() * sizeof(GLfloat), &it->colors[0]);
|
---|
| 1402 |
|
---|
| 1403 | glBindBuffer(GL_ARRAY_BUFFER, *selected_colors_vbo);
|
---|
| 1404 | glBufferSubData(GL_ARRAY_BUFFER, it->vertex_vbo_offset * sizeof(GLfloat) * 3, it->selected_colors.size() * sizeof(GLfloat), &it->selected_colors[0]);
|
---|
| 1405 |
|
---|
| 1406 | glBindBuffer(GL_ARRAY_BUFFER, *texcoords_vbo);
|
---|
| 1407 | glBufferSubData(GL_ARRAY_BUFFER, it->vertex_vbo_offset * sizeof(GLfloat) * 2, it->texcoords.size() * sizeof(GLfloat), &it->texcoords[0]);
|
---|
| 1408 |
|
---|
| 1409 | glBindBuffer(GL_ARRAY_BUFFER, *normals_vbo);
|
---|
| 1410 | glBufferSubData(GL_ARRAY_BUFFER, it->vertex_vbo_offset * sizeof(GLfloat) * 3, it->normals.size() * sizeof(GLfloat), &it->normals[0]);
|
---|
| 1411 |
|
---|
| 1412 | glBindBuffer(GL_ARRAY_BUFFER, *model_mat_idx_vbo);
|
---|
| 1413 | for (int i = 0; i < it->num_points; i++) {
|
---|
[5c403fe] | 1414 | glBufferSubData(GL_ARRAY_BUFFER, (it->vertex_vbo_offset + i) * sizeof(GLuint), sizeof(GLuint), &it->ubo_offset);
|
---|
[93462c6] | 1415 | }
|
---|
[0d5c100] | 1416 |
|
---|
| 1417 | curShaderOffset[it->shader_program] += it->num_points;
|
---|
| 1418 |
|
---|
[5c403fe] | 1419 | it->model_mat = it->model_base * it->model_transform;
|
---|
[0d5c100] | 1420 | glBindBuffer(GL_UNIFORM_BUFFER, *ubo);
|
---|
[5c403fe] | 1421 | glBufferSubData(GL_UNIFORM_BUFFER, it->ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(it->model_mat));
|
---|
[0d5c100] | 1422 |
|
---|
| 1423 | curShaderUboOffset[it->shader_program]++;
|
---|
[93462c6] | 1424 | }
|
---|
[0d5c100] | 1425 | }
|
---|
[93462c6] | 1426 |
|
---|
[5c403fe] | 1427 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo) {
|
---|
| 1428 | obj.model_transform = obj.model_transform * transform;
|
---|
| 1429 | obj.model_mat = obj.model_transform * obj.model_base;
|
---|
| 1430 |
|
---|
| 1431 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
| 1432 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat));
|
---|
| 1433 | }
|
---|
| 1434 |
|
---|
[0d5c100] | 1435 | void renderScene(vector<SceneObject>& objects,
|
---|
| 1436 | GLuint color_sp, GLuint texture_sp,
|
---|
| 1437 | GLuint vao1, GLuint vao2,
|
---|
| 1438 | GLuint points_vbo, GLuint normals_vbo,
|
---|
| 1439 | GLuint colors_vbo, GLuint texcoords_vbo, GLuint selected_colors_vbo,
|
---|
| 1440 | SceneObject* selectedObject,
|
---|
| 1441 | map<GLuint, unsigned int>& shaderCounts,
|
---|
| 1442 | map<GLuint, unsigned int>& curShaderBase) {
|
---|
[93462c6] | 1443 |
|
---|
[cffca4d] | 1444 | glUseProgram(color_sp);
|
---|
[93462c6] | 1445 | glBindVertexArray(vao1);
|
---|
| 1446 |
|
---|
[0d5c100] | 1447 | if (selectedObject != NULL) {
|
---|
| 1448 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
| 1449 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
[cffca4d] | 1450 |
|
---|
[0d5c100] | 1451 | glDrawArrays(GL_TRIANGLES, selectedObject->vertex_vbo_offset, selectedObject->num_points);
|
---|
[cffca4d] | 1452 | }
|
---|
[93462c6] | 1453 |
|
---|
[e3ca955] | 1454 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
[cffca4d] | 1455 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
[93462c6] | 1456 |
|
---|
[0d5c100] | 1457 | glDrawArrays(GL_TRIANGLES, curShaderBase[color_sp], shaderCounts[color_sp]);
|
---|
[93462c6] | 1458 |
|
---|
[cffca4d] | 1459 | glUseProgram(texture_sp);
|
---|
[93462c6] | 1460 | glBindVertexArray(vao2);
|
---|
| 1461 |
|
---|
[0d5c100] | 1462 | glDrawArrays(GL_TRIANGLES, curShaderBase[texture_sp], shaderCounts[texture_sp]);
|
---|
[93462c6] | 1463 | }
|
---|
| 1464 |
|
---|
| 1465 | void renderSceneGui() {
|
---|
[c1ca5b5] | 1466 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
| 1467 |
|
---|
| 1468 | // 1. Show a simple window.
