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 |
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21 | using namespace std;
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22 | using namespace glm;
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23 |
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24 | #define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
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25 |
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26 | const bool FULLSCREEN = false;
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27 | int width = 640;
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28 | int height = 480;
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29 |
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30 | vec3 cam_pos;
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31 |
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32 | vec3 face_point1, face_point2, face_point3;
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33 |
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34 | bool clicked = false;
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35 | int colors_i = 0;
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36 |
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37 | mat4 view_mat;
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38 | mat4 proj_mat;
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39 |
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40 | bool insideTriangle(vec3 p, vec3 v1, vec3 v2, vec3 v3);
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41 |
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42 | GLuint loadShader(GLenum type, string file);
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43 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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44 | unsigned char* loadImage(string file_name, int* x, int* y);
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45 |
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46 | void glfw_error_callback(int error, const char* description) {
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47 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
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48 | }
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49 |
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50 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
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51 | double mouse_x, mouse_y;
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52 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
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53 |
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54 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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55 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
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56 |
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57 | float x = (2.0f*mouse_x) / width - 1.0f;
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58 | float y = 1.0f - (2.0f*mouse_y) / height;
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59 | cout << "x: " << x << ", y: " << y << endl;
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60 |
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61 | // Since the projection matrix gets applied before the view matrix,
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62 | // treat the initial camera position (aka origin of the ray) as (0, 0, 0)
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63 |
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64 | // When getting the ray direction, you can use near and fov to get the
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65 | // coordinates
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66 |
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67 | 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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68 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
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69 | ray_eye = vec4(ray_eye.xy(), -1.0f, 0.0f);
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70 | vec3 ray_world = normalize((inverse(view_mat) * ray_eye).xyz());
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71 |
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72 | /* LATEST NOTES:
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73 | *
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74 | * Normalizing the world ray caused issues, although it should make sense with the projection
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75 | * matrix, since the z coordinate has meaning there.
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76 | *
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77 | * Now, I need to figure out the correct intersection test in 2D space
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78 | * Also, need to check that the global triangle points are correct
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79 | */
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80 |
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81 | // since ray_world is the end result we want anyway, we probably don't need to add cam_pos to
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82 | // it, only to subtract it later
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83 |
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84 | vec3 click_point = cam_pos + ray_world;
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85 |
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86 | /* Now, we need to generate the constants for the equations describing
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87 | * a 3D line:
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88 | * (x - x0) / a = (y - y0) / b = (z - z0) / c
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89 | *
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90 | * The line goes through the camera position, so
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91 | * cam_pos = <x0, y0, z0>
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92 | */
