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 |
|
---|
11 | #include <glm/mat4x4.hpp>
|
---|
12 | #include <glm/gtc/matrix_transform.hpp>
|
---|
13 | #include <glm/gtc/type_ptr.hpp>
|
---|
14 |
|
---|
15 | #include "IMGUI/imgui.h"
|
---|
16 | #include "imgui_impl_glfw_gl3.h"
|
---|
17 |
|
---|
18 | #include <GL/glew.h>
|
---|
19 | #include <GLFW/glfw3.h>
|
---|
20 |
|
---|
21 | #include <cstdio>
|
---|
22 | #include <cstdlib>
|
---|
23 | #include <ctime>
|
---|
24 | #include <iostream>
|
---|
25 | #include <fstream>
|
---|
26 | #include <sstream>
|
---|
27 | #include <cmath>
|
---|
28 | #include <string>
|
---|
29 | #include <array>
|
---|
30 | #include <vector>
|
---|
31 | #include <queue>
|
---|
32 | #include <map>
|
---|
33 |
|
---|
34 | using namespace std;
|
---|
35 | using namespace glm;
|
---|
36 |
|
---|
37 | enum State {
|
---|
38 | STATE_MAIN_MENU,
|
---|
39 | STATE_GAME,
|
---|
40 | };
|
---|
41 |
|
---|
42 | enum Event {
|
---|
43 | EVENT_GO_TO_MAIN_MENU,
|
---|
44 | EVENT_GO_TO_GAME,
|
---|
45 | EVENT_QUIT,
|
---|
46 | };
|
---|
47 |
|
---|
48 | enum ObjectType {
|
---|
49 | TYPE_SHIP,
|
---|
50 | TYPE_ASTEROID,
|
---|
51 | TYPE_LASER,
|
---|
52 | TYPE_EXPLOSION,
|
---|
53 | };
|
---|
54 |
|
---|
55 | // TODO: Once all object types use ShaderModelGroup objects,, I should be able to remove the
|
---|
56 | // shader_program field since it would be available via modelGroups[type].shaderProgram
|
---|
57 | struct SceneObject {
|
---|
58 | unsigned int id;
|
---|
59 | ObjectType type;
|
---|
60 |
|
---|
61 | // Currently, model_transform should only have translate, and rotation and scale need to be done in model_base since
|
---|
62 | // they need to be done when the object is at the origin. I should change this to have separate scale, rotate, and translate
|
---|
63 | // matrices for each object that can be updated independently and then applied to the object in that order.
|
---|
64 | // TODO: Actually, to make this as generic as possible, each object should have a matrix stack to support,
|
---|
65 | // for instance, applying a rotate, then a translate, then another rotate. Think about and implement the best approach.
|
---|
66 | mat4 model_mat, model_base, model_transform;
|
---|
67 | mat4 translate_mat; // beginning of doing what's mentioned above
|
---|
68 | unsigned int num_points;
|
---|
69 | GLuint vertex_vbo_offset;
|
---|
70 | GLuint ubo_offset;
|
---|
71 | vector<GLfloat> points;
|
---|
72 | vector<GLfloat> colors;
|
---|
73 | vector<GLfloat> texcoords;
|
---|
74 | vector<GLfloat> normals;
|
---|
75 | bool deleted;
|
---|
76 | vec3 bounding_center;
|
---|
77 | GLfloat bounding_radius;
|
---|
78 | };
|
---|
79 |
|
---|
80 | struct Asteroid : SceneObject {
|
---|
81 | float hp;
|
---|
82 | };
|
---|
83 |
|
---|
84 | struct Laser : SceneObject {
|
---|
85 | Asteroid* targetAsteroid;
|
---|
86 | };
|
---|
87 |
|
---|
88 | struct EffectOverTime {
|
---|
89 | float& effectedValue;
|
---|
90 | float startValue;
|
---|
91 | double startTime;
|
---|
92 | float changePerSecond;
|
---|
93 | bool deleted;
|
---|
94 | SceneObject* effectedObject;
|
---|
95 |
|
---|
96 | // TODO: Why not just use an initializer list for all the instance variables
|
---|
97 | EffectOverTime(float& effectedValue, float changePerSecond, SceneObject* object)
|
---|
98 | : effectedValue(effectedValue), changePerSecond(changePerSecond), effectedObject(object) {
|
---|
99 | startValue = effectedValue;
|
---|
100 | startTime = glfwGetTime();
|
---|
101 | deleted = false;
|
---|
102 | }
|
---|
103 | };
|
---|
104 |
|
---|
105 | struct BufferInfo {
|
---|
106 | unsigned int vbo_base;
|
---|
107 | unsigned int vbo_capacity;
|
---|
108 | unsigned int ubo_base;
|
---|
