1 | #include "logger.h"
|
---|
2 |
|
---|
3 | #include "stb_image.h"
|
---|
4 |
|
---|
5 | // I think this was for the OpenGL 4 book font file tutorial
|
---|
6 | //#define STB_IMAGE_WRITE_IMPLEMENTATION
|
---|
7 | //#include "stb_image_write.h"
|
---|
8 |
|
---|
9 | #define _USE_MATH_DEFINES
|
---|
10 | #define GLM_SWIZZLE
|
---|
11 |
|
---|
12 | // This is to fix a non-alignment issue when passing vec4 params.
|
---|
13 | // Check if it got fixed in a later version of GLM
|
---|
14 | #define GLM_FORCE_PURE
|
---|
15 |
|
---|
16 | #include <glm/mat4x4.hpp>
|
---|
17 | #include <glm/gtc/matrix_transform.hpp>
|
---|
18 | #include <glm/gtc/type_ptr.hpp>
|
---|
19 |
|
---|
20 | #include "IMGUI/imgui.h"
|
---|
21 | #include "imgui_impl_glfw_gl3.h"
|
---|
22 |
|
---|
23 | #include <GL/glew.h>
|
---|
24 | #include <GLFW/glfw3.h>
|
---|
25 |
|
---|
26 | #include <cstdio>
|
---|
27 | #include <iostream>
|
---|
28 | #include <fstream>
|
---|
29 | #include <cmath>
|
---|
30 | #include <string>
|
---|
31 | #include <array>
|
---|
32 | #include <vector>
|
---|
33 | #include <queue>
|
---|
34 | #include <map>
|
---|
35 |
|
---|
36 | using namespace std;
|
---|
37 | using namespace glm;
|
---|
38 |
|
---|
39 | struct SceneObject {
|
---|
40 | unsigned int id;
|
---|
41 | mat4 model_mat, model_base, model_transform;
|
---|
42 | GLuint shader_program;
|
---|
43 | unsigned int num_points;
|
---|
44 | GLuint vertex_vbo_offset;
|
---|
45 | GLuint ubo_offset;
|
---|
46 | vector<GLfloat> points;
|
---|
47 | vector<GLfloat> colors;
|
---|
48 | vector<GLfloat> texcoords;
|
---|
49 | vector<GLfloat> normals;
|
---|
50 | vector<GLfloat> selected_colors;
|
---|
51 | bool deleted;
|
---|
52 | };
|
---|
53 |
|
---|
54 | struct BufferInfo {
|
---|
55 | unsigned int vbo_base;
|
---|
56 | unsigned int vbo_offset;
|
---|
57 | unsigned int vbo_capacity;
|
---|
58 | unsigned int ubo_base;
|
---|
59 | unsigned int ubo_offset;
|
---|
60 | unsigned int ubo_capacity;
|
---|
61 | };
|
---|
62 |
|
---|
63 | enum State {
|
---|
64 | STATE_MAIN_MENU,
|
---|
65 | STATE_GAME,
|
---|
66 | };
|
---|
67 |
|
---|
68 | enum Event {
|
---|
69 | EVENT_GO_TO_MAIN_MENU,
|
---|
70 | EVENT_GO_TO_GAME,
|
---|
71 | EVENT_QUIT,
|
---|
72 | };
|
---|
73 |
|
---|
74 | #define NUM_KEYS (512)
|
---|
75 | #define ONE_DEG_IN_RAD ((2.0f * M_PI) / 360.0f) // 0.017444444 (maybe make this a const instead)
|
---|
76 |
|
---|
77 | const int KEY_STATE_UNCHANGED = -1;
|
---|
78 | const bool FULLSCREEN = false;
|
---|
79 | const bool SHOW_FPS = false;
|
---|
80 | const bool DISABLE_VSYNC = false; // disable vsync to see real framerate
|
---|
81 | unsigned int MAX_UNIFORMS = 0; // Requires OpenGL constants only available at runtime, so it can't be const
|
---|
82 |
|
---|
83 | int key_state[NUM_KEYS];
|
---|
84 | bool key_pressed[NUM_KEYS];
|
---|
85 |
|
---|
86 | int width = 640;
|
---|
87 | int height = 480;
|
---|
88 |
|
---|
89 | double fps;
|
---|
90 |
|
---|
91 | vec3 cam_pos;
|
---|
92 |
|
---|
93 | mat4 view_mat;
|
---|
94 | mat4 proj_mat;
|
---|
95 |
|
---|
96 | // TODO: Consider using a list instead since it will make element deletion more efficient
|
---|
97 | vector<SceneObject> objects;
|
---|
98 | queue<Event> events;
|
---|
99 |
|
---|
100 | SceneObject* clickedObject = NULL;
|
---|
101 | SceneObject* selectedObject = NULL;
|
---|
102 |
|
---|
103 | float NEAR_CLIP = 0.1f;
|
---|
104 | float FAR_CLIP = 100.0f;
|
---|
105 |
|
---|
106 | // Should really have some array or struct of UI-related variables
|
---|
107 | bool isRunning = true;
|
---|
108 |
|
---|
109 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
---|
110 |
|
---|
111 | void glfw_error_callback(int error, const char* description);
|
---|
112 |
|
---|
113 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
|
---|
114 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
---|
115 |
|
---|
116 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point);
|
---|
117 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
|
---|
118 |
|
---|
119 | GLuint loadShader(GLenum type, string file);
|
---|
120 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
|
---|
121 | unsigned char* loadImage(string file_name, int* x, int* y);
|
---|
122 |
|
---|
123 | void printVector(string label, vec3 v);
|
---|
124 | void print4DVector(string label, vec4 v);
|
---|
125 |
|
---|
126 | void addObjectToSceneDuringInit(SceneObject& obj);
|
---|
127 | void addObjectToScene(SceneObject& obj, map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
128 | GLuint points_vbo,
|
---|
129 | GLuint colors_vbo,
|
---|
130 | GLuint selected_colors_vbo,
|
---|
131 | GLuint texcoords_vbo,
|
---|
132 | GLuint normals_vbo,
|
---|
133 | GLuint ubo,
|
---|
134 | GLuint model_mat_idx_vbo);
|
---|
135 | void removeObjectFromScene(int objectId, GLuint ubo);
|
---|
136 |
|
---|
137 | void initializeBuffers(
|
---|
138 | GLuint* points_vbo,
|
---|
139 | GLuint* colors_vbo,
|
---|
140 | GLuint* selected_colors_vbo,
|
---|
141 | GLuint* texcoords_vbo,
|
---|
142 | GLuint* normals_vbo,
|
---|
143 | GLuint* ubo,
|
---|
144 | GLuint* model_mat_idx_vbo);
|
---|
145 |
|
---|
146 | void populateBuffers(vector<SceneObject>& objects,
|
---|
147 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
148 | GLuint points_vbo,
|
---|
149 | GLuint colors_vbo,
|
---|
150 | GLuint selected_colors_vbo,
|
---|
151 | GLuint texcoords_vbo,
|
---|
152 | GLuint normals_vbo,
|
---|
153 | GLuint ubo,
|
---|
154 | GLuint model_mat_idx_vbo);
|
---|
155 |
|
---|
156 | void copyObjectDataToBuffers(SceneObject& obj,
|
---|
157 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
158 | GLuint points_vbo,
|
---|
159 | GLuint colors_vbo,
|
---|
160 | GLuint selected_colors_vbo,
|
---|
161 | GLuint texcoords_vbo,
|
---|
162 | GLuint normals_vbo,
|
---|
163 | GLuint ubo,
|
---|
164 | GLuint model_mat_idx_vbo);
|
---|
165 |
|
---|
166 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo);
|
---|
167 |
|
---|
168 | void renderMainMenu();
|
---|
169 | void renderMainMenuGui();
|
---|
170 |
|
---|
171 | void renderScene(vector<SceneObject>& objects,
|
---|
172 | GLuint color_sp, GLuint texture_sp,
|
---|
173 | GLuint vao1, GLuint vao2,
|
---|
174 | GLuint points_vbo, GLuint normals_vbo,
|
---|
175 | GLuint colors_vbo, GLuint texcoords_vbo, GLuint selected_colors_vbo,
|
---|
176 | SceneObject* selectedObject,
|
---|
177 | map<GLuint, BufferInfo>& shaderBufferInfo);
|
---|
178 | void renderSceneGui();
|
---|
179 |
|
---|
180 | void spawnAsteroid(vec3 pos, GLuint shader,
|
---|
181 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
182 | GLuint points_vbo,
|
---|
183 | GLuint colors_vbo,
|
---|
184 | GLuint selected_colors_vbo,
|
---|
185 | GLuint texcoords_vbo,
|
---|
186 | GLuint normals_vbo,
|
---|
187 | GLuint ubo,
|
---|
188 | GLuint model_mat_idx_vbo);
|
---|
189 |
|
---|
190 | int main(int argc, char* argv[]) {
|
---|
191 | cout << "New OpenGL Game" << endl;
|
---|
192 |
|
---|
193 | if (!restart_gl_log()) {}
|
---|
194 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
|
---|
195 |
|
---|
196 | glfwSetErrorCallback(glfw_error_callback);
|
---|
197 | if (!glfwInit()) {
|
---|
198 | fprintf(stderr, "ERROR: could not start GLFW3\n");
|
---|
199 | return 1;
|
---|
200 | }
|
---|
201 |
|
---|
202 | #ifdef __APPLE__
|
---|
203 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
---|
204 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
---|
205 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
---|
206 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
---|
207 | #endif
|
---|
208 |
|
---|
209 | glfwWindowHint(GLFW_SAMPLES, 4);
|
---|
210 |
|
---|
211 | GLFWwindow* window = NULL;
|
---|
212 | GLFWmonitor* mon = NULL;
|
---|
213 |
|
---|
214 | if (FULLSCREEN) {
|
---|
215 | mon = glfwGetPrimaryMonitor();
|
---|
216 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
|
---|
217 |
|
---|
218 | width = vmode->width;
|
---|
219 | height = vmode->height;
|
---|
220 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
|
---|
221 | }
|
---|
222 | window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL);
|
---|
223 |
|
---|
224 | if (!window) {
|
---|
225 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
|
---|
226 | glfwTerminate();
|
---|
227 | return 1;
|
---|
228 | }
|
---|
229 |
|
---|
230 | glfwMakeContextCurrent(window);
|
---|
231 | glewExperimental = GL_TRUE;
|
---|
232 | glewInit();
|
---|
233 |
|
---|
234 | /*
|
---|
235 | * RENDERING ALGORITHM NOTES:
|
---|
236 | *
|
---|
237 | * Basically, I need to split my objects into groups, so that each group fits into
|
---|
238 | * GL_MAX_UNIFORM_BLOCK_SIZE. I need to have an offset and a size for each group.
|
---|
239 | * Getting the offset is straitforward. The size may as well be GL_MAX_UNIFORM_BLOCK_SIZE
|
---|
240 | * for each group, since it seems that smaller sizes just round up to the nearest GL_MAX_UNIFORM_BLOCK_SIZE
|
---|
241 | *
|
---|
242 | * I'll need to have a loop inside my render loop that calls glBindBufferRange(GL_UNIFORM_BUFFER, ...
|
---|
243 | * for every 1024 objects and then draws all those objects with one glDraw call.
|
---|
244 | *
|
---|
245 | * Since I currently have very few objects, I'll wait to implement this until I have
|
---|
246 | * a reasonable number of objects always using the same shader.