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93 |
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94 | // upper right corner is 1, 1 in opengl
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95 |
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96 | cout << "Converted -> (" << ray_world.x << "," << ray_world.y << "," << ray_world.z << ")" << endl << endl;;
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97 | cout << "Camera -> (" << cam_pos.x << "," << cam_pos.y << "," << cam_pos.z << ")" << endl;
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98 | cout << "Click point -> (" << click_point.x << "," << click_point.y << "," << click_point.z << ")" << endl;
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99 |
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100 | float a = 1.0f;
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101 | float b = a * (click_point.y - cam_pos.y) / (click_point.x - cam_pos.x);
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102 | float c = a * (click_point.z - cam_pos.z) / (click_point.x - cam_pos.x);
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103 |
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104 | cout << "(x - " << cam_pos.x << ") / " << a << " = ";
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105 | cout << "(y - " << cam_pos.y << ") / " << b << " = ";
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106 | cout << "(z - " << cam_pos.z << ") / " << c << endl;;
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107 |
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108 | /* Now, we need to generate the constants for the equations describing
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109 | * a 3D plane:
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110 | * dx + ey +fz +g = 0
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111 | */
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112 |
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113 | vec3 fp1 = face_point1;
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114 | vec3 fp2 = face_point2;
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115 | vec3 fp3 = face_point3;
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116 |
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117 | cout << "Points on the plane" << endl;
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118 | cout << "(" << fp1.x << ", " << fp1.y << ", " << fp1.z << ")" << endl;
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119 | cout << "(" << fp2.x << ", " << fp2.y << ", " << fp2.z << ")" << endl;
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120 | cout << "(" << fp3.x << ", " << fp3.y << ", " << fp3.z << ")" << endl;
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121 |
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122 | float pa = (fp2.y-fp1.y)*(fp3.z-fp1.z) - (fp3.y-fp1.y)*(fp2.z-fp1.z);
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123 | float pb = (fp2.z-fp1.z)*(fp3.x-fp1.x) - (fp3.z-fp1.z)*(fp2.x-fp1.x);
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124 | float pc = (fp2.x-fp1.x)*(fp3.y-fp1.y) - (fp3.x-fp1.x)*(fp2.y-fp1.y);
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125 | float pd = -(pa*fp1.x+pb*fp1.y+pc*fp1.z);
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126 |
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127 | cout << pa << "x+" << pb << "y+" << pc << "z+" << pd << "=0" << endl;
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128 |
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129 | // get intersection
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130 |
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131 | // the intersection this computes is incorrect
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132 | // it doesn't match the equation of the plane
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133 | vec3 i;
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134 | i.z = -cam_pos.z - pc*pd/(pa*a+pb*b);
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135 | i.x = cam_pos.x + a * (i.z-cam_pos.z) / c;
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136 | i.y = cam_pos.y + b * (i.z-cam_pos.z) / c;
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137 |
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138 | cout << "The holy grail?" << endl;
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139 | cout << "(" << i.x << "," << i.y << "," << i.z << ")" << endl;
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140 |
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141 | bool hit = insideTriangle(i, fp1, fp2, fp3);
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142 | cout << (hit ? "true" : "false") << endl;
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143 |
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144 | if (hit) {
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145 | clicked = true;
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146 | }
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147 | }
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148 | }
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149 |
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150 | void mouse_button_callback_new(GLFWwindow* window, int button, int action, int mods) {
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151 | double mouse_x, mouse_y;
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152 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
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153 |
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154 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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155 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
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156 |
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157 | float x = (2.0f*mouse_x) / width - 1.0f;
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158 | float y = 1.0f - (2.0f*mouse_y) / height;
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159 | cout << "x: " << x << ", y: " << y << endl;
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160 |