109 | unsigned int ubo_offset;
|
---|
110 | unsigned int ubo_capacity;
|
---|
111 | };
|
---|
112 |
|
---|
113 | struct ShaderModelGroup {
|
---|
114 | GLuint shaderProgram;
|
---|
115 | GLuint vao;
|
---|
116 | unsigned int numPoints;
|
---|
117 | };
|
---|
118 |
|
---|
119 | void glfw_error_callback(int error, const char* description);
|
---|
120 |
|
---|
121 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
|
---|
122 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
---|
123 |
|
---|
124 | void APIENTRY debugGlCallback(
|
---|
125 | GLenum source,
|
---|
126 | GLenum type,
|
---|
127 | GLuint id,
|
---|
128 | GLenum severity,
|
---|
129 | GLsizei length,
|
---|
130 | const GLchar* message,
|
---|
131 | const void* userParam
|
---|
132 | );
|
---|
133 |
|
---|
134 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point);
|
---|
135 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
|
---|
136 |
|
---|
137 | GLuint loadShader(GLenum type, string file);
|
---|
138 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
|
---|
139 | unsigned char* loadImage(string file_name, int* x, int* y);
|
---|
140 |
|
---|
141 | void printVector(string label, vec3& v);
|
---|
142 | void print4DVector(string label, vec4& v);
|
---|
143 |
|
---|
144 | void initObject(SceneObject* obj);
|
---|
145 | void addObjectToScene(SceneObject* obj,
|
---|
146 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
147 | map<ObjectType, ShaderModelGroup>& modelGroups,
|
---|
148 | GLuint points_vbo,
|
---|
149 | GLuint colors_vbo,
|
---|
150 | GLuint texcoords_vbo,
|
---|
151 | GLuint normals_vbo,
|
---|
152 | GLuint ubo,
|
---|
153 | GLuint model_mat_idx_vbo);
|
---|
154 | void removeObjectFromScene(SceneObject& obj, GLuint ubo);
|
---|
155 |
|
---|
156 | ShaderModelGroup createModelGroup(GLuint shaderProgram);
|
---|
157 | void removeModelFromGroup(ShaderModelGroup& modelGroup, SceneObject& model);
|
---|
158 | void addModelToGroup(ShaderModelGroup& modelGroup, SceneObject& model);
|
---|
159 |
|
---|
160 | void calculateObjectBoundingBox(SceneObject* obj);
|
---|
161 |
|
---|
162 | void initializeBuffers(
|
---|
163 | GLuint* points_vbo,
|
---|
164 | GLuint* colors_vbo,
|
---|
165 | GLuint* texcoords_vbo,
|
---|
166 | GLuint* normals_vbo,
|
---|
167 | GLuint* ubo,
|
---|
168 | GLuint* model_mat_idx_vbo);
|
---|
169 |
|
---|
170 | void initializeParticleEffectBuffers(vec3 origin, mat4 proj, mat4 view,
|
---|
171 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
172 | map<ObjectType, ShaderModelGroup>& modelGroups,
|
---|
173 | GLuint points_vbo,
|
---|
174 | GLuint colors_vbo,
|
---|
175 | GLuint texcoords_vbo,
|
---|
176 | GLuint normals_vbo,
|
---|
177 | GLuint ubo,
|
---|
178 | GLuint model_mat_idx_vbo);
|
---|
179 |
|
---|
180 | void populateBuffers(vector<SceneObject*>& objects,
|
---|
181 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
182 | map<ObjectType, ShaderModelGroup>& modelGroups,
|
---|
183 | GLuint points_vbo,
|
---|
184 | GLuint colors_vbo,
|
---|
185 | GLuint texcoords_vbo,
|
---|
186 | GLuint normals_vbo,
|
---|
187 | GLuint ubo,
|
---|
188 | GLuint model_mat_idx_vbo);
|
---|
189 |
|
---|
190 | void copyObjectDataToBuffers(SceneObject& obj,
|
---|
191 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
192 | map<ObjectType, ShaderModelGroup>& modelGroups,
|
---|
193 | GLuint points_vbo,
|
---|
194 | GLuint colors_vbo,
|
---|
195 | GLuint texcoords_vbo,
|
---|
196 | GLuint normals_vbo,
|
---|
197 | GLuint ubo,
|
---|
198 | GLuint model_mat_idx_vbo);
|
---|
199 |
|
---|
200 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo);
|
---|
201 |
|
---|
202 | // TODO: instead of using these methods, create constructors for these
|
---|
203 | SceneObject* createShip();