|
---|
| 1469 | // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
---|
[5b3462b] | 1470 | /*
|
---|
[c1ca5b5] | 1471 | {
|
---|
| 1472 | static float f = 0.0f;
|
---|
| 1473 | static int counter = 0;
|
---|
| 1474 | ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
---|
| 1475 | ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
---|
| 1476 | ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
---|
| 1477 |
|
---|
| 1478 | ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
---|
| 1479 | ImGui::Checkbox("Another Window", &show_another_window);
|
---|
| 1480 |
|
---|
| 1481 | if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
---|
| 1482 | counter++;
|
---|
| 1483 | ImGui::SameLine();
|
---|
| 1484 | ImGui::Text("counter = %d", counter);
|
---|
| 1485 |
|
---|
| 1486 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
---|
| 1487 | }
|
---|
[5b3462b] | 1488 | */
|
---|
[c1ca5b5] | 1489 |
|
---|
[5b3462b] | 1490 | {
|
---|
| 1491 | ImGui::SetNextWindowSize(ImVec2(85, 22), ImGuiCond_Once);
|
---|
| 1492 | ImGui::SetNextWindowPos(ImVec2(10, 50), ImGuiCond_Once);
|
---|
[f0cc877] | 1493 | ImGui::Begin("WndStats", NULL,
|
---|
| 1494 | ImGuiWindowFlags_NoTitleBar |
|
---|
| 1495 | ImGuiWindowFlags_NoResize |
|
---|
| 1496 | ImGuiWindowFlags_NoMove);
|
---|
[5b3462b] | 1497 | ImGui::Text("Score: ???");
|
---|
[c1ca5b5] | 1498 | ImGui::End();
|
---|
| 1499 | }
|
---|
| 1500 |
|
---|
[5b3462b] | 1501 | {
|
---|
| 1502 | ImGui::SetNextWindowPos(ImVec2(380, 10), ImGuiCond_Once);
|
---|
| 1503 | ImGui::SetNextWindowSize(ImVec2(250, 35), ImGuiCond_Once);
|
---|
[f0cc877] | 1504 | ImGui::Begin("WndMenubar", NULL,
|
---|
| 1505 | ImGuiWindowFlags_NoTitleBar |
|
---|
[5b3462b] | 1506 | ImGuiWindowFlags_NoResize |
|
---|
| 1507 | ImGuiWindowFlags_NoMove);
|
---|
[93462c6] | 1508 | ImGui::InvisibleButton("", ImVec2(155, 18));
|
---|
[5b3462b] | 1509 | ImGui::SameLine();
|
---|
[93462c6] | 1510 | if (ImGui::Button("Main Menu")) {
|
---|
| 1511 | events.push(EVENT_GO_TO_MAIN_MENU);
|
---|
[5b3462b] | 1512 | }
|
---|
| 1513 | ImGui::End();
|
---|
[c1ca5b5] | 1514 | }
|
---|
| 1515 |
|
---|
[93462c6] | 1516 | ImGui::Render();
|
---|
| 1517 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
| 1518 | }
|
---|
| 1519 |
|
---|
| 1520 | void renderMainMenu() {
|
---|
| 1521 | }
|
---|
| 1522 |
|
---|
| 1523 | void renderMainMenuGui() {
|
---|
| 1524 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
| 1525 |
