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