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 | // This is to fix a non-alignment issue when passing vec4 params.
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9 | // Check if it got fixed in a later version of GLM
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10 | #define GLM_FORCE_PURE
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11 |
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12 | #include <glm/mat4x4.hpp>
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13 | #include <glm/gtc/matrix_transform.hpp>
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14 | #include <glm/gtc/type_ptr.hpp>
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15 |
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16 | #include <GL/glew.h>
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17 | #include <GLFW/glfw3.h>
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18 |
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19 | #include <cstdio>
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20 | #include <iostream>
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21 | #include <fstream>
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22 | #include <cmath>
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23 | #include <string>
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24 | #include <array>
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25 | #include <vector>
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26 |
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27 | using namespace std;
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28 | using namespace glm;
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29 |
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30 | #define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
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31 |
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32 | struct SceneObject {
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33 | unsigned int id;
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34 | mat4 model_mat;
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35 | GLuint shader_program;
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36 | unsigned int num_points;
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37 | GLvoid* vertex_vbo_offset;
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38 | GLvoid* texture_vbo_offset;
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39 | vector<GLfloat> points;
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40 | vector<GLfloat> colors;
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41 | vector<GLfloat> texcoords;
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42 | vector<GLfloat> normals;
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43 | vector<GLfloat> selected_colors;
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44 | };
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45 |
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46 | const bool FULLSCREEN = false;
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47 | int width = 640;
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48 | int height = 480;
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49 |
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50 | vec3 cam_pos;
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51 |
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52 | mat4 view_mat;
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53 | mat4 proj_mat;
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54 |
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55 | vector<SceneObject> objects;
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56 |
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57 | SceneObject* clickedObject = NULL;
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58 | SceneObject* selectedObject;
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59 |
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60 | double fps;
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61 |
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62 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point);
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63 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
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64 |
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65 | GLuint loadShader(GLenum type, string file);
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66 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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67 | unsigned char* loadImage(string file_name, int* x, int* y);
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68 |
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69 | void printVector(string label, vec3 v);
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70 | void print4DVector(string label, vec4 v);
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71 |
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72 | float NEAR_CLIP = 0.1f;
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73 | float FAR_CLIP = 100.0f;
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74 |
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75 | void glfw_error_callback(int error, const char* description) {
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76 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
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77 | }
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78 |
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79 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
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80 | double mouse_x, mouse_y;
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81 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
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82 |
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83 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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84 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
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85 | selectedObject = NULL;
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86 |
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87 | float x = (2.0f*mouse_x) / width - 1.0f;
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88 | float y = 1.0f - (2.0f*mouse_y) / height;
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89 |
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90 | cout << "x: " << x << ", y: " << y << endl;
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91 |
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92 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
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93 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
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94 | ray_eye = vec4(ray_eye.xy(), -1.0f, 1.0f);
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95 | vec4 ray_world = inverse(view_mat) * ray_eye;
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96 |
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97 | vec4 cam_pos_temp = vec4(cam_pos, 1.0f);
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98 |
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99 | vec4 click_point;
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100 | vec3 closest_point = vec3(0.0f, 0.0f, -FAR_CLIP); // Any valid point will be closer than the far clipping plane, so initial value to that
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101 | SceneObject* closest_object = NULL;
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102 |
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103 | SceneObject* obj;
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104 | for (vector<SceneObject>::iterator it = objects.begin(); it != objects.end(); it++) {
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105 | obj = &*it;
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106 |
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107 | for (int p_idx = 0; p_idx < it->points.size(); p_idx += 9) {
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108 | if (faceClicked({
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109 | vec3(it->points[p_idx], it->points[p_idx + 1], it->points[p_idx + 2]),
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110 | vec3(it->points[p_idx + 3], it->points[p_idx + 4], it->points[p_idx + 5]),
