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