|
---|
247 | */
|
---|
248 |
|
---|
249 | GLint UNIFORM_BUFFER_OFFSET_ALIGNMENT, MAX_UNIFORM_BLOCK_SIZE;
|
---|
250 | glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &UNIFORM_BUFFER_OFFSET_ALIGNMENT);
|
---|
251 | glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &MAX_UNIFORM_BLOCK_SIZE);
|
---|
252 |
|
---|
253 | MAX_UNIFORMS = MAX_UNIFORM_BLOCK_SIZE / sizeof(mat4);
|
---|
254 |
|
---|
255 | cout << "UNIFORM_BUFFER_OFFSET_ALIGNMENT: " << UNIFORM_BUFFER_OFFSET_ALIGNMENT << endl;
|
---|
256 | cout << "MAX_UNIFORMS: " << MAX_UNIFORMS << endl;
|
---|
257 |
|
---|
258 | // Setup Dear ImGui binding
|
---|
259 | IMGUI_CHECKVERSION();
|
---|
260 | ImGui::CreateContext();
|
---|
261 | ImGuiIO& io = ImGui::GetIO(); (void)io;
|
---|
262 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
---|
263 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
---|
264 | ImGui_ImplGlfwGL3_Init(window, true);
|
---|
265 |
|
---|
266 | // Setup style
|
---|
267 | ImGui::StyleColorsDark();
|
---|
268 | //ImGui::StyleColorsClassic();
|
---|
269 |
|
---|
270 | glfwSetMouseButtonCallback(window, mouse_button_callback);
|
---|
271 | glfwSetKeyCallback(window, key_callback);
|
---|
272 |
|
---|
273 | const GLubyte* renderer = glGetString(GL_RENDERER);
|
---|
274 | const GLubyte* version = glGetString(GL_VERSION);
|
---|
275 | printf("Renderer: %s\n", renderer);
|
---|
276 | printf("OpenGL version supported %s\n", version);
|
---|
277 |
|
---|
278 | glEnable(GL_DEPTH_TEST);
|
---|
279 | glDepthFunc(GL_LESS);
|
---|
280 |
|
---|
281 | glEnable(GL_CULL_FACE);
|
---|
282 | // glCullFace(GL_BACK);
|
---|
283 | // glFrontFace(GL_CW);
|
---|
284 |
|
---|
285 | int x, y;
|
---|
286 | unsigned char* texImage = loadImage("test.png", &x, &y);
|
---|
287 | if (texImage) {
|
---|
288 | cout << "Yay, I loaded an image!" << endl;
|
---|
289 | cout << x << endl;
|
---|
290 | cout << y << endl;
|
---|
291 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
|
---|
292 | }
|
---|
293 |
|
---|
294 | GLuint tex = 0;
|
---|
295 | glGenTextures(1, &tex);
|
---|
296 | glActiveTexture(GL_TEXTURE0);
|
---|
297 | glBindTexture(GL_TEXTURE_2D, tex);
|
---|
298 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
|
---|
299 |
|
---|
300 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
301 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
302 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
303 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
---|
304 |
|
---|
305 | /* RENDERING ALGORITHM
|
---|
306 | *
|
---|
307 | * Create a separate vbo for each of the following things:
|
---|
308 | * - points
|
---|
309 | * - colors
|
---|
310 | * - texture coordinates
|
---|
311 | * - selected colors
|
---|
312 | * - normals
|
---|
313 | * - indices into a ubo that stores a model matrix for each object
|
---|
314 | *
|
---|
315 | * Also, make a model matrix ubo, the entirety of which will be passed to the vertex shader.
|
---|
316 | * The vbo containing the correct index into the ubo (mentioned above) will be used to select
|
---|
317 | * the right model matrix for each point. The index in the vbo will be the saem for all points
|
---|
318 | * of any given object.
|
---|
319 | *
|
---|
320 | * There will be two shader programs for now, one for draing colored objects, and another for
|
---|
321 | * drawing textured ones. The points, normals, and model mat ubo indices will be passed to both
|
---|
322 | * shaders, while the colors vbo will only be passed to the colors shader, and the texcoords vbo
|
---|
323 | * only to the texture shader.
|
---|
324 | *
|
---|
325 | * Right now, the currently selected object is drawn using one color (specified in the selected
|
---|
326 | * colors vbo) regardless of whether it is normally rendering using colors or a texture. The selected
|
---|
327 | * object is rendering by binding the selected colors vbo in place of the colors vbo and using the colors
|
---|
328 | * shader. Then, the selected object is redrawn along with all other objects, but the depth buffer test
|
---|
329 | * prevents the unselected version of the object from appearing on the screen. This lets me render all the
|
---|
330 | * objects that use a particular shader using one glDrawArrays() call.
|
---|
331 | */
|
---|
332 |
|
---|
333 | map<GLuint, BufferInfo> shaderBufferInfo;
|
---|
334 |
|
---|
335 | GLuint color_sp = loadShaderProgram("./color.vert", "./color.frag");
|
---|
336 | GLuint texture_sp = loadShaderProgram("./texture.vert", "./texture.frag");
|
---|
337 |
|
---|
338 | shaderBufferInfo[color_sp] = BufferInfo();
|
---|
339 | shaderBufferInfo[texture_sp] = BufferInfo();
|
---|
340 |
|
---|
341 | SceneObject obj;
|
---|
342 | mat4 T_model, R_model;
|
---|
343 |
|
---|
344 | /*
|
---|
345 | // triangle
|
---|
346 | obj = SceneObject();
|
---|
347 | obj.shader_program = color_sp;
|
---|
348 | obj.points = {
|
---|
349 | 0.0f, 0.5f, 0.0f,
|
---|
350 | -0.5f, -0.5f, 0.0f,
|
---|
351 | 0.5f, -0.5f, 0.0f,
|
---|
352 | 0.5f, -0.5f, 0.0f,
|
---|
353 | -0.5f, -0.5f, 0.0f,
|
---|
354 | 0.0f, 0.5f, 0.0f,
|
---|
355 | };
|
---|
356 | obj.colors = {
|
---|
357 | 1.0f, 0.0f, 0.0f,
|
---|
358 | 0.0f, 0.0f, 1.0f,
|
---|
359 | 0.0f, 1.0f, 0.0f,
|
---|
360 | 0.0f, 1.0f, 0.0f,
|
---|
361 | 0.0f, 0.0f, 1.0f,
|
---|
362 | 1.0f, 0.0f, 0.0f,
|
---|
363 | };
|
---|
364 | obj.texcoords = {
|
---|
365 | 1.0f, 1.0f,
|
---|
366 | 0.0f, 1.0f,
|
---|
367 | 0.0f, 0.0f,
|
---|
368 | 1.0f, 1.0f,
|
---|
369 | 0.0f, 0.0f,
|
---|
370 | 1.0f, 0.0f
|
---|
371 | };
|
---|
372 | obj.selected_colors = {
|
---|
373 | 0.0f, 1.0f, 0.0f,
|
---|
374 | 0.0f, 1.0f, 0.0f,
|
---|
375 | 0.0f, 1.0f, 0.0f,
|
---|
376 | 0.0f, 1.0f, 0.0f,
|
---|
377 | 0.0f, 1.0f, 0.0f,
|
---|
378 | 0.0f, 1.0f, 0.0f,
|
---|
379 | };
|
---|
380 |
|
---|
381 | T_model = translate(mat4(), vec3(0.45f, -1.5f, 0.0f));
|
---|
382 | R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
383 | obj.model_base = T_model*R_model;
|
---|
384 |
|
---|
385 | addObjectToSceneDuringInit(obj);
|
---|
386 |
|
---|
387 | // square
|
---|
388 | obj = SceneObject();
|
---|
389 | obj.shader_program = texture_sp;
|
---|
390 | obj.points = {
|
---|
391 | 0.5f, 0.5f, 0.0f,
|
---|
392 | -0.5f, 0.5f, 0.0f,
|
---|
393 | -0.5f, -0.5f, 0.0f,
|
---|
394 | 0.5f, 0.5f, 0.0f,
|
---|
395 | -0.5f, -0.5f, 0.0f,
|
---|
396 | 0.5f, -0.5f, 0.0f,
|
---|
397 | };
|
---|
398 | obj.colors = {
|
---|
399 | 1.0f, 0.0f, 0.0f,
|
---|
400 | 0.0f, 0.0f, 1.0f,
|
---|
401 | 0.0f, 1.0f, 0.0f,
|
---|
402 | 0.0f, 1.0f, 0.0f,
|
---|
403 | 0.0f, 0.0f, 1.0f,
|
---|
404 | 1.0f, 0.0f, 0.0f,
|
---|
405 | };
|
---|
406 | obj.texcoords = {
|
---|
407 | 1.0f, 1.0f,
|
---|
408 | 0.0f, 1.0f,
|
---|
409 | 0.0f, 0.0f,
|
---|
410 | 1.0f, 1.0f,
|
---|
411 | 0.0f, 0.0f,
|
---|
412 | 1.0f, 0.0f
|
---|
413 | };
|
---|
414 | obj.selected_colors = {
|
---|
415 | 0.0f, 0.6f, 0.9f,
|
---|
416 | 0.0f, 0.6f, 0.9f,
|
---|
417 | 0.0f, 0.6f, 0.9f,
|
---|
418 | 0.0f, 0.6f, 0.9f,
|
---|
419 | 0.0f, 0.6f, 0.9f,
|
---|
420 | 0.0f, 0.6f, 0.9f,
|
---|
421 | };
|
---|
422 |
|
---|
423 | T_model = translate(mat4(), vec3(-0.5f, -1.5f, -1.00f));
|
---|
424 | R_model = rotate(mat4(), 0.5f, vec3(0.0f, 1.0f, 0.0f));
|
---|
425 | obj.model_base = T_model*R_model;
|
---|
426 |
|
---|
427 | addObjectToSceneDuringInit(obj);
|
---|
428 | */
|
---|
429 |
|
---|
430 | // player ship
|
---|
431 | obj = SceneObject();
|
---|
432 | obj.shader_program = color_sp;
|
---|
433 | obj.points = {
|
---|
434 | //back
|
---|
435 | -0.5f, 0.3f, 0.0f,
|
---|
436 | -0.5f, 0.0f, 0.0f,
|
---|
437 | 0.5f, 0.0f, 0.0f,
|
---|
438 | -0.5f, 0.3f, 0.0f,
|
---|
439 | 0.5f, 0.0f, 0.0f,
|
---|
440 | 0.5f, 0.3f, 0.0f,
|
---|
441 |
|
---|
442 | // left back
|
---|
443 | -0.5f, 0.3f, -2.0f,
|
---|
444 | -0.5f, 0.0f, -2.0f,
|
---|
445 | -0.5f, 0.0f, 0.0f,
|
---|
446 | -0.5f, 0.3f, -2.0f,
|
---|
447 | -0.5f, 0.0f, 0.0f,
|
---|
448 | -0.5f, 0.3f, 0.0f,
|
---|
449 |
|
---|
450 | // right back
|
---|
451 | 0.5f, 0.3f, 0.0f,
|
---|
452 | 0.5f, 0.0f, 0.0f,
|
---|
453 | 0.5f, 0.0f, -2.0f,
|
---|
454 | 0.5f, 0.3f, 0.0f,
|
---|
455 | 0.5f, 0.0f, -2.0f,
|
---|
456 | 0.5f, 0.3f, -2.0f,
|
---|
457 |
|
---|
458 | // left mid
|
---|
459 | -0.25f, 0.3f, -3.0f,
|
---|
460 | -0.25f, 0.0f, -3.0f,
|
---|
461 | -0.5f, 0.0f, -2.0f,
|
---|
462 | -0.25f, 0.3f, -3.0f,
|
---|
463 | -0.5f, 0.0f, -2.0f,
|
---|
464 | -0.5f, 0.3f, -2.0f,
|
---|
465 |
|
---|
466 | // right mid