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111 | vec3(it->points[p_idx + 6], it->points[p_idx + 7], it->points[p_idx + 8]),
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112 | },
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113 | obj, ray_world, cam_pos_temp, click_point)) {
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114 | click_point = view_mat * click_point;
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115 |
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116 | if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
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117 | closest_point = click_point.xyz();
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118 | closest_object = obj;
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119 | }
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120 | }
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121 | }
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122 | }
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123 |
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124 | if (closest_object == NULL) {
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125 | cout << "No object was clicked" << endl;
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126 | } else {
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127 | clickedObject = closest_object;
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128 | cout << "Clicked object: " << clickedObject->id << endl;
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129 | }
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130 | }
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131 | }
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132 |
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133 | int main(int argc, char* argv[]) {
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134 | cout << "New OpenGL Game" << endl;
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135 |
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136 | if (!restart_gl_log()) {}
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137 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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138 |
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139 | glfwSetErrorCallback(glfw_error_callback);
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140 | if (!glfwInit()) {
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141 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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142 | return 1;
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143 | }
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144 |
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145 | #ifdef __APPLE__
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146 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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147 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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148 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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149 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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150 | #endif
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151 |
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152 | glfwWindowHint(GLFW_SAMPLES, 4);
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153 |
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154 | GLFWwindow* window = NULL;
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155 | GLFWmonitor* mon = NULL;
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156 |
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157 | if (FULLSCREEN) {
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158 | mon = glfwGetPrimaryMonitor();
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159 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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160 |
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161 | width = vmode->width;
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162 | height = vmode->height;
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163 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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164 | }
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165 | window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL);
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166 |
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167 | if (!window) {
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168 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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169 | glfwTerminate();
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170 | return 1;
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171 | }
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172 |
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173 | glfwSetMouseButtonCallback(window, mouse_button_callback);
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174 |
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175 | glfwMakeContextCurrent(window);
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176 | glewExperimental = GL_TRUE;
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177 | glewInit();
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178 |
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179 | const GLubyte* renderer = glGetString(GL_RENDERER);
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180 | const GLubyte* version = glGetString(GL_VERSION);
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181 | printf("Renderer: %s\n", renderer);
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182 | printf("OpenGL version supported %s\n", version);
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183 |
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184 | glEnable(GL_DEPTH_TEST);
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185 | glDepthFunc(GL_LESS);
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186 |
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187 | glEnable(GL_CULL_FACE);
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188 | // glCullFace(GL_BACK);
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189 | // glFrontFace(GL_CW);
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190 |
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191 | int x, y;
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192 | unsigned char* texImage = loadImage("test.png", &x, &y);
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193 | if (texImage) {
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194 | cout << "Yay, I loaded an image!" << endl;
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195 | cout << x << endl;
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196 | cout << y << endl;
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197 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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198 | }
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199 |
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200 | GLuint tex = 0;
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201 | glGenTextures(1, &tex);
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202 | glActiveTexture(GL_TEXTURE0);
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203 | glBindTexture(GL_TEXTURE_2D, tex);
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204 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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205 |
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206 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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207 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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208 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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209 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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210 |
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211 | mat4 T_model, R_model;
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212 |
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213 | // triangle
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214 | objects.push_back(SceneObject());
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215 | objects[0].id = 0;