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161 | // CHECK: Looks good up to here
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162 |
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163 | // Since the projection matrix gets applied before the view matrix,
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164 | // treat the initial camera position (aka origin of the ray) as (0, 0, 0)
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165 |
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166 | // When getting the ray direction, you can use near and fov to get the
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167 | // coordinates
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168 |
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169 | // 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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170 | // vec4 ray_eye = inverse(proj_mat) * ray_clip;
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171 | // ray_eye = vec4(ray_eye.xy(), -1.0f, 0.0f);
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172 | // vec3 ray_world = normalize((inverse(view_mat) * ray_eye).xyz());
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173 |
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174 | 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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175 | vec3 ray_world = (inverse(view_mat) * ray_clip).xyz();
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176 |
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177 | /* LATEST NOTES:
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178 | *
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179 | * Normalizing the world ray caused issues, although it should make sense with the projection
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180 | * matrix, since the z coordinate has meaning there.
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181 | *
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182 | * Now, I need to figure out the correct intersection test in 2D space
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183 | * Also, need to check that the global triangle points are correct
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184 | */
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185 |
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186 | // since ray_world is the end result we want anyway, we probably don't need to add cam_pos to
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187 | // it, only to subtract it later
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188 |
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189 | vec3 click_point = cam_pos + ray_world;
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190 |
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191 | /* Now, we need to generate the constants for the equations describing
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192 | * a 3D line:
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193 | * (x - x0) / a = (y - y0) / b = (z - z0) / c
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194 | *
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195 | * The line goes through the camera position, so
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196 | * cam_pos = <x0, y0, z0>
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197 | */
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198 |
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199 | // upper right corner is 1, 1 in opengl
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200 |
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201 | cout << "Converted -> (" << ray_world.x << "," << ray_world.y << "," << ray_world.z << ")" << endl << endl;;
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202 | cout << "Camera -> (" << cam_pos.x << "," << cam_pos.y << "," << cam_pos.z << ")" << endl;
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203 | cout << "Click point -> (" << click_point.x << "," << click_point.y << "," << click_point.z << ")" << endl;
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204 |
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205 | float a = 1.0f;
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206 | float b = a * (click_point.y - cam_pos.y) / (click_point.x - cam_pos.x);
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207 | float c = a * (click_point.z - cam_pos.z) / (click_point.x - cam_pos.x);
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208 |
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209 | cout << "(x - " << cam_pos.x << ") / " << a << " = ";
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210 | cout << "(y - " << cam_pos.y << ") / " << b << " = ";
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211 | cout << "(z - " << cam_pos.z << ") / " << c << endl;;
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212 |
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213 | /* Now, we need to generate the constants for the equations describing
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214 | * a 3D plane:
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215 | * dx + ey +fz +g = 0
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216 | */
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217 |
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218 | vec3 fp1 = face_point1;
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219 | vec3 fp2 = face_point2;
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220 | vec3 fp3 = face_point3;
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221 |
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222 | cout << "Points on the plane" << endl;
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223 | cout << "(" << fp1.x << ", " << fp1.y << ", " << fp1.z << ")" << endl;
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224 | cout << "(" << fp2.x << ", " << fp2.y << ", " << fp2.z << ")" << endl;
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225 | cout << "(" << fp3.x << ", " << fp3.y << ", " << fp3.z << ")" << endl;
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226 |