|
---|
467 | 0.5f, 0.3f, -2.0f,
|
---|
468 | 0.5f, 0.0f, -2.0f,
|
---|
469 | 0.25f, 0.0f, -3.0f,
|
---|
470 | 0.5f, 0.3f, -2.0f,
|
---|
471 | 0.25f, 0.0f, -3.0f,
|
---|
472 | 0.25f, 0.3f, -3.0f,
|
---|
473 |
|
---|
474 | // left front
|
---|
475 | 0.0f, 0.0f, -3.5f,
|
---|
476 | -0.25f, 0.0f, -3.0f,
|
---|
477 | -0.25f, 0.3f, -3.0f,
|
---|
478 |
|
---|
479 | // right front
|
---|
480 | 0.25f, 0.3f, -3.0f,
|
---|
481 | 0.25f, 0.0f, -3.0f,
|
---|
482 | 0.0f, 0.0f, -3.5f,
|
---|
483 |
|
---|
484 | // top back
|
---|
485 | -0.5f, 0.3f, -2.0f,
|
---|
486 | -0.5f, 0.3f, 0.0f,
|
---|
487 | 0.5f, 0.3f, 0.0f,
|
---|
488 | -0.5f, 0.3f, -2.0f,
|
---|
489 | 0.5f, 0.3f, 0.0f,
|
---|
490 | 0.5f, 0.3f, -2.0f,
|
---|
491 |
|
---|
492 | // bottom back
|
---|
493 | -0.5f, 0.0f, 0.0f,
|
---|
494 | -0.5f, 0.0f, -2.0f,
|
---|
495 | 0.5f, 0.0f, 0.0f,
|
---|
496 | 0.5f, 0.0f, 0.0f,
|
---|
497 | -0.5f, 0.0f, -2.0f,
|
---|
498 | 0.5f, 0.0f, -2.0f,
|
---|
499 |
|
---|
500 | // top mid
|
---|
501 | -0.25f, 0.3f, -3.0f,
|
---|
502 | -0.5f, 0.3f, -2.0f,
|
---|
503 | 0.5f, 0.3f, -2.0f,
|
---|
504 | -0.25f, 0.3f, -3.0f,
|
---|
505 | 0.5f, 0.3f, -2.0f,
|
---|
506 | 0.25f, 0.3f, -3.0f,
|
---|
507 |
|
---|
508 | // bottom mid
|
---|
509 | -0.5f, 0.0f, -2.0f,
|
---|
510 | -0.25f, 0.0f, -3.0f,
|
---|
511 | 0.5f, 0.0f, -2.0f,
|
---|
512 | 0.5f, 0.0f, -2.0f,
|
---|
513 | -0.25f, 0.0f, -3.0f,
|
---|
514 | 0.25f, 0.0f, -3.0f,
|
---|
515 |
|
---|
516 | // top front
|
---|
517 | -0.25f, 0.3f, -3.0f,
|
---|
518 | 0.25f, 0.3f, -3.0f,
|
---|
519 | 0.0f, 0.0f, -3.5f,
|
---|
520 |
|
---|
521 | // bottom front
|
---|
522 | 0.25f, 0.0f, -3.0f,
|
---|
523 | -0.25f, 0.0f, -3.0f,
|
---|
524 | 0.0f, 0.0f, -3.5f,
|
---|
525 |
|
---|
526 | // left wing start back
|
---|
527 | -1.5f, 0.3f, 0.0f,
|
---|
528 | -1.5f, 0.0f, 0.0f,
|
---|
529 | -0.5f, 0.0f, 0.0f,
|
---|
530 | -1.5f, 0.3f, 0.0f,
|
---|
531 | -0.5f, 0.0f, 0.0f,
|
---|
532 | -0.5f, 0.3f, 0.0f,
|
---|
533 |
|
---|
534 | // left wing start top
|
---|
535 | -0.5f, 0.3f, -0.3f,
|
---|
536 | -1.3f, 0.3f, -0.3f,
|
---|
537 | -1.5f, 0.3f, 0.0f,
|
---|
538 | -0.5f, 0.3f, -0.3f,
|
---|
539 | -1.5f, 0.3f, 0.0f,
|
---|
540 | -0.5f, 0.3f, 0.0f,
|
---|
541 |
|
---|
542 | // left wing start front
|
---|
543 | -0.5f, 0.3f, -0.3f,
|
---|
544 | -0.5f, 0.0f, -0.3f,
|
---|
545 | -1.3f, 0.0f, -0.3f,
|
---|
546 | -0.5f, 0.3f, -0.3f,
|
---|
547 | -1.3f, 0.0f, -0.3f,
|
---|
548 | -1.3f, 0.3f, -0.3f,
|
---|
549 |
|
---|
550 | // left wing start bottom
|
---|
551 | -0.5f, 0.0f, 0.0f,
|
---|
552 | -1.5f, 0.0f, 0.0f,
|
---|
553 | -1.3f, 0.0f, -0.3f,
|
---|
554 | -0.5f, 0.0f, 0.0f,
|
---|
555 | -1.3f, 0.0f, -0.3f,
|
---|
556 | -0.5f, 0.0f, -0.3f,
|
---|
557 |
|
---|
558 | // left wing end outside
|
---|
559 | -1.5f, 0.3f, 0.0f,
|
---|
560 | -2.2f, 0.15f, -0.8f,
|
---|
561 | -1.5f, 0.0f, 0.0f,
|
---|
562 |
|
---|
563 | // left wing end top
|
---|
564 | -1.3f, 0.3f, -0.3f,
|
---|
565 | -2.2f, 0.15f, -0.8f,
|
---|
566 | -1.5f, 0.3f, 0.0f,
|
---|
567 |
|
---|
568 | // left wing end front
|
---|
569 | -1.3f, 0.0f, -0.3f,
|
---|
570 | -2.2f, 0.15f, -0.8f,
|
---|
571 | -1.3f, 0.3f, -0.3f,
|
---|
572 |
|
---|
573 | // left wing end bottom
|
---|
574 | -1.5f, 0.0f, 0.0f,
|
---|
575 | -2.2f, 0.15f, -0.8f,
|
---|
576 | -1.3f, 0.0f, -0.3f,
|
---|
577 |
|
---|
578 | // right wing start back
|
---|
579 | 1.5f, 0.0f, 0.0f,
|
---|
580 | 1.5f, 0.3f, 0.0f,
|
---|
581 | 0.5f, 0.0f, 0.0f,
|
---|
582 | 0.5f, 0.0f, 0.0f,
|
---|
583 | 1.5f, 0.3f, 0.0f,
|
---|
584 | 0.5f, 0.3f, 0.0f,
|
---|
585 |
|
---|
586 | // right wing start top
|
---|
587 | 1.3f, 0.3f, -0.3f,
|
---|
588 | 0.5f, 0.3f, -0.3f,
|
---|
589 | 1.5f, 0.3f, 0.0f,
|
---|
590 | 1.5f, 0.3f, 0.0f,
|
---|
591 | 0.5f, 0.3f, -0.3f,
|
---|
592 | 0.5f, 0.3f, 0.0f,
|
---|
593 |
|
---|
594 | // right wing start front
|
---|
595 | 0.5f, 0.0f, -0.3f,
|
---|
596 | 0.5f, 0.3f, -0.3f,
|
---|
597 | 1.3f, 0.0f, -0.3f,
|
---|
598 | 1.3f, 0.0f, -0.3f,
|
---|
599 | 0.5f, 0.3f, -0.3f,
|
---|
600 | 1.3f, 0.3f, -0.3f,
|
---|
601 |
|
---|
602 | // right wing start bottom
|
---|
603 | 1.5f, 0.0f, 0.0f,
|
---|
604 | 0.5f, 0.0f, 0.0f,
|
---|
605 | 1.3f, 0.0f, -0.3f,
|
---|
606 | 1.3f, 0.0f, -0.3f,
|
---|
607 | 0.5f, 0.0f, 0.0f,
|
---|
608 | 0.5f, 0.0f, -0.3f,
|
---|
609 |
|
---|
610 | // right wing end outside
|
---|
611 | 2.2f, 0.15f, -0.8f,
|
---|
612 | 1.5f, 0.3f, 0.0f,
|
---|
613 | 1.5f, 0.0f, 0.0f,
|
---|
614 |
|
---|
615 | // right wing end top
|
---|
616 | 2.2f, 0.15f, -0.8f,
|
---|
617 | 1.3f, 0.3f, -0.3f,
|
---|
618 | 1.5f, 0.3f, 0.0f,
|
---|
619 |
|
---|
620 | // right wing end front
|
---|
621 | 2.2f, 0.15f, -0.8f,
|
---|
622 | 1.3f, 0.0f, -0.3f,
|
---|
623 | 1.3f, 0.3f, -0.3f,
|
---|
624 |
|
---|
625 | // right wing end bottom
|
---|
626 | 2.2f, 0.15f, -0.8f,
|
---|
627 | 1.5f, 0.0f, 0.0f,
|
---|
628 | 1.3f, 0.0f, -0.3f,
|
---|
629 | };
|
---|
630 | obj.colors = {
|
---|
631 | 0.0f, 0.0f, 0.3f,
|
---|
632 | 0.0f, 0.0f, 0.3f,
|
---|
633 | 0.0f, 0.0f, 0.3f,
|
---|
634 | 0.0f, 0.0f, 0.3f,
|
---|
635 | 0.0f, 0.0f, 0.3f,
|
---|
636 | 0.0f, 0.0f, 0.3f,
|
---|
637 |
|
---|
638 | 0.0f, 0.0f, 0.3f,
|
---|
639 | 0.0f, 0.0f, 0.3f,
|
---|
640 | 0.0f, 0.0f, 0.3f,
|
---|
641 | 0.0f, 0.0f, 0.3f,
|
---|
642 | 0.0f, 0.0f, 0.3f,
|
---|
643 | 0.0f, 0.0f, 0.3f,
|
---|
644 |
|
---|
645 | 0.0f, 0.0f, 0.3f,
|
---|
646 | 0.0f, 0.0f, 0.3f,
|
---|
647 | 0.0f, 0.0f, 0.3f,
|
---|
648 | 0.0f, 0.0f, 0.3f,
|
---|
649 | 0.0f, 0.0f, 0.3f,
|
---|
650 | 0.0f, 0.0f, 0.3f,
|
---|
651 |
|
---|
652 | 0.0f, 0.0f, 0.3f,
|
---|
653 | 0.0f, 0.0f, 0.3f,
|
---|
654 | 0.0f, 0.0f, 0.3f,
|
---|
655 | 0.0f, 0.0f, 0.3f,
|
---|
656 | 0.0f, 0.0f, 0.3f,
|
---|
657 | 0.0f, 0.0f, 0.3f,
|
---|
658 |
|
---|
659 | 0.0f, 0.0f, 0.3f,
|
---|
660 | 0.0f, 0.0f, 0.3f,
|
---|
661 | 0.0f, 0.0f, 0.3f,
|
---|
662 | 0.0f, 0.0f, 0.3f,
|
---|
663 | 0.0f, 0.0f, 0.3f,
|
---|
664 | 0.0f, 0.0f, 0.3f,
|
---|
665 |
|
---|
666 | 0.0f, 0.0f, 1.0f,
|
---|
667 | 0.0f, 0.0f, 1.0f,
|
---|
668 | 0.0f, 0.0f, 1.0f,
|
---|
669 |
|
---|
670 | 0.0f, 0.0f, 1.0f,
|
---|
671 | 0.0f, 0.0f, 1.0f,
|
---|
672 | 0.0f, 0.0f, 1.0f,
|
---|
673 |
|
---|
674 | 0.0f, 0.0f, 1.0f,
|
---|
675 | 0.0f, 0.0f, 1.0f,
|
---|
676 | 0.0f, 0.0f, 1.0f,
|
---|
677 | 0.0f, 0.0f, 1.0f,
|
---|
678 | 0.0f, 0.0f, 1.0f,
|
---|
679 | 0.0f, 0.0f, 1.0f,
|
---|
680 |
|
---|
681 | 0.0f, 0.0f, 1.0f,
|
---|
682 | 0.0f, 0.0f, 1.0f,
|
---|
683 | 0.0f, 0.0f, 1.0f,
|
---|
684 | 0.0f, 0.0f, 1.0f,
|
---|
685 | 0.0f, 0.0f, 1.0f,
|
---|
686 | 0.0f, 0.0f, 1.0f,
|
---|
687 |
|
---|
688 | 0.0f, 0.0f, 1.0f,
|
---|
689 | 0.0f, 0.0f, 1.0f,
|
---|
690 | 0.0f, 0.0f, 1.0f,
|
---|
691 | 0.0f, 0.0f, 1.0f,
|
---|
692 | 0.0f, 0.0f, 1.0f,
|
---|
693 | 0.0f, 0.0f, 1.0f,
|
---|
694 |
|
---|
695 | 0.0f, 0.0f, 1.0f,
|
---|
696 | 0.0f, 0.0f, 1.0f,
|
---|
697 | 0.0f, 0.0f, 1.0f,
|
---|
698 | 0.0f, 0.0f, 1.0f,
|
---|
699 | 0.0f, 0.0f, 1.0f,
|
---|
700 | 0.0f, 0.0f, 1.0f,
|
---|
701 |
|
---|
702 | 0.0f, 0.0f, 0.3f,
|
---|
703 | 0.0f, 0.0f, 0.3f,
|
---|
704 | 0.0f, 0.0f, 0.3f,
|
---|
705 |
|
---|
706 | 0.0f, 0.0f, 0.3f,
|
---|
707 | 0.0f, 0.0f, 0.3f,
|
---|
708 | 0.0f, 0.0f, 0.3f,
|
---|
709 |
|
---|
710 | 0.0f, 0.0f, 0.3f,
|
---|
711 | 0.0f, 0.0f, 0.3f,
|
---|
712 | 0.0f, 0.0f, 0.3f,
|
---|
713 | 0.0f, 0.0f, 0.3f,
|
---|
714 | 0.0f, 0.0f, 0.3f,
|
---|
715 | 0.0f, 0.0f, 0.3f,
|
---|
716 |
|
---|
717 | 0.0f, 0.0f, 0.3f,
|
---|
718 | 0.0f, 0.0f, 0.3f,
|
---|
719 | 0.0f, 0.0f, 0.3f,
|
---|
720 | 0.0f, 0.0f, 0.3f,
|
---|
721 | 0.0f, 0.0f, 0.3f,
|
---|
722 | 0.0f, 0.0f, 0.3f,
|
---|
723 |
|
---|
724 | 0.0f, 0.0f, 0.3f,
|
---|
725 | 0.0f, 0.0f, 0.3f,
|
---|
726 | 0.0f, 0.0f, 0.3f,
|
---|
727 | 0.0f, 0.0f, 0.3f,
|
---|
728 | 0.0f, 0.0f, 0.3f,
|
---|
729 | 0.0f, 0.0f, 0.3f,
|
---|
730 |
|
---|
731 | 0.0f, 0.0f, 0.3f,
|
---|
732 | 0.0f, 0.0f, 0.3f,
|
---|
733 | 0.0f, 0.0f, 0.3f,
|
---|
734 | 0.0f, 0.0f, 0.3f,
|
---|
735 | 0.0f, 0.0f, 0.3f,
|
---|
736 | 0.0f, 0.0f, 0.3f,
|
---|
737 |
|
---|
738 | 0.0f, 0.0f, 0.3f,
|
---|
739 | 0.0f, 0.0f, 0.3f,
|
---|
740 | 0.0f, 0.0f, 0.3f,
|
---|
741 |
|
---|
742 | 0.0f, 0.0f, 0.3f,
|
---|
743 | 0.0f, 0.0f, 0.3f,
|
---|
744 | 0.0f, 0.0f, 0.3f,
|
---|
745 |
|
---|
746 | 0.0f, 0.0f, 0.3f,
|
---|
747 | 0.0f, 0.0f, 0.3f,
|
---|
748 | 0.0f, 0.0f, 0.3f,
|
---|
749 |
|
---|
750 | 0.0f, 0.0f, 0.3f,
|
---|
751 | 0.0f, 0.0f, 0.3f,
|
---|
752 | 0.0f, 0.0f, 0.3f,
|
---|
753 |
|
---|
754 | 0.0f, 0.0f, 0.3f,
|
---|
755 | 0.0f, 0.0f, 0.3f,
|
---|
756 | 0.0f, 0.0f, 0.3f,