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216 | objects[0].shader_program = 0;
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217 | objects[0].vertex_vbo_offset = (GLvoid*) (0 * sizeof(float) * 3);
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218 | objects[0].texture_vbo_offset = (GLvoid*)(0 * sizeof(float) * 2);
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219 | objects[0].points = {
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220 | 0.0f, 0.5f, 0.0f,
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221 | -0.5f, -0.5f, 0.0f,
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222 | 0.5f, -0.5f, 0.0f,
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223 | 0.5f, -0.5f, 0.0f,
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224 | -0.5f, -0.5f, 0.0f,
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225 | 0.0f, 0.5f, 0.0f,
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226 | };
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227 | objects[0].colors = {
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228 | 1.0f, 0.0f, 0.0f,
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229 | 0.0f, 0.0f, 1.0f,
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230 | 0.0f, 1.0f, 0.0f,
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231 | 0.0f, 1.0f, 0.0f,
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232 | 0.0f, 0.0f, 1.0f,
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233 | 1.0f, 0.0f, 0.0f,
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234 | };
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235 | objects[0].texcoords = {
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236 | 1.0f, 1.0f,
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237 | 0.0f, 1.0f,
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238 | 0.0f, 0.0f,
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239 | 1.0f, 1.0f,
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240 | 0.0f, 0.0f,
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241 | 1.0f, 0.0f
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242 | };
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243 | objects[0].normals = {
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244 | 0.0f, 0.0f, 1.0f,
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245 | 0.0f, 0.0f, 1.0f,
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246 | 0.0f, 0.0f, 1.0f,
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247 | 0.0f, 0.0f, -1.0f,
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248 | 0.0f, 0.0f, -1.0f,
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249 | 0.0f, 0.0f, -1.0f,
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250 | };
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251 | objects[0].selected_colors = {
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252 | 0.0f, 1.0f, 0.0f,
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253 | 0.0f, 1.0f, 0.0f,
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254 | 0.0f, 1.0f, 0.0f,
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255 | 0.0f, 1.0f, 0.0f,
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256 | 0.0f, 1.0f, 0.0f,
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257 | 0.0f, 1.0f, 0.0f,
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258 | };
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259 | objects[0].num_points = objects[0].points.size() / 3;
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260 |
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261 | T_model = translate(mat4(), vec3(0.45f, 0.0f, 0.0f));
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262 | R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
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263 | objects[0].model_mat = T_model*R_model;
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264 |
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265 | // square
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266 | objects.push_back(SceneObject());
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267 | objects[1].id = 1;
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268 | objects[1].shader_program = 0;
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269 | objects[1].vertex_vbo_offset = (GLvoid*) (6 * sizeof(float) * 3);
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270 | objects[1].texture_vbo_offset = (GLvoid*)(6 * sizeof(float) * 2);
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271 | objects[1].points = {
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272 | 0.5f, 0.5f, 0.0f,
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273 | -0.5f, 0.5f, 0.0f,
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274 | -0.5f, -0.5f, 0.0f,
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275 | 0.5f, 0.5f, 0.0f,
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276 | -0.5f, -0.5f, 0.0f,
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277 | 0.5f, -0.5f, 0.0f,
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278 | };
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279 | objects[1].colors = {
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280 | 1.0f, 0.0f, 0.0f,
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281 | 0.0f, 0.0f, 1.0f,
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282 | 0.0f, 1.0f, 0.0f,
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283 | 0.0f, 1.0f, 0.0f,
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284 | 0.0f, 0.0f, 1.0f,
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285 | 1.0f, 0.0f, 0.0f,
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286 | };
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287 | objects[1].texcoords = {
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288 | 1.0f, 1.0f,
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289 | 0.0f, 1.0f,
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290 | 0.0f, 0.0f,
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291 | 1.0f, 1.0f,
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292 | 0.0f, 0.0f,
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293 | 1.0f, 0.0f
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294 | };
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295 | objects[1].normals = {
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296 | 0.0f, 0.0f, 1.0f,
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297 | 0.0f, 0.0f, 1.0f,
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298 | 0.0f, 0.0f, 1.0f,
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299 | 0.0f, 0.0f, 1.0f,
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300 | 0.0f, 0.0f, 1.0f,
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301 | 0.0f, 0.0f, 1.0f,
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302 | };
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303 | objects[1].selected_colors = {
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304 | 0.0f, 0.9f, 0.9f,
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305 | 0.0f, 0.9f, 0.9f,
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306 | 0.0f, 0.9f, 0.9f,
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307 | 0.0f, 0.9f, 0.9f,
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308 | 0.0f, 0.9f, 0.9f,
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309 | 0.0f, 0.9f, 0.9f,
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310 | };
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311 | objects[1].num_points = objects[1].points.size() / 3;
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312 |
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313 | T_model = translate(mat4(), vec3(-0.5f, 0.0f, -1.00f));
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314 | R_model = rotate(mat4(), 0.5f, vec3(0.0f, 1.0f, 0.0f));
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315 | objects[1].model_mat = T_model*R_model;
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316 |
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317 | vector<SceneObject>::iterator obj_it;
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318 | GLsizeiptr offset;
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319 |
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320 | GLsizeiptr points_buffer_size = 0;
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321 | GLsizeiptr textures_buffer_size = 0;
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322 |
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323 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