|
---|
204 | Asteroid* createAsteroid(vec3 pos);
|
---|
205 | Laser* createLaser(vec3 start, vec3 end, vec3 color, GLfloat width);
|
---|
206 | SceneObject* createExplosion();
|
---|
207 |
|
---|
208 | void translateLaser(Laser* laser, const vec3& translation, GLuint ubo);
|
---|
209 | void updateLaserTarget(Laser* laser, vector<SceneObject*>& objects, GLuint points_vbo, GLuint asteroid_sp);
|
---|
210 | bool getLaserAndAsteroidIntersection(vec3& start, vec3& end, SceneObject& asteroid, vec3& intersection);
|
---|
211 |
|
---|
212 | void renderMainMenu();
|
---|
213 | void renderMainMenuGui();
|
---|
214 |
|
---|
215 | void renderScene(map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
216 | map<ObjectType, ShaderModelGroup>& modelGroups, GLuint ubo);
|
---|
217 |
|
---|
218 | void renderSceneGui();
|
---|
219 |
|
---|
220 | float getRandomNum(float low, float high);
|
---|
221 |
|
---|
222 | #define NUM_KEYS (512)
|
---|
223 | #define ONE_DEG_IN_RAD ((2.0f * M_PI) / 360.0f) // 0.017444444 (maybe make this a const instead)
|
---|
224 | #define TARGET_FPS 60.0f
|
---|
225 |
|
---|
226 | const int KEY_STATE_UNCHANGED = -1;
|
---|
227 | const bool FULLSCREEN = false;
|
---|
228 | const int EXPLOSION_PARTICLE_COUNT = 300;
|
---|
229 | unsigned int MAX_UNIFORMS = 0; // Requires OpenGL constants only available at runtime, so it can't be const
|
---|
230 |
|
---|
231 | int key_state[NUM_KEYS];
|
---|
232 | bool key_down[NUM_KEYS];
|
---|
233 |
|
---|
234 | int width = 640;
|
---|
235 | int height = 480;
|
---|
236 |
|
---|
237 | double fps;
|
---|
238 | unsigned int score = 0;
|
---|
239 |
|
---|
240 | vec3 cam_pos;
|
---|
241 |
|
---|
242 | mat4 view_mat;
|
---|
243 | mat4 proj_mat;
|
---|
244 |
|
---|
245 | vector<SceneObject*> objects;
|
---|
246 | queue<Event> events;
|
---|
247 | vector<EffectOverTime*> effects;
|
---|
248 |
|
---|
249 | SceneObject* clickedObject = NULL;
|
---|
250 | SceneObject* selectedObject = NULL;
|
---|
251 |
|
---|
252 | float NEAR_CLIP = 0.1f;
|
---|
253 | float FAR_CLIP = 100.0f;
|
---|
254 |
|
---|
255 | // TODO: Should really have some array or struct of UI-related variables
|
---|
256 | bool isRunning = true;
|
---|
257 |
|
---|
258 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
---|
259 |
|
---|
260 | Laser* leftLaser = NULL;
|
---|
261 | EffectOverTime* leftLaserEffect = NULL;
|
---|
262 |
|
---|
263 | Laser* rightLaser = NULL;
|
---|
264 | EffectOverTime* rightLaserEffect = NULL;
|
---|
265 |
|
---|
266 | SceneObject* objExplosion;
|
---|
267 | SceneObject* objFirst;
|
---|
268 |
|
---|
269 | /*
|
---|
270 | * TODO: Asteroid and ship movement currently depend on framerate, fix this in a generic/reusable way
|
---|
271 | * Disabling vsync is a great way to test this
|
---|
272 | */
|
---|
273 |
|
---|
274 | int main(int argc, char* argv[]) {
|
---|
275 | cout << "New OpenGL Game" << endl;
|
---|
276 |
|
---|
277 | if (!restart_gl_log()) {}
|
---|
278 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
|
---|
279 |
|
---|
280 | glfwSetErrorCallback(glfw_error_callback);
|
---|
281 | if (!glfwInit()) {
|
---|
282 | fprintf(stderr, "ERROR: could not start GLFW3\n");
|
---|
283 | return 1;
|
---|
284 | }
|
---|
285 |
|
---|
286 | #ifdef __APPLE__
|
---|
287 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
---|
288 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
---|
289 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
---|
290 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
---|
291 | #else
|
---|
292 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
---|
293 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
---|
294 | #endif
|
---|
295 |
|
---|
296 | GLFWwindow* window = NULL;