|
---|
757 | 0.0f, 0.0f, 0.3f,
|
---|
758 | 0.0f, 0.0f, 0.3f,
|
---|
759 | 0.0f, 0.0f, 0.3f,
|
---|
760 |
|
---|
761 | 0.0f, 0.0f, 0.3f,
|
---|
762 | 0.0f, 0.0f, 0.3f,
|
---|
763 | 0.0f, 0.0f, 0.3f,
|
---|
764 | 0.0f, 0.0f, 0.3f,
|
---|
765 | 0.0f, 0.0f, 0.3f,
|
---|
766 | 0.0f, 0.0f, 0.3f,
|
---|
767 |
|
---|
768 | 0.0f, 0.0f, 0.3f,
|
---|
769 | 0.0f, 0.0f, 0.3f,
|
---|
770 | 0.0f, 0.0f, 0.3f,
|
---|
771 | 0.0f, 0.0f, 0.3f,
|
---|
772 | 0.0f, 0.0f, 0.3f,
|
---|
773 | 0.0f, 0.0f, 0.3f,
|
---|
774 |
|
---|
775 | 0.0f, 0.0f, 0.3f,
|
---|
776 | 0.0f, 0.0f, 0.3f,
|
---|
777 | 0.0f, 0.0f, 0.3f,
|
---|
778 | 0.0f, 0.0f, 0.3f,
|
---|
779 | 0.0f, 0.0f, 0.3f,
|
---|
780 | 0.0f, 0.0f, 0.3f,
|
---|
781 |
|
---|
782 | 0.0f, 0.0f, 0.3f,
|
---|
783 | 0.0f, 0.0f, 0.3f,
|
---|
784 | 0.0f, 0.0f, 0.3f,
|
---|
785 |
|
---|
786 | 0.0f, 0.0f, 0.3f,
|
---|
787 | 0.0f, 0.0f, 0.3f,
|
---|
788 | 0.0f, 0.0f, 0.3f,
|
---|
789 |
|
---|
790 | 0.0f, 0.0f, 0.3f,
|
---|
791 | 0.0f, 0.0f, 0.3f,
|
---|
792 | 0.0f, 0.0f, 0.3f,
|
---|
793 |
|
---|
794 | 0.0f, 0.0f, 0.3f,
|
---|
795 | 0.0f, 0.0f, 0.3f,
|
---|
796 | 0.0f, 0.0f, 0.3f,
|
---|
797 | };
|
---|
798 | obj.texcoords = { 0.0f };
|
---|
799 | obj.selected_colors = { 0.0f };
|
---|
800 |
|
---|
801 | T_model = translate(mat4(), vec3(0.0f, -1.2f, 1.8f));
|
---|
802 | R_model = rotate(mat4(), 20.0f * (float)ONE_DEG_IN_RAD, vec3(1.0f, 0.0f, 0.0f));
|
---|
803 | R_model = mat4();
|
---|
804 | obj.model_base = T_model * R_model * scale(mat4(), vec3(0.1f, 0.1f, 0.1f));
|
---|
805 |
|
---|
806 | addObjectToSceneDuringInit(obj);
|
---|
807 |
|
---|
808 | vector<SceneObject>::iterator obj_it;
|
---|
809 |
|
---|
810 | GLuint points_vbo, colors_vbo, selected_colors_vbo, texcoords_vbo,
|
---|
811 | normals_vbo, ubo, model_mat_idx_vbo;
|
---|
812 |
|
---|
813 | initializeBuffers(
|
---|
814 | &points_vbo,
|
---|
815 | &colors_vbo,
|
---|
816 | &selected_colors_vbo,
|
---|
817 | &texcoords_vbo,
|
---|
818 | &normals_vbo,
|
---|
819 | &ubo,
|
---|
820 | &model_mat_idx_vbo);
|
---|
821 |
|
---|
822 | populateBuffers(objects,
|
---|
823 | shaderBufferInfo,
|
---|
824 | points_vbo,
|
---|
825 | colors_vbo,
|
---|
826 | selected_colors_vbo,
|
---|
827 | texcoords_vbo,
|
---|
828 | normals_vbo,
|
---|
829 | ubo,
|
---|
830 | model_mat_idx_vbo);
|
---|
831 |
|
---|
832 | spawnAsteroid(vec3(0.0f, -1.2f, -21.5f), color_sp,
|
---|
833 | shaderBufferInfo,
|
---|
834 | points_vbo,
|
---|
835 | colors_vbo,
|
---|
836 | selected_colors_vbo,
|
---|
837 | texcoords_vbo,
|
---|
838 | normals_vbo,
|
---|
839 | ubo,
|
---|
840 | model_mat_idx_vbo);
|
---|
841 | spawnAsteroid(vec3(1.0f, -1.2f, -21.5f), color_sp,
|
---|
842 | shaderBufferInfo,
|
---|
843 | points_vbo,
|
---|
844 | colors_vbo,
|
---|
845 | selected_colors_vbo,
|
---|
846 | texcoords_vbo,
|
---|
847 | normals_vbo,
|
---|
848 | ubo,
|
---|
849 | model_mat_idx_vbo);
|
---|
850 | spawnAsteroid(vec3(-0.5f, -1.2f, -20.8f), color_sp,
|
---|
851 | shaderBufferInfo,
|
---|
852 | points_vbo,
|
---|
853 | colors_vbo,
|
---|
854 | selected_colors_vbo,
|
---|
855 | texcoords_vbo,
|
---|
856 | normals_vbo,
|
---|
857 | ubo,
|
---|
858 | model_mat_idx_vbo);
|
---|
859 | spawnAsteroid(vec3(-0.3f, -1.2f, -20.8f), color_sp,
|
---|
860 | shaderBufferInfo,
|
---|
861 | points_vbo,
|
---|
862 | colors_vbo,
|
---|
863 | selected_colors_vbo,
|
---|
864 | texcoords_vbo,
|
---|
865 | normals_vbo,
|
---|
866 | ubo,
|
---|
867 | model_mat_idx_vbo);
|
---|
868 | spawnAsteroid(vec3(-0.1f, -1.2f, -20.8f), color_sp,
|
---|
869 | shaderBufferInfo,
|
---|
870 | points_vbo,
|
---|
871 | colors_vbo,
|
---|
872 | selected_colors_vbo,
|
---|
873 | texcoords_vbo,
|
---|
874 | normals_vbo,
|
---|
875 | ubo,
|
---|
876 | model_mat_idx_vbo);
|
---|
877 |
|
---|
878 | GLuint vao = 0;
|
---|
879 | glGenVertexArrays(1, &vao);
|
---|
880 | glBindVertexArray(vao);
|
---|
881 |
|
---|
882 | glEnableVertexAttribArray(0);
|
---|
883 | glEnableVertexAttribArray(1);
|
---|
884 | glEnableVertexAttribArray(2);
|
---|
885 | glEnableVertexAttribArray(3);
|
---|
886 |
|
---|
887 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
888 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
889 |
|
---|
890 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
891 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
892 |
|
---|
893 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
894 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
---|
895 |
|
---|
896 | GLuint vao2 = 0;
|
---|
897 | glGenVertexArrays(1, &vao2);
|
---|
898 | glBindVertexArray(vao2);
|
---|
899 |
|
---|
900 | glEnableVertexAttribArray(0);
|
---|
901 | glEnableVertexAttribArray(1);
|
---|
902 | glEnableVertexAttribArray(2);
|
---|
903 | glEnableVertexAttribArray(3);
|
---|
904 |
|
---|
905 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
906 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
907 |
|
---|
908 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
909 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
910 |
|
---|
911 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
912 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
913 |
|
---|
914 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
915 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
---|
916 |
|
---|
917 | float cam_speed = 1.0f;
|
---|
918 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
919 | float cam_pitch_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
920 |
|
---|
921 | // glm::lookAt can create the view matrix
|
---|
922 | // glm::perspective can create the projection matrix
|
---|
923 |
|
---|
924 | cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
---|
925 | //cam_pos = vec3(-2.1f, -1.5f, -1.5f); // Good position for checking ship faces
|
---|
926 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
|
---|
927 | float cam_pitch = -50.0f * 2.0f * 3.14159f / 360.0f;
|
---|
928 |
|
---|
929 | mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
930 | mat4 yaw_mat = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
931 | mat4 pitch_mat = rotate(mat4(), -cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
---|
932 | mat4 R = pitch_mat * yaw_mat;
|
---|
933 | view_mat = R*T;
|
---|
934 |
|
---|
935 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
---|
936 | float aspect = (float)width / (float)height;
|
---|
937 |
|
---|
938 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
---|
939 | float Sx = NEAR_CLIP / (range * aspect);
|
---|
940 | float Sy = NEAR_CLIP / range;
|
---|
941 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
942 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
943 |
|
---|
944 | float proj_arr[] = {
|
---|
945 | Sx, 0.0f, 0.0f, 0.0f,
|
---|
946 | 0.0f, Sy, 0.0f, 0.0f,
|
---|
947 | 0.0f, 0.0f, Sz, -1.0f,
|
---|
948 | 0.0f, 0.0f, Pz, 0.0f,
|
---|
949 | };
|
---|
950 | proj_mat = make_mat4(proj_arr);
|
---|
951 |
|
---|
952 | GLuint ub_binding_point = 0;
|
---|
953 |
|
---|
954 | GLuint view_test_loc = glGetUniformLocation(color_sp, "view");
|
---|
955 | GLuint proj_test_loc = glGetUniformLocation(color_sp, "proj");
|
---|
956 | GLuint color_sp_ub_index = glGetUniformBlockIndex(color_sp, "models");
|
---|
957 |
|
---|
958 | GLuint view_mat_loc = glGetUniformLocation(texture_sp, "view");
|
---|
959 | GLuint proj_mat_loc = glGetUniformLocation(texture_sp, "proj");
|
---|
960 | GLuint texture_sp_ub_index = glGetUniformBlockIndex(texture_sp, "models");
|
---|
961 |
|
---|
962 | glUseProgram(color_sp);
|
---|
963 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
964 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
965 |
|
---|
966 | glUniformBlockBinding(color_sp, color_sp_ub_index, ub_binding_point);
|
---|
967 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
968 |
|
---|
969 | glUseProgram(texture_sp);
|
---|
970 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
971 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
972 |
|
---|
973 | glUniformBlockBinding(texture_sp, texture_sp_ub_index, ub_binding_point);
|
---|
974 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
975 |
|
---|
976 | bool cam_moved = false;
|
---|
977 |
|
---|
978 | int frame_count = 0;
|
---|
979 | double elapsed_seconds_fps = 0.0f;
|
---|
980 | double previous_seconds = glfwGetTime();
|
---|
981 |
|
---|
982 | // This draws wireframes. Useful for seeing separate faces and occluded objects.