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324 | points_buffer_size += obj_it->points.size() * sizeof(GLfloat);
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325 | textures_buffer_size += obj_it->texcoords.size() * sizeof(GLfloat);
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326 | }
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327 |
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328 | GLuint points_vbo = 0;
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329 | glGenBuffers(1, &points_vbo);
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330 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
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331 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
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332 |
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333 | offset = 0;
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334 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
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335 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->points.size() * sizeof(GLfloat), &obj_it->points[0]);
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336 | offset += obj_it->points.size() * sizeof(GLfloat);
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337 | }
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338 |
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339 | GLuint colors_vbo = 0;
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340 | glGenBuffers(1, &colors_vbo);
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341 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
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342 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
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343 |
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344 | offset = 0;
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345 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
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346 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->colors.size() * sizeof(GLfloat), &obj_it->colors[0]);
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347 | offset += obj_it->colors.size() * sizeof(GLfloat);
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348 | }
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349 |
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350 | GLuint selected_colors_vbo = 0;
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351 | glGenBuffers(1, &selected_colors_vbo);
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352 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
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353 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
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354 |
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355 | offset = 0;
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356 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
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357 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->selected_colors.size() * sizeof(GLfloat), &obj_it->selected_colors[0]);
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358 | offset += obj_it->selected_colors.size() * sizeof(GLfloat);
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359 | }
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360 |
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361 | GLuint texcoords_vbo = 0;
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362 | glGenBuffers(1, &texcoords_vbo);
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363 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
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364 | glBufferData(GL_ARRAY_BUFFER, textures_buffer_size, NULL, GL_DYNAMIC_DRAW);
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365 |
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366 | offset = 0;
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367 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
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368 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->texcoords.size() * sizeof(GLfloat), &obj_it->texcoords[0]);
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369 | offset += obj_it->texcoords.size() * sizeof(GLfloat);
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370 | }
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371 |
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372 | GLuint normals_vbo = 0;
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373 | glGenBuffers(1, &normals_vbo);
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374 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
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375 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
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376 |
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377 | offset = 0;
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378 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
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379 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->normals.size() * sizeof(GLfloat), &obj_it->normals[0]);
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380 | offset += obj_it->normals.size() * sizeof(GLfloat);
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381 | }
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382 |
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383 | GLuint vao = 0;
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384 | glGenVertexArrays(1, &vao);
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385 | glBindVertexArray(vao);
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386 |
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387 | glEnableVertexAttribArray(0);
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388 | glEnableVertexAttribArray(1);
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389 | glEnableVertexAttribArray(2);
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390 |
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391 | GLuint vao2 = 0;
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392 | glGenVertexArrays(1, &vao2);
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393 | glBindVertexArray(vao2);
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394 |
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395 | glEnableVertexAttribArray(0);
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396 | glEnableVertexAttribArray(1);
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397 | glEnableVertexAttribArray(2);
|
---|
398 |
|
---|
399 | // I can create a vbo to store all points for all models,
|
---|
400 | // and another vbo to store all colors for all models, but how do I allow alternating between
|
---|
401 | // using colors and textures for each model?
|
---|
402 | // Do I create a third vbo for texture coordinates and change which vertex attribute array I have bound
|
---|
403 | // when I want to draw a textured model?
|
---|
404 | // Or do I create one vao with vertices and colors and another with vertices and textures and switch between the two?
|
---|
405 | // Since I would have to switch shader programs to toggle between using colors or textures,
|
---|
406 | // I think I should use one vao for both cases and have a points vbo, a colors vbo, and a textures vbo
|
---|
407 | // One program will use the points and colors, and the other will use the points and texture coords
|
---|
408 | // Review how to bind vbos to vertex attributes in the shader.
|
---|
409 | //
|
---|
410 | // Binding vbos is done using glVertexAttribPointer(...) on a per-vao basis and is not tied to any specific shader.
|
---|
411 | // This means, I could create two vaos, one for each shader and have one use points+colors, while the other
|
---|
412 | // uses points+texxcoords.
|
---|
413 | //
|
---|
414 | // At some point, when I have lots of objects, I want to group them by shader when drawing them.
|
---|
415 | // I'd probably create some sort of set per shader and have each set contain the ids of all objects currently using that shader
|
---|
416 | // Most likely, I'd want to implement each set using a bit field. Makes it constant time for updates and iterating through them
|
---|
417 | // should not be much of an issue either.
|
---|
418 | // Assuming making lots of draw calls instead of one is not innefficient, I should be fine.