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227 | float pa = (fp2.y-fp1.y)*(fp3.z-fp1.z) - (fp3.y-fp1.y)*(fp2.z-fp1.z);
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228 | float pb = (fp2.z-fp1.z)*(fp3.x-fp1.x) - (fp3.z-fp1.z)*(fp2.x-fp1.x);
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229 | float pc = (fp2.x-fp1.x)*(fp3.y-fp1.y) - (fp3.x-fp1.x)*(fp2.y-fp1.y);
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230 | float pd = -(pa*fp1.x+pb*fp1.y+pc*fp1.z);
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231 |
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232 | cout << pa << "x+" << pb << "y+" << pc << "z+" << pd << "=0" << endl;
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233 |
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234 | // get intersection
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235 |
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236 | // the intersection this computes is incorrect
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237 | // it doesn't match the equation of the plane
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238 | vec3 i;
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239 | i.z = -cam_pos.z - pc*pd/(pa*a+pb*b);
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240 | i.x = cam_pos.x + a * (i.z-cam_pos.z) / c;
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241 | i.y = cam_pos.y + b * (i.z-cam_pos.z) / c;
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242 |
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243 | cout << "The holy grail?" << endl;
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244 | cout << "(" << i.x << "," << i.y << "," << i.z << ")" << endl;
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245 |
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246 | bool hit = insideTriangle(i, fp1, fp2, fp3);
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247 | cout << (hit ? "true" : "false") << endl;
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248 |
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249 | if (hit) {
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250 | clicked = true;
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251 | }
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252 | }
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253 | }
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254 |
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255 | int main(int argc, char* argv[]) {
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256 | cout << "New OpenGL Game" << endl;
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257 |
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258 | if (!restart_gl_log()) {}
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259 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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260 |
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261 | glfwSetErrorCallback(glfw_error_callback);
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262 | if (!glfwInit()) {
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263 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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264 | return 1;
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265 | }
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266 |
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267 | #ifdef __APPLE__
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268 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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269 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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270 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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271 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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272 | #endif
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273 |
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274 | glfwWindowHint(GLFW_SAMPLES, 4);
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275 |
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276 | GLFWwindow* window = NULL;
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277 |
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278 | if (FULLSCREEN) {
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279 | GLFWmonitor* mon = glfwGetPrimaryMonitor();
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280 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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281 |
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282 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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283 | window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL);
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284 |
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285 | width = vmode->width;
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286 | height = vmode->height;
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287 | } else {
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288 | window = glfwCreateWindow(width, height, "Hello Triangle", NULL, NULL);
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289 | }
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290 |
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291 | if (!window) {
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292 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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293 | glfwTerminate();
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294 | return 1;
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295 | }
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296 |
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297 | glfwSetMouseButtonCallback(window, mouse_button_callback);
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298 |
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299 | glfwMakeContextCurrent(window);
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300 | glewExperimental = GL_TRUE;
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301 | glewInit();