|
---|
983 | //glPolygonMode(GL_FRONT, GL_LINE);
|
---|
984 |
|
---|
985 | if (DISABLE_VSYNC && SHOW_FPS) {
|
---|
986 | glfwSwapInterval(0);
|
---|
987 | }
|
---|
988 |
|
---|
989 | State curState = STATE_MAIN_MENU;
|
---|
990 |
|
---|
991 | while (!glfwWindowShouldClose(window) && isRunning) {
|
---|
992 | double current_seconds = glfwGetTime();
|
---|
993 | double elapsed_seconds = current_seconds - previous_seconds;
|
---|
994 | previous_seconds = current_seconds;
|
---|
995 |
|
---|
996 | if (SHOW_FPS) {
|
---|
997 | elapsed_seconds_fps += elapsed_seconds;
|
---|
998 | if (elapsed_seconds_fps > 0.25f) {
|
---|
999 | fps = (double)frame_count / elapsed_seconds_fps;
|
---|
1000 | cout << "FPS: " << fps << endl;
|
---|
1001 |
|
---|
1002 | frame_count = 0;
|
---|
1003 | elapsed_seconds_fps = 0.0f;
|
---|
1004 | }
|
---|
1005 |
|
---|
1006 | frame_count++;
|
---|
1007 | }
|
---|
1008 |
|
---|
1009 | // Handle events
|
---|
1010 |
|
---|
1011 | clickedObject = NULL;
|
---|
1012 |
|
---|
1013 | // reset the all key states to KEY_STATE_UNCHANGED (something the GLFW key callback can never return)
|
---|
1014 | // so that GLFW_PRESS and GLFW_RELEASE are only detected once
|
---|
1015 | // TODO: Change this if we ever need to act on GLFW_REPEAT (which is when a key is held down
|
---|
1016 | // continuously for a period of time)
|
---|
1017 | fill(key_state, key_state + NUM_KEYS, KEY_STATE_UNCHANGED);
|
---|
1018 |
|
---|
1019 | glfwPollEvents();
|
---|
1020 |
|
---|
1021 | while (!events.empty()) {
|
---|
1022 | switch (events.front()) {
|
---|
1023 | case EVENT_GO_TO_MAIN_MENU:
|
---|
1024 | curState = STATE_MAIN_MENU;
|
---|
1025 | break;
|
---|
1026 | case EVENT_GO_TO_GAME:
|
---|
1027 | curState = STATE_GAME;
|
---|
1028 | break;
|
---|
1029 | case EVENT_QUIT:
|
---|
1030 | isRunning = false;
|
---|
1031 | break;
|
---|
1032 | }
|
---|
1033 | events.pop();
|
---|
1034 | }
|
---|
1035 |
|
---|
1036 | if (curState == STATE_GAME) {
|
---|
1037 | /*
|
---|
1038 | if (clickedObject == &objects[0]) {
|
---|
1039 | selectedObject = &objects[0];
|
---|
1040 | }
|
---|
1041 | if (clickedObject == &objects[1]) {
|
---|
1042 | selectedObject = &objects[1];
|
---|
1043 | }
|
---|
1044 | */
|
---|
1045 |
|
---|
1046 | /*
|
---|
1047 | if (key_state[GLFW_KEY_SPACE] == GLFW_PRESS) {
|
---|
1048 | transformObject(objects[1], translate(mat4(), vec3(0.3f, 0.0f, 0.0f)), ubo);
|
---|
1049 | }
|
---|
1050 | if (key_pressed[GLFW_KEY_RIGHT]) {
|
---|
1051 | transformObject(objects[2], translate(mat4(), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
---|
1052 | }
|
---|
1053 | if (key_pressed[GLFW_KEY_LEFT]) {
|
---|
1054 | transformObject(objects[2], translate(mat4(), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
---|
1055 | }
|
---|
1056 | */
|
---|
1057 |
|
---|
1058 | if (key_pressed[GLFW_KEY_RIGHT]) {
|
---|
1059 | transformObject(objects[0], translate(mat4(), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
---|
1060 | }
|
---|
1061 | if (key_pressed[GLFW_KEY_LEFT]) {
|
---|
1062 | transformObject(objects[0], translate(mat4(), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
---|
1063 | }
|
---|
1064 |
|
---|
1065 | if (key_pressed[GLFW_KEY_DOWN]) {
|
---|
1066 | transformObject(objects[1], translate(mat4(), vec3(0.0f, 0.0f, 0.03f)), ubo);
|
---|
1067 | transformObject(objects[2], translate(mat4(), vec3(0.0f, 0.0f, 0.06f)), ubo);
|
---|
1068 | transformObject(objects[3], translate(mat4(), vec3(0.0f, 0.0f, 0.04f)), ubo);
|
---|
1069 | transformObject(objects[4], translate(mat4(), vec3(0.0f, 0.0f, 0.06f)), ubo);
|
---|
1070 | transformObject(objects[5], translate(mat4(), vec3(0.0f, 0.0f, 0.04f)), ubo);
|
---|
1071 | }
|
---|
1072 |
|
---|
1073 | if (key_state[GLFW_KEY_SPACE] == GLFW_PRESS) {
|
---|
1074 | removeObjectFromScene(0, ubo);
|
---|
1075 | }
|
---|
1076 | }
|
---|
1077 |
|
---|
1078 | if (key_state[GLFW_KEY_ESCAPE] == GLFW_PRESS) {
|
---|
1079 | glfwSetWindowShouldClose(window, 1);
|
---|
1080 | }
|
---|
1081 |
|
---|
1082 | float dist = cam_speed * elapsed_seconds;
|
---|
1083 | if (key_pressed[GLFW_KEY_A]) {
|
---|
1084 | vec3 dir = (inverse(R) * vec4(-1.0f, 0.0f, 0.0f, 1.0f)).xyz();
|
---|
1085 | cam_pos += dir * dist;
|
---|
1086 |
|
---|
1087 | cam_moved = true;
|
---|
1088 | }
|
---|
1089 | if (key_pressed[GLFW_KEY_D]) {
|
---|
1090 | vec3 dir = (inverse(R) * vec4(1.0f, 0.0f, 0.0f, 1.0f)).xyz();
|
---|
1091 | cam_pos += dir * dist;
|
---|
1092 |
|
---|
1093 | cam_moved = true;
|
---|
1094 | }
|
---|
1095 | if (key_pressed[GLFW_KEY_W]) {
|
---|
1096 | vec3 dir = (inverse(R) * vec4(0.0f, 0.0f, -1.0f, 1.0f)).xyz();
|
---|
1097 | cam_pos += dir * dist;
|
---|
1098 |
|
---|
1099 | cam_moved = true;
|
---|
1100 | }
|
---|
1101 | if (key_pressed[GLFW_KEY_S]) {
|
---|
1102 | vec3 dir = (inverse(R) * vec4(0.0f, 0.0f, 1.0f, 1.0f)).xyz();
|
---|
1103 | cam_pos += dir * dist;
|
---|
1104 |
|
---|
1105 | cam_moved = true;
|
---|
1106 | }
|
---|
1107 | /*
|
---|
1108 | if (key_pressed[GLFW_KEY_LEFT]) {
|
---|
1109 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
---|
1110 | cam_moved = true;
|
---|
1111 | }
|
---|
1112 | if (key_pressed[GLFW_KEY_RIGHT]) {
|
---|
1113 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
---|
1114 | cam_moved = true;
|
---|
1115 | }
|
---|
1116 | if (key_pressed[GLFW_KEY_UP]) {
|
---|
1117 | cam_pitch += cam_pitch_speed * elapsed_seconds;
|
---|
1118 | cam_moved = true;
|
---|
1119 | }
|
---|
1120 | if (key_pressed[GLFW_KEY_DOWN]) {
|
---|
1121 | cam_pitch -= cam_pitch_speed * elapsed_seconds;
|
---|
1122 | cam_moved = true;
|
---|
1123 | }
|
---|
1124 | */
|
---|
1125 | if (cam_moved) {
|
---|
1126 | T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
1127 |
|
---|
1128 | mat4 yaw_mat = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
1129 | mat4 pitch_mat = rotate(mat4(), -cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
---|
1130 | R = pitch_mat * yaw_mat;
|
---|
1131 |
|
---|
1132 | view_mat = R * T;
|
---|
1133 |
|
---|
1134 | //printVector("cam pos", cam_pos);
|
---|
1135 |
|
---|
1136 | glUseProgram(color_sp);
|
---|
1137 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
1138 |
|
---|
1139 | glUseProgram(texture_sp);
|
---|
1140 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
1141 |
|
---|
1142 | cam_moved = false;
|
---|
1143 | }
|
---|
1144 |
|
---|
1145 | // Render scene
|
---|
1146 |
|
---|
1147 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
1148 |
|
---|
1149 | switch (curState) {
|
---|
1150 | case STATE_MAIN_MENU:
|
---|
1151 | renderMainMenu();
|
---|
1152 | renderMainMenuGui();
|
---|
1153 | break;
|
---|
1154 | case STATE_GAME:
|
---|
1155 | renderScene(objects,
|
---|
1156 | color_sp, texture_sp,
|
---|
1157 | vao, vao2,
|
---|
1158 | points_vbo, normals_vbo,
|
---|
1159 | colors_vbo, texcoords_vbo, selected_colors_vbo,
|
---|
1160 | selectedObject,
|
---|
1161 | shaderBufferInfo);
|
---|
1162 | renderSceneGui();
|
---|
1163 | break;
|
---|
1164 | }
|
---|
1165 |
|
---|
1166 | glfwSwapBuffers(window);
|
---|
1167 | }
|
---|
1168 |
|
---|
1169 | ImGui_ImplGlfwGL3_Shutdown();
|
---|
1170 | ImGui::DestroyContext();
|
---|
1171 |
|
---|
1172 | glfwDestroyWindow(window);
|
---|
1173 | glfwTerminate();
|
---|
1174 |
|
---|
1175 | return 0;
|
---|
1176 | }
|
---|
1177 |
|
---|
1178 | void glfw_error_callback(int error, const char* description) {
|
---|
1179 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
|
---|
1180 | }
|
---|
1181 |
|
---|
1182 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
|
---|
1183 | double mouse_x, mouse_y;
|
---|
1184 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
---|
1185 |
|
---|
1186 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
|
---|
1187 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
|
---|
1188 | selectedObject = NULL;
|
---|
1189 |
|
---|
1190 | float x = (2.0f*mouse_x) / width - 1.0f;
|
---|
1191 | float y = 1.0f - (2.0f*mouse_y) / height;
|
---|
1192 |
|
---|
1193 | cout << "x: " << x << ", y: " << y << endl;
|
---|
1194 |
|
---|
1195 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
|
---|
1196 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
|
---|
1197 | ray_eye = vec4(ray_eye.xy(), -1.0f, 1.0f);
|
---|
1198 | vec4 ray_world = inverse(view_mat) * ray_eye;
|
---|
1199 |
|
---|
1200 | vec4 cam_pos_temp = vec4(cam_pos, 1.0f);