|
---|
419 | // I might also want to use one glDrawElements call per shader to draw multiple non-memory-adjacent models
|
---|
420 | //
|
---|
421 | // DECISION: Use a glDrawElements call per shader since I use a regular array to specify the elements to draw
|
---|
422 | // Actually, this will only work once I get UBOs working since each object will have a different model matrix
|
---|
423 | // For now, I could implement this with a glDrawElements call per object and update the model uniform for each object
|
---|
424 |
|
---|
425 | GLuint shader_program = loadShaderProgram("./color.vert", "./color.frag");
|
---|
426 | GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag");
|
---|
427 |
|
---|
428 | float speed = 1.0f;
|
---|
429 | float last_position = 0.0f;
|
---|
430 |
|
---|
431 | float cam_speed = 1.0f;
|
---|
432 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
433 |
|
---|
434 | // glm::lookAt can create the view matrix
|
---|
435 | // glm::perspective can create the projection matrix
|
---|
436 |
|
---|
437 | cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
---|
438 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
|
---|
439 |
|
---|
440 | mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
441 | mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
442 | view_mat = R*T;
|
---|
443 |
|
---|
444 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
---|
445 | float aspect = (float)width / (float)height;
|
---|
446 |
|
---|
447 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
---|
448 | float Sx = NEAR_CLIP / (range * aspect);
|
---|
449 | float Sy = NEAR_CLIP / range;
|
---|
450 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
451 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
452 |
|
---|
453 | float proj_arr[] = {
|
---|
454 | Sx, 0.0f, 0.0f, 0.0f,
|
---|
455 | 0.0f, Sy, 0.0f, 0.0f,
|
---|
456 | 0.0f, 0.0f, Sz, -1.0f,
|
---|
457 | 0.0f, 0.0f, Pz, 0.0f,
|
---|
458 | };
|
---|
459 | proj_mat = make_mat4(proj_arr);
|
---|
460 |
|
---|
461 | GLint model_test_loc = glGetUniformLocation(shader_program, "model");
|
---|
462 | GLint view_test_loc = glGetUniformLocation(shader_program, "view");
|
---|
463 | GLint proj_test_loc = glGetUniformLocation(shader_program, "proj");
|
---|
464 |
|
---|
465 | GLint model_mat_loc = glGetUniformLocation(shader_program2, "model");
|
---|
466 | GLint view_mat_loc = glGetUniformLocation(shader_program2, "view");
|
---|
467 | GLint proj_mat_loc = glGetUniformLocation(shader_program2, "proj");
|
---|
468 |
|
---|
469 | glUseProgram(shader_program);
|
---|
470 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[0].model_mat));
|
---|
471 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
472 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
473 |
|
---|
474 | glUseProgram(shader_program2);
|
---|
475 | glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(objects[1].model_mat));
|
---|
476 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
477 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
478 |
|
---|
479 | objects[0].shader_program = shader_program;
|
---|
480 | objects[1].shader_program = shader_program2;
|
---|
481 |
|
---|
482 | vector<int> program1_objects, program2_objects;
|
---|
483 | vector<int>::iterator it;
|
---|
484 |
|
---|
485 | bool cam_moved = false;
|
---|
486 |
|
---|
487 | int frame_count = 0;
|
---|
488 | double elapsed_seconds_fps = 0.0f;
|
---|
489 | double previous_seconds = glfwGetTime();
|
---|
490 |
|
---|
491 | // This draws wireframes. Useful for seeing separate faces and occluded objects.
|
---|
492 | //glPolygonMode(GL_FRONT, GL_LINE);
|
---|
493 |
|
---|
494 | while (!glfwWindowShouldClose(window)) {
|
---|
495 | double current_seconds = glfwGetTime();
|
---|
496 | double elapsed_seconds = current_seconds - previous_seconds;
|
---|
497 | previous_seconds = current_seconds;
|
---|
498 |
|
---|
499 | elapsed_seconds_fps += elapsed_seconds;
|
---|
500 | if (elapsed_seconds_fps > 0.25f) {
|
---|
501 | fps = (double)frame_count / elapsed_seconds_fps;
|
---|
502 | cout << "FPS: " << fps << endl;
|
---|
503 |
|
---|
504 | frame_count = 0;
|
---|
505 | elapsed_seconds_fps = 0.0f;
|
---|
506 | }
|
---|
507 |
|
---|
508 | frame_count++;
|
---|
509 |
|
---|
510 | if (fabs(last_position) > 1.0f) {
|
---|
511 | speed = -speed;
|
---|
512 | }
|
---|
513 |
|
---|
514 | program1_objects.clear();
|
---|