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302 |
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303 | // glViewport(0, 0, width*2, height*2);
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304 |
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305 | const GLubyte* renderer = glGetString(GL_RENDERER);
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306 | const GLubyte* version = glGetString(GL_VERSION);
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307 | printf("Renderer: %s\n", renderer);
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308 | printf("OpenGL version supported %s\n", version);
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309 |
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310 | glEnable(GL_DEPTH_TEST);
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311 | glDepthFunc(GL_LESS);
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312 |
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313 | glEnable(GL_CULL_FACE);
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314 | // glCullFace(GL_BACK);
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315 | // glFrontFace(GL_CW);
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316 |
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317 | int x, y;
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318 | unsigned char* texImage = loadImage("test.png", &x, &y);
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319 | if (texImage) {
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320 | cout << "Yay, I loaded an image!" << endl;
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321 | cout << x << endl;
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322 | cout << y << endl;
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323 | printf ("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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324 | }
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325 |
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326 | GLuint tex = 0;
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327 | glGenTextures(1, &tex);
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328 | glActiveTexture(GL_TEXTURE0);
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329 | glBindTexture(GL_TEXTURE_2D, tex);
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330 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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331 |
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332 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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333 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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334 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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335 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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336 |
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337 | GLfloat points[] = {
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338 | 0.0f, 0.5f, -0.001f,
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339 | -0.5f, -0.5f, 0.0f,
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340 | 0.5f, -0.5f, 0.0f,
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341 | 0.5f, -0.5f, 0.0f,
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342 | -0.5f, -0.5f, 0.0f,
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343 | 0.0f, 0.5f, -0.001f,
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344 | };
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345 | /*
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346 | GLfloat points[] = {
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347 | 0.0f, 1.0f, 0.0f,
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348 | -1.0f, 0.0f, 0.0f,
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349 | 1.0f, 0.0f, 0.0f,
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350 | 1.0f, 0.0f, 0.0f,
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351 | -1.0f, 0.0f, 0.0f,
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352 | 0.0f, 1.0f, 0.0f,
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353 | };
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354 | */
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355 |
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356 | // initialize global variables for click intersection test
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357 | face_point1 = vec3(points[0], points[1], points[2]);
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358 | face_point2 = vec3(points[3], points[4], points[5]);
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359 | face_point3 = vec3(points[6], points[7], points[8]);
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360 |
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361 | GLfloat colors[] = {
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362 | 1.0, 0.0, 0.0,
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363 | 0.0, 0.0, 1.0,
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364 | 0.0, 1.0, 0.0,
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365 | 0.0, 1.0, 0.0,
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366 | 0.0, 0.0, 1.0,
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367 | 1.0, 0.0, 0.0,
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368 | };
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369 |
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370 | GLfloat colors_new[] = {
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371 | 0.0, 1.0, 0.0,
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372 | 0.0, 1.0, 0.0,
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373 | 0.0, 1.0, 0.0,
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374 | 0.0, 1.0, 0.0,
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375 | 0.0, 1.0, 0.0,
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376 | 0.0, 1.0, 0.0,
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377 | };
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378 |
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379 | // Each point is made of 3 floats