|
---|
1201 |
|
---|
1202 | vec4 click_point;
|
---|
1203 | 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
|
---|
1204 | SceneObject* closest_object = NULL;
|
---|
1205 |
|
---|
1206 | for (vector<SceneObject>::iterator it = objects.begin(); it != objects.end(); it++) {
|
---|
1207 | for (unsigned int p_idx = 0; p_idx < it->points.size(); p_idx += 9) {
|
---|
1208 | if (faceClicked(
|
---|
1209 | {
|
---|
1210 | vec3(it->points[p_idx], it->points[p_idx + 1], it->points[p_idx + 2]),
|
---|
1211 | vec3(it->points[p_idx + 3], it->points[p_idx + 4], it->points[p_idx + 5]),
|
---|
1212 | vec3(it->points[p_idx + 6], it->points[p_idx + 7], it->points[p_idx + 8]),
|
---|
1213 | },
|
---|
1214 | &*it, ray_world, cam_pos_temp, click_point
|
---|
1215 | )) {
|
---|
1216 | click_point = view_mat * click_point;
|
---|
1217 |
|
---|
1218 | if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
|
---|
1219 | closest_point = click_point.xyz();
|
---|
1220 | closest_object = &*it;
|
---|
1221 | }
|
---|
1222 | }
|
---|
1223 | }
|
---|
1224 | }
|
---|
1225 |
|
---|
1226 | if (closest_object == NULL) {
|
---|
1227 | cout << "No object was clicked" << endl;
|
---|
1228 | } else {
|
---|
1229 | clickedObject = closest_object;
|
---|
1230 | cout << "Clicked object: " << clickedObject->id << endl;
|
---|
1231 | }
|
---|
1232 | }
|
---|
1233 | }
|
---|
1234 |
|
---|
1235 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
|
---|
1236 | key_state[key] = action;
|
---|
1237 |
|
---|
1238 | // should be true for GLFW_PRESS and GLFW_REPEAT
|
---|
1239 | key_pressed[key] = (action != GLFW_RELEASE);
|
---|
1240 | }
|
---|
1241 |
|
---|
1242 |
|
---|
1243 | GLuint loadShader(GLenum type, string file) {
|
---|
1244 | cout << "Loading shader from file " << file << endl;
|
---|
1245 |
|
---|
1246 | ifstream shaderFile(file);
|
---|
1247 | GLuint shaderId = 0;
|
---|
1248 |
|
---|
1249 | if (shaderFile.is_open()) {
|
---|
1250 | string line, shaderString;
|
---|
1251 |
|
---|
1252 | while(getline(shaderFile, line)) {
|
---|
1253 | shaderString += line + "\n";
|
---|
1254 | }
|
---|
1255 | shaderFile.close();
|
---|
1256 | const char* shaderCString = shaderString.c_str();
|
---|
1257 |
|
---|
1258 | shaderId = glCreateShader(type);
|
---|
1259 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
---|
1260 | glCompileShader(shaderId);
|
---|
1261 |
|
---|
1262 | cout << "Loaded successfully" << endl;
|
---|
1263 | } else {
|
---|
1264 | cout << "Failed to load the file" << endl;
|
---|
1265 | }
|
---|
1266 |
|
---|
1267 | return shaderId;
|
---|
1268 | }
|
---|
1269 |
|
---|
1270 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
---|
1271 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
---|
1272 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
---|
1273 |
|
---|
1274 | GLuint shader_program = glCreateProgram();
|
---|
1275 | glAttachShader(shader_program, vs);
|
---|
1276 | glAttachShader(shader_program, fs);
|
---|
1277 |
|
---|
1278 | glLinkProgram(shader_program);
|
---|
1279 |
|
---|
1280 | return shader_program;
|
---|
1281 | }
|
---|
1282 |
|
---|
1283 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
---|
1284 | int n;
|
---|
1285 | int force_channels = 4; // This forces RGBA (4 bytes per pixel)
|
---|
1286 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
---|
1287 |
|
---|
1288 | int width_in_bytes = *x * 4;
|
---|
1289 | unsigned char *top = NULL;
|
---|
1290 | unsigned char *bottom = NULL;
|
---|
1291 | unsigned char temp = 0;
|
---|
1292 | int half_height = *y / 2;
|
---|
1293 |
|
---|
1294 | // flip image upside-down to account for OpenGL treating lower-left as (0, 0)
|
---|
1295 | for (int row = 0; row < half_height; row++) {
|
---|
1296 | top = image_data + row * width_in_bytes;
|
---|
1297 | bottom = image_data + (*y - row - 1) * width_in_bytes;
|
---|
1298 | for (int col = 0; col < width_in_bytes; col++) {
|
---|
1299 | temp = *top;
|
---|
1300 | *top = *bottom;
|
---|
1301 | *bottom = temp;
|
---|
1302 | top++;
|
---|
1303 | bottom++;
|
---|
1304 | }
|
---|
1305 | }
|
---|
1306 |
|
---|
1307 | if (!image_data) {
|
---|
1308 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
---|
1309 | }
|
---|
1310 |
|
---|
1311 | // Not Power-of-2 check
|
---|
1312 | if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) {
|
---|
1313 | fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str());
|
---|
1314 | }
|
---|
1315 |
|
---|
1316 | return image_data;
|
---|
1317 | }
|
---|
1318 |
|
---|
1319 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point) {
|
---|
1320 | // LINE EQUATION: P = O + Dt
|
---|
1321 | // O = cam
|
---|
1322 | // D = ray_world
|
---|
1323 |
|
---|
1324 | // PLANE EQUATION: P dot n + d = 0
|
---|
1325 | // n is the normal vector
|
---|
1326 | // d is the offset from the origin
|
---|
1327 |
|
---|
1328 | // Take the cross-product of two vectors on the plane to get the normal
|
---|
1329 | vec3 v1 = points[1] - points[0];
|
---|
1330 | vec3 v2 = points[2] - points[0];
|
---|
1331 |
|
---|
1332 | 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);
|
---|
1333 |
|
---|
1334 | vec3 local_ray = (inverse(obj->model_mat) * world_ray).xyz();
|
---|
1335 | vec3 local_cam = (inverse(obj->model_mat) * cam).xyz();
|
---|
1336 |
|
---|
1337 | local_ray = local_ray - local_cam;
|
---|
1338 |
|
---|
1339 | float d = -glm::dot(points[0], normal);
|
---|
1340 | float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
|
---|
1341 |
|
---|
1342 | vec3 intersection = local_cam + t*local_ray;
|
---|
1343 |
|
---|
1344 | if (insideTriangle(intersection, points)) {
|
---|
1345 | click_point = obj->model_mat * vec4(intersection, 1.0f);
|
---|
1346 | return true;
|
---|
1347 | } else {
|
---|
1348 | return false;
|
---|
1349 | }
|
---|
1350 | }
|
---|
1351 |
|
---|
1352 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
|
---|
1353 | vec3 v21 = triangle_points[1] - triangle_points[0];
|
---|
1354 | vec3 v31 = triangle_points[2] - triangle_points[0];
|
---|
1355 | vec3 pv1 = p - triangle_points[0];
|
---|
1356 |
|
---|
1357 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
---|
1358 | float x = (pv1.x-y*v31.x) / v21.x;
|
---|
1359 |
|
---|
1360 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
---|
1361 | }
|
---|
1362 |
|
---|
1363 | void printVector(string label, vec3 v) {
|
---|
1364 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
|
---|
1365 | }
|
---|
1366 |
|
---|
1367 | void print4DVector(string label, vec4 v) {
|
---|
1368 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
|
---|
1369 | }
|
---|
1370 |
|
---|
1371 | void addObjectToSceneDuringInit(SceneObject& obj) {
|
---|
1372 | obj.id = objects.size(); // currently unused
|
---|
1373 | obj.num_points = obj.points.size() / 3;
|
---|
1374 | obj.model_transform = mat4();
|
---|
1375 | obj.deleted = false;
|
---|
1376 |
|
---|
1377 | obj.normals.reserve(obj.points.size());
|
---|
1378 | for (int i = 0; i < obj.points.size(); i += 9) {
|
---|
1379 | vec3 point1 = vec3(obj.points[i], obj.points[i + 1], obj.points[i + 2]);
|
---|
1380 | vec3 point2 = vec3(obj.points[i + 3], obj.points[i + 4], obj.points[i + 5]);
|
---|
1381 | vec3 point3 = vec3(obj.points[i + 6], obj.points[i + 7], obj.points[i + 8]);
|
---|
1382 |
|
---|
1383 | vec3 normal = normalize(cross(point2 - point1, point3 - point1));
|
---|
1384 |
|
---|
1385 | // Add the same normal for all 3 points
|
---|
1386 | for (int j = 0; j < 3; j++) {
|
---|
1387 | obj.normals.push_back(normal.x);
|
---|
1388 | obj.normals.push_back(normal.y);
|
---|
1389 | obj.normals.push_back(normal.z);
|
---|
1390 | }
|
---|
1391 | }
|
---|
1392 |
|
---|
1393 | objects.push_back(obj);
|
---|
1394 | }
|
---|
1395 |
|
---|
1396 | void addObjectToScene(SceneObject& obj,
|
---|
1397 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
1398 | GLuint points_vbo,
|
---|
1399 | GLuint colors_vbo,
|
---|
1400 | GLuint selected_colors_vbo,
|
---|
1401 | GLuint texcoords_vbo,
|
---|
1402 | GLuint normals_vbo,
|
---|
1403 | GLuint ubo,
|
---|
1404 | GLuint model_mat_idx_vbo) {
|
---|
1405 | addObjectToSceneDuringInit(obj);
|
---|
1406 |
|
---|
1407 | BufferInfo* bufferInfo = &shaderBufferInfo[obj.shader_program];
|
---|
1408 |
|
---|
1409 | // Check if the buffers aren't large enough to fit the new object and, if so, print an error and quit.