|
---|
[f0cc877] | 1526 | {
|
---|
| 1527 | int padding = 4;
|
---|
| 1528 | ImGui::SetNextWindowPos(ImVec2(-padding, -padding), ImGuiCond_Once);
|
---|
[93462c6] | 1529 | ImGui::SetNextWindowSize(ImVec2(width + 2 * padding, height + 2 * padding), ImGuiCond_Once);
|
---|
[f0cc877] | 1530 | ImGui::Begin("WndMain", NULL,
|
---|
| 1531 | ImGuiWindowFlags_NoTitleBar |
|
---|
| 1532 | ImGuiWindowFlags_NoResize |
|
---|
| 1533 | ImGuiWindowFlags_NoMove);
|
---|
[93462c6] | 1534 |
|
---|
| 1535 | ImGui::InvisibleButton("", ImVec2(10, 80));
|
---|
| 1536 | ImGui::InvisibleButton("", ImVec2(285, 18));
|
---|
| 1537 | ImGui::SameLine();
|
---|
| 1538 | if (ImGui::Button("New Game")) {
|
---|
| 1539 | events.push(EVENT_GO_TO_GAME);
|
---|
| 1540 | }
|
---|
| 1541 |
|
---|
| 1542 | ImGui::InvisibleButton("", ImVec2(10, 15));
|
---|
| 1543 | ImGui::InvisibleButton("", ImVec2(300, 18));
|
---|
| 1544 | ImGui::SameLine();
|
---|
| 1545 | if (ImGui::Button("Quit")) {
|
---|
| 1546 | events.push(EVENT_QUIT);
|
---|
| 1547 | }
|
---|
| 1548 |
|
---|
[f0cc877] | 1549 | ImGui::End();
|
---|
| 1550 | }
|
---|
| 1551 |
|
---|
[c1ca5b5] | 1552 | ImGui::Render();
|
---|
| 1553 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
| 1554 | }
|
---|
[cf2d1e5] | 1555 |
|
---|
| 1556 | void spawnAsteroid(vec3 pos, GLuint shader) {
|
---|
| 1557 | SceneObject obj = SceneObject();
|
---|
| 1558 | obj.shader_program = shader;
|
---|
| 1559 |
|
---|
| 1560 | obj.points = {
|
---|
| 1561 | // front
|
---|
| 1562 | 1.0f, 1.0f, 1.0f,
|
---|
| 1563 | -1.0f, 1.0f, 1.0f,
|
---|
| 1564 | -1.0f, -1.0f, 1.0f,
|
---|
| 1565 | 1.0f, 1.0f, 1.0f,
|
---|
| 1566 | -1.0f, -1.0f, 1.0f,
|
---|
| 1567 | 1.0f, -1.0f, 1.0f,
|
---|
| 1568 |
|
---|
| 1569 | // top
|
---|
| 1570 | 1.0f, 1.0f, -1.0f,
|
---|
| 1571 | -1.0f, 1.0f, -1.0f,
|
---|
| 1572 | -1.0f, 1.0f, 1.0f,
|
---|
| 1573 | 1.0f, 1.0f, -1.0f,
|
---|
| 1574 | -1.0f, 1.0f, 1.0f,
|
---|
| 1575 | 1.0f, 1.0f, 1.0f,
|
---|
| 1576 |
|
---|
| 1577 | // bottom
|
---|
| 1578 | 1.0f, -1.0f, 1.0f,
|
---|
| 1579 | -1.0f, -1.0f, 1.0f,
|
---|
| 1580 | -1.0f, -1.0f, -1.0f,
|
---|
| 1581 | 1.0f, -1.0f, 1.0f,
|
---|
| 1582 | -1.0f, -1.0f, -1.0f,
|
---|
| 1583 | 1.0f, -1.0f, -1.0f,
|
---|
| 1584 |
|
---|
| 1585 | // back
|
---|
| 1586 | 1.0f, 1.0f, -1.0f,
|
---|
| 1587 | -1.0f, -1.0f, -1.0f,
|
---|
| 1588 | -1.0f, 1.0f, -1.0f,
|
---|
| 1589 | 1.0f, 1.0f, -1.0f,
|
---|
| 1590 | 1.0f, -1.0f, -1.0f,
|
---|
| 1591 | -1.0f, -1.0f, -1.0f,