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380 | int numPoints = (sizeof(points) / sizeof(float)) / 3;
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381 |
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382 | GLfloat points2[] = {
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383 | 0.5f, 0.5f, 0.0f,
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384 | -0.5f, 0.5f, 0.0f,
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385 | -0.5f, -0.5f, 0.0f,
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386 | 0.5f, 0.5f, 0.0f,
|
---|
387 | -0.5f, -0.5f, 0.0f,
|
---|
388 | 0.5f, -0.5f, 0.0f,
|
---|
389 | };
|
---|
390 |
|
---|
391 | /*
|
---|
392 | GLfloat colors2[] = {
|
---|
393 | 0.0, 0.9, 0.9,
|
---|
394 | 0.0, 0.9, 0.9,
|
---|
395 | 0.0, 0.9, 0.9,
|
---|
396 | 0.0, 0.9, 0.9,
|
---|
397 | 0.0, 0.9, 0.9,
|
---|
398 | 0.0, 0.9, 0.9,
|
---|
399 | };
|
---|
400 | */
|
---|
401 |
|
---|
402 | GLfloat texcoords[] = {
|
---|
403 | 1.0f, 1.0f,
|
---|
404 | 0.0f, 1.0f,
|
---|
405 | 0.0, 0.0,
|
---|
406 | 1.0, 1.0,
|
---|
407 | 0.0, 0.0,
|
---|
408 | 1.0, 0.0
|
---|
409 | };
|
---|
410 |
|
---|
411 | // Each point is made of 3 floats
|
---|
412 | int numPoints2 = (sizeof(points2) / sizeof(float)) / 3;
|
---|
413 |
|
---|
414 | /*
|
---|
415 | mat4 T_model = translate(mat4(), vec3(0.5f, 0.0f, 0.0f));
|
---|
416 | mat4 R_model = rotate(mat4(), 4.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
417 | */
|
---|
418 | mat4 T_model = translate(mat4(), vec3(0.0f, 0.0f, 0.0f));
|
---|
419 | mat4 R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
420 | mat4 model_mat = T_model*R_model;
|
---|
421 |
|
---|
422 | mat4 T_model2 = translate(mat4(), vec3(-1.0f, 0.0f, 0.0f));
|
---|
423 | // mat4 T_model2 = translate(mat4(), vec3(0.0f, 0.0f, 0.0f));
|
---|
424 | mat4 R_model2 = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
425 | mat4 model_mat2 = T_model2*R_model2;
|
---|
426 |
|
---|
427 | GLuint points_vbo = 0;
|
---|
428 | glGenBuffers(1, &points_vbo);
|
---|
429 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
430 | glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
|
---|
431 |
|
---|
432 | GLuint colors_vbo = 0;
|
---|
433 | glGenBuffers(1, &colors_vbo);
|
---|
434 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
435 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
|
---|
436 |
|
---|
437 | GLuint vao = 0;
|
---|
438 | glGenVertexArrays(1, &vao);
|
---|
439 | glBindVertexArray(vao);
|
---|
440 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
441 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
442 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
443 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
444 |
|
---|
445 | glEnableVertexAttribArray(0);
|
---|
446 | glEnableVertexAttribArray(1);
|
---|
447 |
|
---|
448 | GLuint points2_vbo = 0;
|
---|
449 | glGenBuffers(1, &points2_vbo);
|
---|
450 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
|
---|
451 | glBufferData(GL_ARRAY_BUFFER, sizeof(points2), points2, GL_STATIC_DRAW);
|
---|
452 |
|
---|
453 | /*
|
---|
454 | GLuint colors2_vbo = 0;
|
---|
455 | glGenBuffers(1, &colors2_vbo);
|
---|
456 | glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
|
---|
457 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors2), colors2, GL_STATIC_DRAW);
|
---|
458 | */
|
---|
459 |
|
---|
460 | GLuint vt_vbo;
|
---|
461 | glGenBuffers(1, &vt_vbo);
|
---|
462 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
|
---|
463 | glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW);
|
---|
464 |
|
---|
465 | GLuint vao2 = 0;
|
---|
466 | glGenVertexArrays(1, &vao2);
|
---|
467 | glBindVertexArray(vao2);
|
---|
468 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
|
---|
469 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
470 | // glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
|
---|
471 | // glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
472 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
|
---|
473 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
474 |
|
---|
475 | glEnableVertexAttribArray(0);
|
---|
476 | glEnableVertexAttribArray(1);
|
---|
477 |
|
---|
478 | GLuint shader_program = loadShaderProgram("./color.vert", "./color.frag");
|
---|
479 | GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag");
|
---|
480 |
|
---|
481 | float speed = 1.0f;
|
---|
482 | float last_position = 0.0f;
|
---|
483 |
|
---|
484 | float cam_speed = 1.0f;
|
---|
485 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
486 |
|
---|
487 | cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
---|
488 | //cam_pos = vec3(0.0f, 0.0f, 0.0f);
|
---|
489 | float cam_yaw = 0.0f;
|
---|
490 |
|
---|
491 | mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
492 | mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
493 | /*
|
---|
494 | mat4 T = translate(mat4(), vec3(0.0f, 0.0f, 0.0f));
|
---|
495 | mat4 R = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
496 | */
|
---|
497 | view_mat = R*T;
|
---|
498 |
|
---|
499 | float near = 0.1f;
|
---|
500 | float far = 100.0f;
|
---|
501 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
---|
502 | float aspect = (float)width / (float)height;
|
---|
503 |
|
---|
504 | float range = tan(fov * 0.5f) * near;
|
---|
505 | float Sx = near / (range * aspect);
|
---|
506 | float Sy = near / range;
|
---|
507 | float Sz = -(far + near) / (far - near);
|
---|
508 | float Pz = -(2.0f * far * near) / (far - near);
|
---|
509 |
|
---|
510 | float proj_arr[] = {
|
---|
511 | Sx, 0.0f, 0.0f, 0.0f,
|
---|
512 | 0.0f, Sy, 0.0f, 0.0f,
|
---|
513 | 0.0f, 0.0f, Sz, -1.0f,
|
---|
514 | 0.0f, 0.0f, Pz, 0.0f,
|
---|
515 | };
|
---|
516 | /*
|
---|
517 | float proj_arr[] = {
|
---|
518 | 1.0f, 0.0f, 0.0f, 0.0f,
|
---|
519 | 0.0f, 1.0f, 0.0f, 0.0f,
|
---|
520 | 0.0f, 0.0f, 1.0f, 0.0f,
|
---|
521 | 0.0f, 0.0f, 0.0f, 1.0f,
|
---|
522 | };
|
---|
523 | */
|
---|
524 | proj_mat = make_mat4(proj_arr);
|
---|
525 |
|
---|
526 | GLint model_mat_loc = glGetUniformLocation(shader_program2, "model");
|
---|
527 | GLint view_mat_loc = glGetUniformLocation(shader_program2, "view");
|
---|
528 | GLint proj_mat_loc = glGetUniformLocation(shader_program2, "proj");
|
---|
529 |
|
---|
530 | GLint model_test_loc = glGetUniformLocation(shader_program, "model");