|
---|
1410 | // This is a temporary sanity check to make sure things are working as expected
|
---|
1411 | if (bufferInfo->vbo_capacity < (bufferInfo->ubo_offset + obj.num_points) ||
|
---|
1412 | bufferInfo->ubo_capacity < (bufferInfo->ubo_offset + 1)) {
|
---|
1413 | populateBuffers(objects, shaderBufferInfo,
|
---|
1414 | points_vbo,
|
---|
1415 | colors_vbo,
|
---|
1416 | selected_colors_vbo,
|
---|
1417 | texcoords_vbo,
|
---|
1418 | normals_vbo,
|
---|
1419 | ubo,
|
---|
1420 | model_mat_idx_vbo);
|
---|
1421 | } else {
|
---|
1422 | copyObjectDataToBuffers(objects.back(), shaderBufferInfo,
|
---|
1423 | points_vbo,
|
---|
1424 | colors_vbo,
|
---|
1425 | selected_colors_vbo,
|
---|
1426 | texcoords_vbo,
|
---|
1427 | normals_vbo,
|
---|
1428 | ubo,
|
---|
1429 | model_mat_idx_vbo);
|
---|
1430 | }
|
---|
1431 | }
|
---|
1432 |
|
---|
1433 | void removeObjectFromScene(int objectId, GLuint ubo) {
|
---|
1434 | SceneObject& obj = objects[objectId];
|
---|
1435 |
|
---|
1436 | if (!obj.deleted) {
|
---|
1437 | // Move the object outside the render bounds of the scene so it doesn't get rendered
|
---|
1438 | // TODO: Find a better way of hiding the object until the next time buffers are repopulated
|
---|
1439 | transformObject(obj, translate(mat4(), vec3(0.0f, 0.0f, FAR_CLIP * 1000.0f)), ubo);
|
---|
1440 | obj.deleted = true;
|
---|
1441 | }
|
---|
1442 | }
|
---|
1443 |
|
---|
1444 | void initializeBuffers(
|
---|
1445 | GLuint* points_vbo,
|
---|
1446 | GLuint* colors_vbo,
|
---|
1447 | GLuint* selected_colors_vbo,
|
---|
1448 | GLuint* texcoords_vbo,
|
---|
1449 | GLuint* normals_vbo,
|
---|
1450 | GLuint* ubo,
|
---|
1451 | GLuint* model_mat_idx_vbo) {
|
---|
1452 | *points_vbo = 0;
|
---|
1453 | glGenBuffers(1, points_vbo);
|
---|
1454 |
|
---|
1455 | *colors_vbo = 0;
|
---|
1456 | glGenBuffers(1, colors_vbo);
|
---|
1457 |
|
---|
1458 | *selected_colors_vbo = 0;
|
---|
1459 | glGenBuffers(1, selected_colors_vbo);
|
---|
1460 |
|
---|
1461 | *texcoords_vbo = 0;
|
---|
1462 | glGenBuffers(1, texcoords_vbo);
|
---|
1463 |
|
---|
1464 | *normals_vbo = 0;
|
---|
1465 | glGenBuffers(1, normals_vbo);
|
---|
1466 |
|
---|
1467 | *ubo = 0;
|
---|
1468 | glGenBuffers(1, ubo);
|
---|
1469 |
|
---|
1470 | *model_mat_idx_vbo = 0;
|
---|
1471 | glGenBuffers(1, model_mat_idx_vbo);
|
---|
1472 | }
|
---|
1473 |
|
---|
1474 | void populateBuffers(vector<SceneObject>& objects,
|
---|
1475 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
1476 | GLuint points_vbo,
|
---|
1477 | GLuint colors_vbo,
|
---|
1478 | GLuint selected_colors_vbo,
|
---|
1479 | GLuint texcoords_vbo,
|
---|
1480 | GLuint normals_vbo,
|
---|
1481 | GLuint ubo,
|
---|
1482 | GLuint model_mat_idx_vbo) {
|
---|
1483 | GLsizeiptr points_buffer_size = 0;
|
---|
1484 | GLsizeiptr textures_buffer_size = 0;
|
---|
1485 | GLsizeiptr ubo_buffer_size = 0;
|
---|
1486 | GLsizeiptr model_mat_idx_buffer_size = 0;
|
---|
1487 |
|
---|
1488 | map<GLuint, unsigned int> shaderCounts;
|
---|
1489 | map<GLuint, unsigned int> shaderUboCounts;
|
---|
1490 |
|
---|
1491 | vector<SceneObject>::iterator it;
|
---|
1492 |
|
---|
1493 | /* Find all shaders that need to be used and the number of objects and
|
---|
1494 | * number of points for each shader. Construct a map from shader id to count
|
---|
1495 | * of points being drawn using that shader (for thw model matrix ubo, we
|
---|
1496 | * need object counts instead). These will be used to get offsets into the
|
---|
1497 | * vertex buffer for each shader.
|
---|
1498 | */
|
---|
1499 | for (it = objects.begin(); it != objects.end();) {
|
---|
1500 | if (it->deleted) {
|
---|
1501 | it = objects.erase(it);
|
---|
1502 | } else {
|
---|
1503 | points_buffer_size += it->points.size() * sizeof(GLfloat);
|
---|
1504 | textures_buffer_size += it->texcoords.size() * sizeof(GLfloat);
|
---|
1505 | ubo_buffer_size += 16 * sizeof(GLfloat);
|
---|
1506 | model_mat_idx_buffer_size += it->num_points * sizeof(GLuint);
|
---|
1507 |
|
---|
1508 | if (shaderCounts.count(it->shader_program) == 0) {
|
---|
1509 | shaderCounts[it->shader_program] = it->num_points;
|
---|
1510 | shaderUboCounts[it->shader_program] = 1;
|
---|
1511 | } else {
|
---|
1512 | shaderCounts[it->shader_program] += it->num_points;
|
---|
1513 | shaderUboCounts[it->shader_program]++;
|
---|
1514 | }
|
---|
1515 |
|
---|
1516 | it++;
|
---|
1517 | }
|
---|
1518 | }
|
---|
1519 |
|
---|
1520 | // double the buffer sizes to leave room for new objects
|
---|
1521 | points_buffer_size *= 2;
|
---|
1522 | textures_buffer_size *= 2;
|
---|
1523 | ubo_buffer_size *= 2;
|
---|
1524 | model_mat_idx_buffer_size *= 2;
|
---|
1525 |
|
---|
1526 | map<GLuint, unsigned int>::iterator shaderIt;
|
---|
1527 | unsigned int lastShaderCount = 0;
|
---|
1528 | unsigned int lastShaderUboCount = 0;
|
---|
1529 |
|
---|
1530 | /*
|
---|
1531 | * The counts calculated above can be used to get the starting offset of
|
---|
1532 | * each shader in the vertex buffer. Create a map of base offsets to mark
|
---|
1533 | * where the data for the first object using a given shader begins. Also,
|
---|
1534 | * create a map of current offsets to mark where to copy data for the next
|
---|
1535 | * object being added.
|
---|
1536 | */
|
---|
1537 | for (shaderIt = shaderCounts.begin(); shaderIt != shaderCounts.end(); shaderIt++) {
|
---|
1538 | shaderBufferInfo[shaderIt->first].vbo_base = lastShaderCount * 2;
|
---|
1539 | shaderBufferInfo[shaderIt->first].ubo_base = lastShaderUboCount * 2;
|
---|
1540 | cout << "shader: " << shaderIt->first << endl;
|
---|
1541 | cout << "point counts: " << shaderCounts[shaderIt->first] << endl;
|
---|
1542 | cout << "object counts: " << shaderUboCounts[shaderIt->first] << endl;
|
---|
1543 | cout << "vbo_base: " << shaderBufferInfo[shaderIt->first].vbo_base << endl;
|
---|
1544 | cout << "ubo_base: " << shaderBufferInfo[shaderIt->first].ubo_base << endl;
|
---|
1545 |
|
---|
1546 | shaderBufferInfo[shaderIt->first].vbo_offset = 0;
|
---|
1547 | shaderBufferInfo[shaderIt->first].ubo_offset = 0;
|
---|
1548 |
|
---|
1549 | shaderBufferInfo[shaderIt->first].vbo_capacity = shaderCounts[shaderIt->first] * 2;
|
---|
1550 | shaderBufferInfo[shaderIt->first].ubo_capacity = shaderUboCounts[shaderIt->first] * 2;
|
---|
1551 |
|
---|
1552 | lastShaderCount += shaderCounts[shaderIt->first];
|
---|
1553 | lastShaderUboCount += shaderUboCounts[shaderIt->first];
|
---|
1554 | }
|
---|
1555 |
|
---|
1556 | // Allocate all the buffers using the counts calculated above
|
---|
1557 |
|
---|
1558 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
1559 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1560 |
|
---|
1561 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
1562 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1563 |
|
---|
1564 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
1565 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1566 |
|
---|
1567 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
1568 | glBufferData(GL_ARRAY_BUFFER, textures_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1569 |
|
---|
1570 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
1571 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1572 |
|
---|
1573 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
1574 | glBufferData(GL_UNIFORM_BUFFER, ubo_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1575 |
|
---|
1576 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
1577 | glBufferData(GL_ARRAY_BUFFER, model_mat_idx_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1578 |
|
---|
1579 | for (it = objects.begin(); it != objects.end(); it++) {
|
---|
1580 | copyObjectDataToBuffers(*it, shaderBufferInfo,
|
---|
1581 | points_vbo,
|
---|
1582 | colors_vbo,
|
---|
1583 | selected_colors_vbo,
|
---|
1584 | texcoords_vbo,
|
---|
1585 | normals_vbo,
|
---|
1586 | ubo,
|
---|
1587 | model_mat_idx_vbo);
|
---|
1588 | }
|
---|
1589 | }
|
---|
1590 |
|
---|
1591 | void copyObjectDataToBuffers(SceneObject& obj,
|
---|
1592 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
1593 | GLuint points_vbo,
|
---|
1594 | GLuint colors_vbo,
|
---|
1595 | GLuint selected_colors_vbo,
|
---|
1596 | GLuint texcoords_vbo,
|
---|
1597 | GLuint normals_vbo,
|
---|
1598 | GLuint ubo,
|
---|
1599 | GLuint model_mat_idx_vbo) {
|
---|
1600 | BufferInfo* bufferInfo = &shaderBufferInfo[obj.shader_program];
|
---|
1601 |
|
---|
1602 | obj.vertex_vbo_offset = bufferInfo->vbo_base + bufferInfo->vbo_offset;
|
---|
1603 | obj.ubo_offset = bufferInfo->ubo_base + bufferInfo->ubo_offset;
|
---|
1604 |
|
---|
1605 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
1606 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.points.size() * sizeof(GLfloat), &obj.points[0]);
|
---|
1607 |
|
---|
1608 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
1609 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.colors.size() * sizeof(GLfloat), &obj.colors[0]);
|
---|
1610 |
|
---|
1611 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
1612 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.selected_colors.size() * sizeof(GLfloat), &obj.selected_colors[0]);
|
---|
1613 |
|
---|
1614 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
1615 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 2, obj.texcoords.size() * sizeof(GLfloat), &obj.texcoords[0]);
|
---|
1616 |
|
---|
1617 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
1618 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.normals.size() * sizeof(GLfloat), &obj.normals[0]);
|
---|
1619 |
|
---|
1620 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
1621 | for (int i = 0; i < obj.num_points; i++) {
|
---|
1622 | glBufferSubData(GL_ARRAY_BUFFER, (obj.vertex_vbo_offset + i) * sizeof(GLuint), sizeof(GLuint), &obj.ubo_offset);
|
---|
1623 | }
|
---|
1624 |
|
---|
1625 | obj.model_mat = obj.model_base * obj.model_transform;
|
---|
1626 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
1627 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat));
|
---|
1628 |
|
---|
1629 | bufferInfo->vbo_offset += obj.num_points;
|
---|
1630 | bufferInfo->ubo_offset++;
|
---|
1631 | }
|
---|
1632 |
|
---|
1633 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo) {
|
---|
1634 | obj.model_transform = obj.model_transform * transform;
|
---|
1635 | obj.model_mat = obj.model_transform * obj.model_base;
|
---|
1636 |
|
---|
1637 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
1638 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat));
|
---|
1639 | }
|
---|
1640 |
|
---|
1641 | void renderScene(vector<SceneObject>& objects,
|
---|
1642 | GLuint color_sp, GLuint texture_sp,
|
---|
1643 | GLuint vao1, GLuint vao2,
|
---|
1644 | GLuint points_vbo, GLuint normals_vbo,
|
---|
1645 | GLuint colors_vbo, GLuint texcoords_vbo, GLuint selected_colors_vbo,
|
---|
1646 | SceneObject* selectedObject,
|
---|
1647 | map<GLuint, BufferInfo>& shaderBufferInfo) {
|
---|
1648 |
|
---|
1649 | glUseProgram(color_sp);
|
---|
1650 | glBindVertexArray(vao1);
|
---|
1651 |
|
---|
1652 | if (selectedObject != NULL) {
|
---|
1653 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
1654 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
1655 |
|
---|
1656 | glDrawArrays(GL_TRIANGLES, selectedObject->vertex_vbo_offset, selectedObject->num_points);
|
---|
1657 | }
|
---|
1658 |
|
---|
1659 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
1660 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
1661 |
|
---|
1662 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[color_sp].vbo_base, shaderBufferInfo[color_sp].vbo_offset);
|
---|
1663 |
|
---|
1664 | glUseProgram(texture_sp);
|
---|
1665 | glBindVertexArray(vao2);
|
---|
1666 |
|
---|
1667 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[texture_sp].vbo_base, shaderBufferInfo[texture_sp].vbo_offset);
|
---|
1668 | }
|
---|
1669 |
|
---|
1670 | void renderSceneGui() {
|
---|
1671 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
1672 |
|
---|
1673 | // 1. Show a simple window.