|
---|
297 | GLFWmonitor* mon = NULL;
|
---|
298 |
|
---|
299 | glfwWindowHint(GLFW_SAMPLES, 16);
|
---|
300 | glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true);
|
---|
301 |
|
---|
302 | if (FULLSCREEN) {
|
---|
303 | mon = glfwGetPrimaryMonitor();
|
---|
304 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
|
---|
305 |
|
---|
306 | width = vmode->width;
|
---|
307 | height = vmode->height;
|
---|
308 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
|
---|
309 | }
|
---|
310 | window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL);
|
---|
311 |
|
---|
312 | if (!window) {
|
---|
313 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
|
---|
314 | glfwTerminate();
|
---|
315 | return 1;
|
---|
316 | }
|
---|
317 |
|
---|
318 | glfwMakeContextCurrent(window);
|
---|
319 | glewExperimental = GL_TRUE;
|
---|
320 | glewInit();
|
---|
321 |
|
---|
322 | if (GLEW_KHR_debug) {
|
---|
323 | cout << "FOUND GLEW debug extension" << endl;
|
---|
324 | glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
|
---|
325 | glDebugMessageCallback((GLDEBUGPROC)debugGlCallback, nullptr);
|
---|
326 | cout << "Bound debug callback" << endl;
|
---|
327 | } else {
|
---|
328 | cout << "OpenGL debugg message callback is not supported" << endl;
|
---|
329 | }
|
---|
330 |
|
---|
331 | srand(time(0));
|
---|
332 |
|
---|
333 | /*
|
---|
334 | * RENDERING ALGORITHM NOTES:
|
---|
335 | *
|
---|
336 | * Basically, I need to split my objects into groups, so that each group fits into
|
---|
337 | * GL_MAX_UNIFORM_BLOCK_SIZE. I need to have an offset and a size for each group.
|
---|
338 | * Getting the offset is straitforward. The size may as well be GL_MAX_UNIFORM_BLOCK_SIZE
|
---|
339 | * for each group, since it seems that smaller sizes just round up to the nearest GL_MAX_UNIFORM_BLOCK_SIZE
|
---|
340 | *
|
---|
341 | * I'll need to have a loop inside my render loop that calls glBindBufferRange(GL_UNIFORM_BUFFER, ...
|
---|
342 | * for every 1024 objects and then draws all those objects with one glDraw call.
|
---|
343 | *
|
---|
344 | * Since I currently have very few objects, I'll wait to implement this until I have
|
---|
345 | * a reasonable number of objects always using the same shader.
|
---|
346 | */
|
---|
347 |
|
---|
348 | GLint UNIFORM_BUFFER_OFFSET_ALIGNMENT, MAX_UNIFORM_BLOCK_SIZE;
|
---|
349 | glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &UNIFORM_BUFFER_OFFSET_ALIGNMENT);
|
---|
350 | glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &MAX_UNIFORM_BLOCK_SIZE);
|
---|
351 |
|
---|
352 | MAX_UNIFORMS = MAX_UNIFORM_BLOCK_SIZE / sizeof(mat4);
|
---|
353 |
|
---|
354 | cout << "UNIFORM_BUFFER_OFFSET_ALIGNMENT: " << UNIFORM_BUFFER_OFFSET_ALIGNMENT << endl;
|
---|
355 | cout << "MAX_UNIFORMS: " << MAX_UNIFORMS << endl;
|
---|
356 |
|
---|
357 | // Setup Dear ImGui binding
|
---|
358 | IMGUI_CHECKVERSION();
|
---|
359 | ImGui::CreateContext();
|
---|
360 | ImGuiIO& io = ImGui::GetIO(); (void)io;
|
---|
361 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
---|
362 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
---|
363 | ImGui_ImplGlfwGL3_Init(window, true);
|
---|
364 |
|
---|
365 | // Setup style
|
---|
366 | ImGui::StyleColorsDark();
|
---|
367 | //ImGui::StyleColorsClassic();
|
---|
368 |
|
---|
369 | glfwSetMouseButtonCallback(window, mouse_button_callback);
|
---|
370 | glfwSetKeyCallback(window, key_callback);
|
---|
371 |
|
---|
372 | const GLubyte* renderer = glGetString(GL_RENDERER);
|
---|
373 | const GLubyte* version = glGetString(GL_VERSION);
|
---|
374 | cout << "Renderer: " << renderer << endl;
|
---|
375 | cout << "OpenGL version supported " << version << endl;
|
---|
376 |
|
---|