515 | program2_objects.clear();
|
---|
516 |
|
---|
517 | // Handle events (Ideally, move all event-handling code
|
---|
518 | // before the render code)
|
---|
519 |
|
---|
520 | clickedObject = NULL;
|
---|
521 | glfwPollEvents();
|
---|
522 |
|
---|
523 | if (clickedObject == &objects[0]) {
|
---|
524 | selectedObject = &objects[0];
|
---|
525 | }
|
---|
526 | if (clickedObject == &objects[1]) {
|
---|
527 | selectedObject = &objects[1];
|
---|
528 | }
|
---|
529 |
|
---|
530 | if (selectedObject == &objects[1] &&
|
---|
531 | objects[1].shader_program == shader_program2) {
|
---|
532 | objects[1].shader_program = shader_program;
|
---|
533 | } else if (selectedObject != &objects[1] &&
|
---|
534 | objects[1].shader_program == shader_program) {
|
---|
535 | objects[1].shader_program = shader_program2;
|
---|
536 | }
|
---|
537 |
|
---|
538 | // group scene objects by shader
|
---|
539 | for (int i=0; i < objects.size(); i++) {
|
---|
540 | if (objects[i].shader_program == shader_program) {
|
---|
541 | program1_objects.push_back(i);
|
---|
542 | } else if (objects[i].shader_program == shader_program2) {
|
---|
543 | program2_objects.push_back(i);
|
---|
544 | }
|
---|
545 | }
|
---|
546 |
|
---|
547 | /*
|
---|
548 | model[12] = last_position + speed*elapsed_seconds;
|
---|
549 | last_position = model[12];
|
---|
550 | */
|
---|
551 |
|
---|
552 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
553 |
|
---|
554 | glUseProgram(shader_program);
|
---|
555 | glBindVertexArray(vao);
|
---|
556 |
|
---|
557 | for (it=program1_objects.begin(); it != program1_objects.end(); it++) {
|
---|
558 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[*it].model_mat));
|
---|
559 |
|
---|
560 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
561 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, objects[*it].vertex_vbo_offset);
|
---|
562 |
|
---|
563 | if (selectedObject == &objects[*it]) {
|
---|
564 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
565 | } else {
|
---|
566 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
567 | }
|
---|
568 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, objects[*it].vertex_vbo_offset);
|
---|
569 |
|
---|
570 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
571 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, objects[*it].vertex_vbo_offset);
|
---|
572 |
|
---|
573 | glDrawArrays(GL_TRIANGLES, 0, objects[*it].num_points);
|
---|
574 | }
|
---|
575 |
|
---|
576 | glUseProgram(shader_program2);
|
---|
577 | glBindVertexArray(vao2);
|
---|
578 |
|
---|
579 | for (it = program2_objects.begin(); it != program2_objects.end(); it++) {
|
---|
580 | glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(objects[*it].model_mat));
|
---|
581 |
|
---|
582 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
583 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, objects[*it].vertex_vbo_offset);
|
---|
584 |
|
---|
585 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
586 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, objects[*it].texture_vbo_offset);
|
---|
587 |
|
---|
588 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
589 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, objects[*it].vertex_vbo_offset);
|
---|
590 |
|
---|
591 | glDrawArrays(GL_TRIANGLES, 0, objects[*it].num_points);
|
---|
592 | }
|
---|
593 |
|
---|
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 | glUseProgram(shader_program);
|
---|
635 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
636 |
|
---|
637 | glUseProgram(shader_program2);
|
---|
638 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
639 |
|
---|
640 | cam_moved = false;
|
---|
641 | }
|
---|
642 | }
|
---|
643 |
|
---|
644 | glfwTerminate();
|
---|
645 | return 0;
|
---|
646 | }
|
---|
647 |
|
---|
648 | GLuint loadShader(GLenum type, string file) {
|
---|
649 | cout << "Loading shader from file " << file << endl;
|
---|
650 |
|
---|
651 | ifstream shaderFile(file);
|
---|
652 | GLuint shaderId = 0;
|
---|
653 |
|
---|
654 | if (shaderFile.is_open()) {
|
---|
655 | string line, shaderString;
|
---|
656 |
|
---|
657 | while(getline(shaderFile, line)) {
|
---|
658 | shaderString += line + "\n";
|
---|
659 | }
|
---|
660 | shaderFile.close();
|
---|
661 | const char* shaderCString = shaderString.c_str();
|
---|
662 |
|
---|
663 | shaderId = glCreateShader(type);
|
---|