|
---|
1674 | // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
---|
1675 | /*
|
---|
1676 | {
|
---|
1677 | static float f = 0.0f;
|
---|
1678 | static int counter = 0;
|
---|
1679 | ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
---|
1680 | ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
---|
1681 | ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
---|
1682 |
|
---|
1683 | ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
---|
1684 | ImGui::Checkbox("Another Window", &show_another_window);
|
---|
1685 |
|
---|
1686 | if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
---|
1687 | counter++;
|
---|
1688 | ImGui::SameLine();
|
---|
1689 | ImGui::Text("counter = %d", counter);
|
---|
1690 |
|
---|
1691 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
---|
1692 | }
|
---|
1693 | */
|
---|
1694 |
|
---|
1695 | {
|
---|
1696 | ImGui::SetNextWindowSize(ImVec2(85, 22), ImGuiCond_Once);
|
---|
1697 | ImGui::SetNextWindowPos(ImVec2(10, 50), ImGuiCond_Once);
|
---|
1698 | ImGui::Begin("WndStats", NULL,
|
---|
1699 | ImGuiWindowFlags_NoTitleBar |
|
---|
1700 | ImGuiWindowFlags_NoResize |
|
---|
1701 | ImGuiWindowFlags_NoMove);
|
---|
1702 | ImGui::Text("Score: ???");
|
---|
1703 | ImGui::End();
|
---|
1704 | }
|
---|
1705 |
|
---|
1706 | {
|
---|
1707 | ImGui::SetNextWindowPos(ImVec2(380, 10), ImGuiCond_Once);
|
---|
1708 | ImGui::SetNextWindowSize(ImVec2(250, 35), ImGuiCond_Once);
|
---|
1709 | ImGui::Begin("WndMenubar", NULL,
|
---|
1710 | ImGuiWindowFlags_NoTitleBar |
|
---|
1711 | ImGuiWindowFlags_NoResize |
|
---|
1712 | ImGuiWindowFlags_NoMove);
|
---|
1713 | ImGui::InvisibleButton("", ImVec2(155, 18));
|
---|
1714 | ImGui::SameLine();
|
---|
1715 | if (ImGui::Button("Main Menu")) {
|
---|
1716 | events.push(EVENT_GO_TO_MAIN_MENU);
|
---|
1717 | }
|
---|
1718 | ImGui::End();
|
---|
1719 | }
|
---|
1720 |
|
---|
1721 | ImGui::Render();
|
---|
1722 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
1723 | }
|
---|
1724 |
|
---|
1725 | void renderMainMenu() {
|
---|
1726 | }
|
---|
1727 |
|
---|
1728 | void renderMainMenuGui() {
|
---|
1729 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
1730 |
|
---|
1731 | {
|
---|
1732 | int padding = 4;
|
---|
1733 | ImGui::SetNextWindowPos(ImVec2(-padding, -padding), ImGuiCond_Once);
|
---|
1734 | ImGui::SetNextWindowSize(ImVec2(width + 2 * padding, height + 2 * padding), ImGuiCond_Once);
|
---|
1735 | ImGui::Begin("WndMain", NULL,
|
---|
1736 | ImGuiWindowFlags_NoTitleBar |
|
---|
1737 | ImGuiWindowFlags_NoResize |
|
---|
1738 | ImGuiWindowFlags_NoMove);
|
---|
1739 |
|
---|
1740 | ImGui::InvisibleButton("", ImVec2(10, 80));
|
---|
1741 | ImGui::InvisibleButton("", ImVec2(285, 18));
|
---|
1742 | ImGui::SameLine();
|
---|
1743 | if (ImGui::Button("New Game")) {
|
---|
1744 | events.push(EVENT_GO_TO_GAME);
|
---|
1745 | }
|
---|
1746 |
|
---|
1747 | ImGui::InvisibleButton("", ImVec2(10, 15));
|
---|
1748 | ImGui::InvisibleButton("", ImVec2(300, 18));
|
---|
1749 | ImGui::SameLine();
|
---|
1750 | if (ImGui::Button("Quit")) {
|
---|
1751 | events.push(EVENT_QUIT);
|
---|
1752 | }
|
---|
1753 |
|
---|
1754 | ImGui::End();
|
---|
1755 | }
|
---|
1756 |
|
---|
1757 | ImGui::Render();
|
---|
1758 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
1759 | }
|
---|
1760 |
|
---|
1761 | void spawnAsteroid(vec3 pos, GLuint shader,
|
---|
1762 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
1763 | GLuint points_vbo,
|
---|
1764 | GLuint colors_vbo,
|
---|
1765 | GLuint selected_colors_vbo,
|
---|
1766 | GLuint texcoords_vbo,
|
---|
1767 | GLuint normals_vbo,
|
---|
1768 | GLuint ubo,
|
---|
1769 | GLuint model_mat_idx_vbo) {
|
---|
1770 | SceneObject obj = SceneObject();
|
---|
1771 | obj.shader_program = shader;
|
---|
1772 |
|
---|
1773 | obj.points = {
|
---|
1774 | // front
|
---|
1775 | 1.0f, 1.0f, 1.0f,
|
---|
1776 | -1.0f, 1.0f, 1.0f,
|
---|
1777 | -1.0f, -1.0f, 1.0f,
|
---|
1778 | 1.0f, 1.0f, 1.0f,
|
---|
1779 | -1.0f, -1.0f, 1.0f,
|
---|
1780 | 1.0f, -1.0f, 1.0f,
|
---|
1781 |
|
---|
1782 | // top
|
---|
1783 | 1.0f, 1.0f, -1.0f,
|
---|
1784 | -1.0f, 1.0f, -1.0f,
|
---|
1785 | -1.0f, 1.0f, 1.0f,
|
---|
1786 | 1.0f, 1.0f, -1.0f,
|
---|
1787 | -1.0f, 1.0f, 1.0f,
|
---|
1788 | 1.0f, 1.0f, 1.0f,
|
---|
1789 |
|
---|
1790 | // bottom
|
---|
1791 | 1.0f, -1.0f, 1.0f,
|
---|
1792 | -1.0f, -1.0f, 1.0f,
|
---|
1793 | -1.0f, -1.0f, -1.0f,
|
---|
1794 | 1.0f, -1.0f, 1.0f,
|
---|
1795 | -1.0f, -1.0f, -1.0f,
|
---|
1796 | 1.0f, -1.0f, -1.0f,
|
---|
1797 |
|
---|
1798 | // back
|
---|
1799 | 1.0f, 1.0f, -1.0f,
|
---|
1800 | -1.0f, -1.0f, -1.0f,
|
---|
1801 | -1.0f, 1.0f, -1.0f,
|
---|
1802 | 1.0f, 1.0f, -1.0f,
|
---|
1803 | 1.0f, -1.0f, -1.0f,
|
---|
1804 | -1.0f, -1.0f, -1.0f,
|
---|
1805 |
|
---|
1806 | // right
|
---|
1807 | 1.0f, 1.0f, -1.0f,
|
---|
1808 | 1.0f, 1.0f, 1.0f,
|
---|
1809 | 1.0f, -1.0f, 1.0f,
|
---|
1810 | 1.0f, 1.0f, -1.0f,
|
---|
1811 | 1.0f, -1.0f, 1.0f,
|
---|
1812 | 1.0f, -1.0f, -1.0f,
|
---|
1813 |
|
---|
1814 | // left
|
---|
1815 | -1.0f, 1.0f, 1.0f,
|
---|
1816 | -1.0f, 1.0f, -1.0f,
|
---|
1817 | -1.0f, -1.0f, -1.0f,
|
---|
1818 | -1.0f, 1.0f, 1.0f,
|
---|
1819 | -1.0f, -1.0f, -1.0f,
|
---|
1820 | -1.0f, -1.0f, 1.0f,
|
---|
1821 | };
|
---|
1822 | obj.colors = {
|
---|
1823 | // front
|
---|
1824 | 0.8f, 0.0f, 0.0f,
|
---|
1825 | 0.8f, 0.0f, 0.0f,
|
---|
1826 | 0.8f, 0.0f, 0.0f,
|
---|
1827 | 0.8f, 0.0f, 0.0f,
|
---|
1828 | 0.8f, 0.0f, 0.0f,
|
---|
1829 | 0.8f, 0.0f, 0.0f,
|
---|
1830 |
|
---|
1831 | // top
|
---|
1832 | 0.8f, 0.0f, 0.0f,
|
---|
1833 | 0.8f, 0.0f, 0.0f,
|
---|
1834 | 0.8f, 0.0f, 0.0f,
|
---|
1835 | 0.8f, 0.0f, 0.0f,
|
---|
1836 | 0.8f, 0.0f, 0.0f,
|
---|
1837 | 0.8f, 0.0f, 0.0f,
|
---|
1838 |
|
---|
1839 | // bottom
|
---|
1840 | 0.8f, 0.0f, 0.0f,
|
---|
1841 | 0.8f, 0.0f, 0.0f,
|
---|
1842 | 0.8f, 0.0f, 0.0f,
|
---|
1843 | 0.8f, 0.0f, 0.0f,
|
---|
1844 | 0.8f, 0.0f, 0.0f,
|
---|
1845 | 0.8f, 0.0f, 0.0f,
|
---|
1846 |
|
---|
1847 | // back
|
---|
1848 | 0.8f, 0.0f, 0.0f,
|
---|
1849 | 0.8f, 0.0f, 0.0f,
|
---|
1850 | 0.8f, 0.0f, 0.0f,
|
---|
1851 | 0.8f, 0.0f, 0.0f,
|
---|
1852 | 0.8f, 0.0f, 0.0f,
|
---|
1853 | 0.8f, 0.0f, 0.0f,
|
---|
1854 |
|
---|
1855 | // right
|
---|
1856 | 0.8f, 0.0f, 0.0f,
|
---|
1857 | 0.8f, 0.0f, 0.0f,
|
---|
1858 | 0.8f, 0.0f, 0.0f,
|
---|
1859 | 0.8f, 0.0f, 0.0f,
|
---|
1860 | 0.8f, 0.0f, 0.0f,
|
---|
1861 | 0.8f, 0.0f, 0.0f,
|
---|
1862 |
|
---|
1863 | // left
|
---|
1864 | 0.8f, 0.0f, 0.0f,
|
---|
1865 | 0.8f, 0.0f, 0.0f,
|
---|
1866 | 0.8f, 0.0f, 0.0f,
|
---|
1867 | 0.8f, 0.0f, 0.0f,
|
---|
1868 | 0.8f, 0.0f, 0.0f,
|
---|
1869 | 0.8f, 0.0f, 0.0f,
|
---|
1870 | };
|
---|
1871 | obj.texcoords = { 0.0f };
|
---|
1872 | obj.selected_colors = { 0.0f };
|
---|
1873 |
|
---|
1874 | mat4 T = translate(mat4(), pos);
|
---|
1875 | mat4 R = rotate(mat4(), 60.0f * (float)ONE_DEG_IN_RAD, vec3(1.0f, 1.0f, -1.0f));
|
---|
1876 | obj.model_base = T * R * scale(mat4(), vec3(0.1f, 0.1f, 0.1f));
|
---|
1877 |
|
---|
1878 | addObjectToScene(obj, shaderBufferInfo,
|
---|
1879 | points_vbo,
|
---|
1880 | colors_vbo,
|
---|
1881 | selected_colors_vbo,
|
---|
1882 | texcoords_vbo,
|
---|
1883 | normals_vbo,
|
---|
1884 | ubo,
|
---|
1885 | model_mat_idx_vbo);
|
---|
1886 | }
|
---|