377 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
378 |
|
---|
379 | glEnable(GL_DEPTH_TEST);
|
---|
380 | glDepthFunc(GL_LESS);
|
---|
381 |
|
---|
382 | glEnable(GL_CULL_FACE);
|
---|
383 | // glCullFace(GL_BACK);
|
---|
384 | // glFrontFace(GL_CW);
|
---|
385 |
|
---|
386 | /*
|
---|
387 | int x, y;
|
---|
388 | unsigned char* texImage = loadImage("test.png", &x, &y);
|
---|
389 | if (texImage) {
|
---|
390 | cout << "Yay, I loaded an image!" << endl;
|
---|
391 | cout << x << endl;
|
---|
392 | cout << y << endl;
|
---|
393 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
|
---|
394 | }
|
---|
395 |
|
---|
396 | GLuint testTex = 0;
|
---|
397 | glGenTextures(1, &testTex);
|
---|
398 | glActiveTexture(GL_TEXTURE0);
|
---|
399 | glBindTexture(GL_TEXTURE_2D, testTex);
|
---|
400 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
|
---|
401 |
|
---|
402 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
403 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
404 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
405 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
---|
406 | */
|
---|
407 |
|
---|
408 | int x, y;
|
---|
409 | unsigned char* texImage = loadImage("laser.png", &x, &y);
|
---|
410 | if (texImage) {
|
---|
411 | cout << "Laser texture loaded successfully!" << endl;
|
---|
412 | cout << x << endl;
|
---|
413 | cout << y << endl;
|
---|
414 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
|
---|
415 | }
|
---|
416 |
|
---|
417 | GLuint laserTex = 0;
|
---|
418 | glGenTextures(1, &laserTex);
|
---|
419 | glActiveTexture(GL_TEXTURE0);
|
---|
420 | glBindTexture(GL_TEXTURE_2D, laserTex);
|
---|
421 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
|
---|
422 |
|
---|
423 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
424 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
425 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
426 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
---|
427 |
|
---|
428 | /* RENDERING ALGORITHM
|
---|
429 | *
|
---|
430 | * Create a separate vbo for each of the following things:
|
---|
431 | * - points
|
---|
432 | * - colors
|
---|
433 | * - texture coordinates
|
---|
434 | * - selected colors
|
---|
435 | * - normals
|
---|
436 | * - indices into a ubo that stores a model matrix for each object
|
---|
437 | *
|
---|
438 | * Also, make a model matrix ubo, the entirety of which will be passed to the vertex shader.
|
---|
439 | * The vbo containing the correct index into the ubo (mentioned above) will be used to select
|
---|
440 | * the right model matrix for each point. The index in the vbo will be the saem for all points
|
---|
441 | * of any given object.
|
---|
442 | *
|
---|
443 | * There will be two shader programs for now, one for draing colored objects, and another for
|
---|
444 | * drawing textured ones. The points, normals, and model mat ubo indices will be passed to both
|
---|
445 | * shaders, while the colors vbo will only be passed to the colors shader, and the texcoords vbo
|
---|
446 | * only to the texture shader.
|
---|
447 | *
|
---|
448 | * Right now, the currently selected object is drawn using one color (specified in the selected
|
---|
449 | * colors vbo) regardless of whether it is normally rendering using colors or a texture. The selected
|
---|
450 | * object is rendering by binding the selected colors vbo in place of the colors vbo and using the colors
|
---|
451 | * shader. Then, the selected object is redrawn along with all other objects, but the depth buffer test
|
---|
452 | * prevents the unselected version of the object from appearing on the screen. This lets me render all the
|
---|
453 | * objects that use a particular shader using one glDrawArrays() call.