|
---|
| 1592 |
|
---|
| 1593 | // right
|
---|
| 1594 | 1.0f, 1.0f, -1.0f,
|
---|
| 1595 | 1.0f, 1.0f, 1.0f,
|
---|
| 1596 | 1.0f, -1.0f, 1.0f,
|
---|
| 1597 | 1.0f, 1.0f, -1.0f,
|
---|
| 1598 | 1.0f, -1.0f, 1.0f,
|
---|
| 1599 | 1.0f, -1.0f, -1.0f,
|
---|
| 1600 |
|
---|
| 1601 | // left
|
---|
| 1602 | -1.0f, 1.0f, 1.0f,
|
---|
| 1603 | -1.0f, 1.0f, -1.0f,
|
---|
| 1604 | -1.0f, -1.0f, -1.0f,
|
---|
| 1605 | -1.0f, 1.0f, 1.0f,
|
---|
| 1606 | -1.0f, -1.0f, -1.0f,
|
---|
| 1607 | -1.0f, -1.0f, 1.0f,
|
---|
| 1608 | };
|
---|
| 1609 | obj.colors = {
|
---|
| 1610 | // front
|
---|
| 1611 | 0.8f, 0.0f, 0.0f,
|
---|
| 1612 | 0.8f, 0.0f, 0.0f,
|
---|
| 1613 | 0.8f, 0.0f, 0.0f,
|
---|
| 1614 | 0.8f, 0.0f, 0.0f,
|
---|
| 1615 | 0.8f, 0.0f, 0.0f,
|
---|
| 1616 | 0.8f, 0.0f, 0.0f,
|
---|
| 1617 |
|
---|
| 1618 | // top
|
---|
| 1619 | 0.8f, 0.0f, 0.0f,
|
---|
| 1620 | 0.8f, 0.0f, 0.0f,
|
---|
| 1621 | 0.8f, 0.0f, 0.0f,
|
---|
| 1622 | 0.8f, 0.0f, 0.0f,
|
---|
| 1623 | 0.8f, 0.0f, 0.0f,
|
---|
| 1624 | 0.8f, 0.0f, 0.0f,
|
---|
| 1625 |
|
---|
| 1626 | // bottom
|
---|
| 1627 | 0.8f, 0.0f, 0.0f,
|
---|
| 1628 | 0.8f, 0.0f, 0.0f,
|
---|
| 1629 | 0.8f, 0.0f, 0.0f,
|
---|
| 1630 | 0.8f, 0.0f, 0.0f,
|
---|
| 1631 | 0.8f, 0.0f, 0.0f,
|
---|
| 1632 | 0.8f, 0.0f, 0.0f,
|
---|
| 1633 |
|
---|
| 1634 | // back
|
---|
| 1635 | 0.8f, 0.0f, 0.0f,
|
---|
| 1636 | 0.8f, 0.0f, 0.0f,
|
---|
| 1637 | 0.8f, 0.0f, 0.0f,
|
---|
| 1638 | 0.8f, 0.0f, 0.0f,
|
---|
| 1639 | 0.8f, 0.0f, 0.0f,
|
---|
| 1640 | 0.8f, 0.0f, 0.0f,
|
---|
| 1641 |
|
---|
| 1642 | // right
|
---|
| 1643 | 0.8f, 0.0f, 0.0f,
|
---|
| 1644 | 0.8f, 0.0f, 0.0f,
|
---|
| 1645 | 0.8f, 0.0f, 0.0f,
|
---|
| 1646 | 0.8f, 0.0f, 0.0f,
|
---|
| 1647 | 0.8f, 0.0f, 0.0f,
|
---|
| 1648 | 0.8f, 0.0f, 0.0f,
|
---|
| 1649 |
|
---|
| 1650 | // left
|
---|
| 1651 | 0.8f, 0.0f, 0.0f,
|
---|
| 1652 | 0.8f, 0.0f, 0.0f,
|
---|
| 1653 | 0.8f, 0.0f, 0.0f,
|
---|
| 1654 | 0.8f, 0.0f, 0.0f,
|
---|
| 1655 | 0.8f, 0.0f, 0.0f,
|
---|
| 1656 | 0.8f, 0.0f, 0.0f,
|
---|
| 1657 | };
|
---|
| 1658 | obj.texcoords = { 0.0f };
|
---|
| 1659 | obj.selected_colors = { 0.0f };
|
---|
| 1660 |
|
---|
| 1661 | mat4 T = translate(mat4(), pos);
|
---|
| 1662 | mat4 R = rotate(mat4(), 60.0f * (float)ONE_DEG_IN_RAD, vec3(1.0f, 1.0f, -1.0f));
|
---|
| 1663 | obj.model_base = T * R * scale(mat4(), vec3(0.2f, 0.2f, 0.2f));
|
---|
| 1664 |
|
---|
| 1665 | addObjectToScene(obj);
|
---|
| 1666 | }
|
---|