664 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
---|
665 | glCompileShader(shaderId);
|
---|
666 |
|
---|
667 | cout << "Loaded successfully" << endl;
|
---|
668 | } else {
|
---|
669 | cout << "Failed to load the file" << endl;
|
---|
670 | }
|
---|
671 |
|
---|
672 | return shaderId;
|
---|
673 | }
|
---|
674 |
|
---|
675 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
---|
676 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
---|
677 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
---|
678 |
|
---|
679 | GLuint shader_program = glCreateProgram();
|
---|
680 | glAttachShader(shader_program, vs);
|
---|
681 | glAttachShader(shader_program, fs);
|
---|
682 |
|
---|
683 | glLinkProgram(shader_program);
|
---|
684 |
|
---|
685 | return shader_program;
|
---|
686 | }
|
---|
687 |
|
---|
688 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
---|
689 | int n;
|
---|
690 | int force_channels = 4; // This forces RGBA (4 bytes per pixel)
|
---|
691 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
---|
692 |
|
---|
693 | int width_in_bytes = *x * 4;
|
---|
694 | unsigned char *top = NULL;
|
---|
695 | unsigned char *bottom = NULL;
|
---|
696 | unsigned char temp = 0;
|
---|
697 | int half_height = *y / 2;
|
---|
698 |
|
---|
699 | // flip image upside-down to account for OpenGL treating lower-left as (0, 0)
|
---|
700 | for (int row = 0; row < half_height; row++) {
|
---|
701 | top = image_data + row * width_in_bytes;
|
---|
702 | bottom = image_data + (*y - row - 1) * width_in_bytes;
|
---|
703 | for (int col = 0; col < width_in_bytes; col++) {
|
---|
704 | temp = *top;
|
---|
705 | *top = *bottom;
|
---|
706 | *bottom = temp;
|
---|
707 | top++;
|
---|
708 | bottom++;
|
---|
709 | }
|
---|
710 | }
|
---|
711 |
|
---|
712 | if (!image_data) {
|
---|
713 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
---|
714 | }
|
---|
715 |
|
---|
716 | // Not Power-of-2 check
|
---|
717 | if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) {
|
---|
718 | fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str());
|
---|
719 | }
|
---|
720 |
|
---|
721 | return image_data;
|
---|
722 | }
|
---|
723 |
|
---|
724 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point) {
|
---|
725 | // LINE EQUATION: P = O + Dt
|
---|
726 | // O = cam
|
---|
727 | // D = ray_world
|
---|
728 |
|
---|
729 | // PLANE EQUATION: P dot n + d = 0
|
---|
730 | // n is the normal vector
|
---|
731 | // d is the offset from the origin
|
---|
732 |
|
---|
733 | // Take the cross-product of two vectors on the plane to get the normal
|
---|
734 | vec3 v1 = points[1] - points[0];
|
---|
735 | vec3 v2 = points[2] - points[0];
|
---|
736 |
|
---|
737 | 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);
|
---|
738 |
|
---|
739 | print4DVector("Full world ray", world_ray);
|
---|
740 |
|
---|
741 | vec3 local_ray = (inverse(obj->model_mat) * world_ray).xyz();
|
---|
742 | vec3 local_cam = (inverse(obj->model_mat) * cam).xyz();
|
---|
743 |
|
---|
744 | local_ray = local_ray - local_cam;
|
---|
745 |
|
---|
746 | float d = -glm::dot(points[0], normal);
|
---|
747 | cout << "d: " << d << endl;
|
---|
748 |
|
---|
749 | float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
|
---|
750 | cout << "t: " << t << endl;
|
---|
751 |
|
---|
752 | vec3 intersection = local_cam + t*local_ray;
|
---|
753 | printVector("Intersection", intersection);
|
---|
754 |
|
---|
755 | if (insideTriangle(intersection, points)) {
|
---|
756 | click_point = obj->model_mat * vec4(intersection, 1.0f);
|
---|
757 | return true;
|
---|
758 | } else {
|
---|
759 | return false;
|
---|
760 | }
|
---|
761 | }
|
---|
762 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
|
---|
763 | vec3 v21 = triangle_points[1] - triangle_points[0];
|
---|
764 | vec3 v31 = triangle_points[2] - triangle_points[0];
|
---|
765 | vec3 pv1 = p - triangle_points[0];
|
---|
766 |
|
---|
767 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
---|
768 | float x = (pv1.x-y*v31.x) / v21.x;
|
---|
769 |
|
---|
770 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
---|
771 | }
|
---|
772 |
|
---|
773 | void printVector(string label, vec3 v) {
|
---|
774 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
|
---|
775 | }
|
---|
776 |
|
---|
777 | void print4DVector(string label, vec4 v) {
|
---|
778 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
|
---|
779 | }
|
---|