|
---|
454 | */
|
---|
455 |
|
---|
456 | map<GLuint, BufferInfo> shaderBufferInfo;
|
---|
457 | map<ObjectType, ShaderModelGroup> modelGroups;
|
---|
458 |
|
---|
459 | modelGroups[TYPE_SHIP] = createModelGroup(
|
---|
460 | loadShaderProgram("./ship.vert", "./ship.frag"));
|
---|
461 | shaderBufferInfo[modelGroups[TYPE_SHIP].shaderProgram] = BufferInfo(); // temporary
|
---|
462 |
|
---|
463 | modelGroups[TYPE_ASTEROID] = createModelGroup(
|
---|
464 | loadShaderProgram("./asteroid.vert", "./asteroid.frag"));
|
---|
465 | shaderBufferInfo[modelGroups[TYPE_ASTEROID].shaderProgram] = BufferInfo(); // temporary
|
---|
466 |
|
---|
467 | modelGroups[TYPE_LASER] = createModelGroup(
|
---|
468 | loadShaderProgram("./laser.vert", "./laser.frag"));
|
---|
469 | shaderBufferInfo[modelGroups[TYPE_LASER].shaderProgram] = BufferInfo(); // temporary
|
---|
470 |
|
---|
471 | modelGroups[TYPE_EXPLOSION] = createModelGroup(
|
---|
472 | loadShaderProgram("./explosion.vert", "./explosion.frag"));
|
---|
473 | shaderBufferInfo[modelGroups[TYPE_EXPLOSION].shaderProgram] = BufferInfo(); // temporary
|
---|
474 |
|
---|
475 | cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
---|
476 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
|
---|
477 | float cam_pitch = -50.0f * 2.0f * 3.14159f / 360.0f;
|
---|
478 |
|
---|
479 | // player ship
|
---|
480 | SceneObject* ship = createShip();
|
---|
481 | objects.push_back(ship);
|
---|
482 |
|
---|
483 | vector<SceneObject>::iterator obj_it;
|
---|
484 |
|
---|
485 | GLuint points_vbo, colors_vbo, texcoords_vbo, normals_vbo, ubo, model_mat_idx_vbo;
|
---|
486 |
|
---|
487 | initializeBuffers(
|
---|
488 | &points_vbo,
|
---|
489 | &colors_vbo,
|
---|
490 | &texcoords_vbo,
|
---|
491 | &normals_vbo,
|
---|
492 | &ubo,
|
---|
493 | &model_mat_idx_vbo);
|
---|
494 |
|
---|
495 | populateBuffers(objects,
|
---|
496 | shaderBufferInfo, modelGroups,
|
---|
497 | points_vbo,
|
---|
498 | colors_vbo,
|
---|
499 | texcoords_vbo,
|
---|
500 | normals_vbo,
|
---|
501 | ubo,
|
---|
502 | model_mat_idx_vbo);
|
---|
503 |
|
---|
504 | glBindVertexArray(modelGroups[TYPE_SHIP].vao);
|
---|
505 |
|
---|
506 | glEnableVertexAttribArray(0);
|
---|
507 | glEnableVertexAttribArray(1);
|
---|
508 | glEnableVertexAttribArray(2);
|
---|
509 | glEnableVertexAttribArray(3);
|
---|
510 |
|
---|
511 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
512 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
513 |
|
---|
514 | // Comment these two lines out when I want to use selected colors
|
---|
515 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
516 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
517 |
|
---|
518 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
519 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
520 |
|
---|
521 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
522 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, NULL);
|
---|
523 |
|
---|
524 | glBindVertexArray(modelGroups[TYPE_ASTEROID].vao);
|
---|
525 |
|
---|
526 | glEnableVertexAttribArray(0);
|
---|
527 | glEnableVertexAttribArray(1);
|
---|
528 | glEnableVertexAttribArray(2);
|
---|
529 | glEnableVertexAttribArray(3);
|
---|
530 |
|
---|
531 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
532 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
533 |
|
---|
534 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
535 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
536 |
|
---|
537 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
538 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
539 |
|
---|
540 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
541 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, NULL);
|
---|
542 |
|
---|
543 | glBindVertexArray(modelGroups[TYPE_LASER].vao);
|
---|
544 |
|
---|
545 | glEnableVertexAttribArray(0);
|
---|
546 | glEnableVertexAttribArray(1);
|
---|
547 | glEnableVertexAttribArray(2);
|
---|
548 |
|
---|
549 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
550 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
551 |
|
---|
552 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
553 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
554 |
|
---|
555 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
556 | glVertexAttribIPointer(2, 1, GL_UNSIGNED_INT, 0, NULL);
|
---|
557 |
|
---|
558 | float cam_speed = 1.0f;
|
---|
559 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
560 | float cam_pitch_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
561 |
|
---|
562 | // glm::lookAt can create the view matrix
|
---|
563 | // glm::perspective can create the projection matrix
|
---|
564 |
|
---|
565 | mat4 T = translate(mat4(1.0f), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
566 | mat4 yaw_mat = rotate(mat4(1.0f), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
567 | mat4 pitch_mat = rotate(mat4(1.0f), -cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
---|
568 | mat4 R = pitch_mat * yaw_mat;
|
---|
569 | view_mat = R*T;
|
---|
570 |
|
---|
571 | // TODO: Create a function to construct the projection matrix
|
---|
572 | // (Maybe I should just use glm::perspective, after making sure it matches what I have now)
|
---|
573 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
---|
574 | float aspect = (float)width / (float)height;
|
---|
575 |
|
---|
576 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
---|
577 | float Sx = NEAR_CLIP / (range * aspect);
|
---|
578 | float Sy = NEAR_CLIP / range;
|
---|
579 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
580 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
581 |
|
---|
582 | float proj_arr[] = {
|
---|
583 | Sx, 0.0f, 0.0f, 0.0f,
|
---|
584 | 0.0f, Sy, 0.0f, 0.0f,
|
---|
585 | 0.0f, 0.0f, Sz, -1.0f,
|
---|
586 | 0.0f, 0.0f, Pz, 0.0f,
|
---|
587 | };
|
---|
588 | proj_mat = make_mat4(proj_arr);
|
---|
589 |
|
---|
590 | initializeParticleEffectBuffers(vec3(0.0f, -1.2f, 0.65f), proj_mat, view_mat,
|
---|
591 | shaderBufferInfo,
|
---|
592 | modelGroups,
|
---|
593 | points_vbo,
|
---|
594 | colors_vbo,
|
---|
595 | texcoords_vbo,
|
---|
596 | normals_vbo,
|
---|
597 | ubo,
|
---|
598 | model_mat_idx_vbo);
|
---|
599 |
|
---|
600 | /* TODO: Fix the UBO binding code based on the following forum post (in order to support multiple ubos):
|
---|
601 |
|
---|
602 | No, you're misunderstanding how this works. UBO binding works exactly like texture object binding.