|
---|
531 | GLint view_test_loc = glGetUniformLocation(shader_program, "view");
|
---|
532 | GLint proj_test_loc = glGetUniformLocation(shader_program, "proj");
|
---|
533 |
|
---|
534 | glUseProgram(shader_program);
|
---|
535 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(model_mat));
|
---|
536 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
537 |
|
---|
538 | glUseProgram(shader_program2);
|
---|
539 | glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(model_mat2));
|
---|
540 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
541 |
|
---|
542 | // glUniform1i(tex_loc, 0);
|
---|
543 |
|
---|
544 | bool cam_moved = false;
|
---|
545 |
|
---|
546 | double previous_seconds = glfwGetTime();
|
---|
547 | while (!glfwWindowShouldClose(window)) {
|
---|
548 | double current_seconds = glfwGetTime();
|
---|
549 | double elapsed_seconds = current_seconds - previous_seconds;
|
---|
550 | previous_seconds = current_seconds;
|
---|
551 |
|
---|
552 | if (fabs(last_position) > 1.0f) {
|
---|
553 | speed = -speed;
|
---|
554 | }
|
---|
555 |
|
---|
556 | if (clicked) {
|
---|
557 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
558 |
|
---|
559 | if (colors_i == 0) {
|
---|
560 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors_new, GL_STATIC_DRAW);
|
---|
561 | colors_i = 1;
|
---|
562 | } else {
|
---|
563 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
|
---|
564 | colors_i = 0;
|
---|
565 | }
|
---|
566 |
|
---|
567 | clicked = false;
|
---|
568 | }
|
---|
569 |
|
---|
570 | /*
|
---|
571 | model[12] = last_position + speed*elapsed_seconds;
|
---|
572 | last_position = model[12];
|
---|
573 | */
|
---|
574 |
|
---|
575 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
576 |
|
---|
577 | glUseProgram(shader_program);
|
---|
578 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
579 |
|
---|
580 | glBindVertexArray(vao);
|
---|
581 |
|
---|
582 | glDrawArrays(GL_TRIANGLES, 0, numPoints);
|
---|
583 |
|
---|
584 | glUseProgram(shader_program2);
|
---|
585 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
586 |
|
---|
587 | glBindVertexArray(vao2);
|
---|
588 |
|
---|
589 | int numPoints3 = numPoints2;
|
---|
590 | numPoints2 = numPoints3;
|
---|
591 | // glDrawArrays(GL_TRIANGLES, 0, numPoints2);
|
---|
592 |
|
---|
593 | glfwPollEvents();
|
---|
594 | glfwSwapBuffers(window);
|
---|
595 |
|
---|
596 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
|
---|
597 | glfwSetWindowShouldClose(window, 1);
|
---|
598 | }
|
---|
599 |
|
---|
600 | float dist = cam_speed * elapsed_seconds;
|
---|
601 | if (glfwGetKey(window, GLFW_KEY_A)) {
|
---|
602 | cam_pos.x -= cos(cam_yaw)*dist;
|
---|
603 | cam_pos.z += sin(cam_yaw)*dist;
|
---|
604 | cam_moved = true;
|
---|
605 | }
|
---|
606 | if (glfwGetKey(window, GLFW_KEY_D)) {
|
---|
607 | cam_pos.x += cos(cam_yaw)*dist;
|
---|
608 | cam_pos.z -= sin(cam_yaw)*dist;
|
---|
609 | cam_moved = true;
|
---|
610 | }
|
---|
611 | if (glfwGetKey(window, GLFW_KEY_W)) {
|
---|
612 | cam_pos.x -= sin(cam_yaw)*dist;
|
---|
613 | cam_pos.z -= cos(cam_yaw)*dist;
|
---|
614 | cam_moved = true;
|
---|
615 | }
|
---|
616 | if (glfwGetKey(window, GLFW_KEY_S)) {
|
---|
617 | cam_pos.x += sin(cam_yaw)*dist;
|
---|
618 | cam_pos.z += cos(cam_yaw)*dist;
|
---|
619 | cam_moved = true;
|
---|
620 | }
|
---|
621 | if (glfwGetKey(window, GLFW_KEY_LEFT)) {
|
---|
622 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
---|
623 | cam_moved = true;
|
---|
624 | }
|
---|
625 | if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
|
---|
626 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
---|
627 | cam_moved = true;
|
---|
628 | }
|
---|
629 | if (cam_moved) {
|
---|
630 | T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
631 | R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
632 | // view_mat = R*T;
|
---|
633 |
|
---|
634 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
635 | cam_moved = false;
|
---|
636 | }
|
---|
637 | }
|
---|
638 |
|
---|
639 | glfwTerminate();
|
---|
640 | return 0;
|
---|
641 | }
|
---|
642 |
|
---|
643 | GLuint loadShader(GLenum type, string file) {
|
---|
644 | cout << "Loading shader from file " << file << endl;
|
---|
645 |
|
---|
646 | ifstream shaderFile(file);
|
---|
647 | GLuint shaderId = 0;
|
---|
648 |
|
---|
649 | if (shaderFile.is_open()) {
|
---|
650 | string line, shaderString;
|
---|
651 |
|
---|
652 | while(getline(shaderFile, line)) {
|
---|
653 | shaderString += line + "\n";
|
---|
654 | }
|
---|
655 | shaderFile.close();
|
---|
656 | const char* shaderCString = shaderString.c_str();
|
---|
657 |
|
---|
658 | shaderId = glCreateShader(type);
|
---|
659 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
---|
660 | glCompileShader(shaderId);
|
---|
661 |
|
---|
662 | cout << "Loaded successfully" << endl;
|
---|
663 | } else {
|
---|
664 | cout << "Failed to loade the file" << endl;
|
---|
665 | }
|
---|
666 |
|
---|
667 | return shaderId;
|
---|
668 | }
|
---|
669 |
|
---|
670 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
---|
671 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
---|
672 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
---|
673 |
|
---|
674 | GLuint shader_program = glCreateProgram();
|
---|
675 | glAttachShader(shader_program, vs);
|
---|
676 | glAttachShader(shader_program, fs);
|
---|
677 |
|
---|
678 | glLinkProgram(shader_program);
|
---|
679 |
|
---|
680 | return shader_program;
|
---|
681 | }
|
---|
682 |
|
---|
683 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
---|
684 | int n;
|
---|
685 | int force_channels = 4;
|
---|
686 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
---|
687 | if (!image_data) {
|
---|
688 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
---|
689 | }
|
---|
690 | return image_data;
|
---|
691 | }
|
---|
692 |
|
---|
693 | bool insideTriangle(vec3 p, vec3 v1, vec3 v2, vec3 v3) {
|
---|
694 | vec3 v21 = v2-v1;
|
---|
695 | vec3 v31 = v3-v1;
|
---|
696 | vec3 pv1 = p-v1;
|
---|
697 |
|
---|
698 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
---|
699 | float x = (pv1.x-y*v31.x) / v21.x;
|
---|
700 |
|
---|
701 | cout << "(" << x << ", " << y << ")" << endl;
|
---|
702 |
|
---|
703 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
---|
704 | }
|
---|