|
---|
603 |
|
---|
604 | The OpenGL context has a number of slots for binding UBOs. There are GL_MAX_UNIFORM_BUFFER_BINDINGS number of
|
---|
605 | slots for UBO binding.
|
---|
606 |
|
---|
607 | Uniform Blocks in a program can be set to use one of the slots in the context. You do this by first querying
|
---|
608 | the block index using the block name (glGetUniformBlockIndex). This is similar to how you need to use
|
---|
609 | glGetUniformLocation in order to set a uniform's value with glUniform. Block indices, like uniform locations,
|
---|
610 | are specific to a program.
|
---|
611 |
|
---|
612 | Once you have the block index, you use glUniformBlockBinding to set that specific program to use a particular
|
---|
613 | uniform buffer slot in the context.
|
---|
614 |
|
---|
615 | Let's say you have a global UBO that you want to use for every program. To make using it easier, you want to
|
---|
616 | bind it just once.
|
---|
617 |
|
---|
618 | So first, you pick a uniform buffer slot in the context, one that always will refer to this UBO. Let's say
|
---|
619 | you pick slot 8.
|
---|
620 |
|
---|
621 | When you build a program object that may use this global uniform buffer, what you do is quite simple. First,
|
---|
622 | after linking the program, call glGetUniformBlockIndex(program, "NameOfGlobalUniformBlock"). If you get back
|
---|
623 | GL_INVALID_INDEX, then you know that the global uniform block isn't used in that program. Otherwise you get
|
---|
624 | back a block index.
|
---|
625 |
|
---|
626 | If you got a valid block index, then you call glUniformBlockBinding(program, uniformBlockIndex, 8). Remember
|
---|
627 | that 8 is the uniform buffer context slot that we selected earlier. This causes this particular program to
|
---|
628 | use uniform buffer slot #8 to find the buffer for "NameOfGlobalUniformBlock".
|
---|
629 |
|
---|
630 | Finally, to set the actual buffer in the context, call glBindBufferRange(GL_UNIFORM_BUFFER, 8,
|
---|
631 | bufferObjectName, offset, size);
|
---|
632 | */
|
---|
633 |
|
---|
634 | GLuint ub_binding_point = 0;
|
---|
635 |
|
---|
636 | GLuint ship_view_mat_loc = glGetUniformLocation(modelGroups[TYPE_SHIP].shaderProgram, "view");
|
---|
637 | GLuint ship_proj_mat_loc = glGetUniformLocation(modelGroups[TYPE_SHIP].shaderProgram, "proj");
|
---|
638 | GLuint ship_sp_models_ub_index = glGetUniformBlockIndex(modelGroups[TYPE_SHIP].shaderProgram, "models");
|
---|
639 |
|
---|
640 | GLuint asteroid_view_mat_loc = glGetUniformLocation(modelGroups[TYPE_ASTEROID].shaderProgram, "view");
|
---|
641 | GLuint asteroid_proj_mat_loc = glGetUniformLocation(modelGroups[TYPE_ASTEROID].shaderProgram, "proj");
|
---|
642 | GLuint asteroid_sp_models_ub_index = glGetUniformBlockIndex(modelGroups[TYPE_ASTEROID].shaderProgram, "models");
|
---|
643 |
|
---|
644 | GLuint laser_view_mat_loc = glGetUniformLocation(modelGroups[TYPE_LASER].shaderProgram, "view");
|
---|
645 | GLuint laser_proj_mat_loc = glGetUniformLocation(modelGroups[TYPE_LASER].shaderProgram, "proj");
|
---|
646 | GLuint laser_color_loc = glGetUniformLocation(modelGroups[TYPE_LASER].shaderProgram, "laser_color");
|
---|
647 | GLuint laser_sp_models_ub_index = glGetUniformBlockIndex(modelGroups[TYPE_LASER].shaderProgram, "models");
|
---|
648 |
|
---|
649 | GLuint explosion_start_time_loc = glGetUniformLocation(modelGroups[TYPE_EXPLOSION].shaderProgram, "explosion_start_time");
|
---|
650 | GLuint cur_time_loc = glGetUniformLocation(modelGroups[TYPE_EXPLOSION].shaderProgram, "cur_time");
|
---|
651 | GLuint explosion_sp_models_ub_index = glGetUniformBlockIndex(modelGroups[TYPE_EXPLOSION].shaderProgram, "models");
|
---|
652 |
|
---|
653 |
|
---|
654 | glUseProgram(modelGroups[TYPE_SHIP].shaderProgram);
|
---|
655 | glUniformMatrix4fv(ship_view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
656 | glUniformMatrix4fv(ship_proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
657 |
|
---|
658 | glUniformBlockBinding(modelGroups[TYPE_SHIP].shaderProgram, ship_sp_models_ub_index, ub_binding_point);
|
---|
659 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
660 |
|
---|
661 |
|
---|
662 | glUseProgram(modelGroups[TYPE_ASTEROID].shaderProgram);
|
---|
663 | glUniformMatrix4fv(asteroid_view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
664 | glUniformMatrix4fv(asteroid_proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
665 |
|
---|
666 | glUniformBlockBinding(modelGroups[TYPE_ASTEROID].shaderProgram, asteroid_sp_models_ub_index, ub_binding_point);
|
---|
667 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
668 |
|
---|
669 |
|
---|
670 | glUseProgram(modelGroups[TYPE_LASER].shaderProgram);
|
---|
671 | glUniformMatrix4fv(laser_view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
672 | glUniformMatrix4fv(laser_proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
673 | glUniform3f(laser_color_loc, 0.2f, 1.0f, 0.2f);
|
---|
674 |
|
---|
675 | glUniformBlockBinding(modelGroups[TYPE_LASER].shaderProgram, laser_sp_models_ub_index, ub_binding_point);
|
---|
676 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
677 |
|
---|
678 |
|
---|
679 | glUseProgram(modelGroups[TYPE_EXPLOSION].shaderProgram);
|
---|
680 | glUniformBlockBinding(modelGroups[TYPE_EXPLOSION].shaderProgram, explosion_sp_models_ub_index, ub_binding_point);
|
---|
681 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
682 |
|
---|
683 |
|
---|
684 | bool cam_moved = false;
|
---|
685 |
|
---|
686 | int frame_count = 0;
|
---|
687 | double elapsed_seconds_fps = 0.0f;
|
---|
688 | double elapsed_seconds_spawn = 0.0f;
|
---|
689 | double previous_seconds = glfwGetTime();
|
---|
690 |
|
---|
691 | // This draws wireframes. Useful for seeing separate faces and occluded objects.
|
---|
692 | //glPolygonMode(GL_FRONT, GL_LINE);
|
---|
693 |
|
---|
694 | // disable vsync to see real framerate
|
---|
695 | //glfwSwapInterval(0);
|
---|
696 |
|
---|
697 | State curState = STATE_MAIN_MENU;
|
---|
698 |
|
---|
699 | while (!glfwWindowShouldClose(window) && isRunning) {
|
---|
700 | double current_seconds = glfwGetTime();
|
---|
701 | double elapsed_seconds = current_seconds - previous_seconds;
|
---|
702 |
|
---|
703 | // temporary code to get around vsync issue in OSX Sierra
|
---|
704 | if (elapsed_seconds < (1.0f / TARGET_FPS)) {
|
---|
705 | continue;
|
---|
706 | }
|
---|
707 |
|
---|
708 | previous_seconds = current_seconds;
|
---|
709 |
|
---|
710 | elapsed_seconds_fps += elapsed_seconds;
|
---|
711 | if (elapsed_seconds_fps > 0.25f) {
|
---|
712 | fps = (double)frame_count / elapsed_seconds_fps;
|
---|
713 |
|
---|
714 | frame_count = 0;
|
---|
715 | elapsed_seconds_fps = 0.0f;
|
---|
716 | }
|
---|
717 |
|
---|
718 | frame_count++;
|
---|
719 |
|
---|
720 | // Handle events
|
---|
721 |
|
---|
722 | clickedObject = NULL;
|
---|
723 |
|
---|
724 | // reset the all key states to KEY_STATE_UNCHANGED (something the GLFW key callback can never return)
|
---|
725 | // so that GLFW_PRESS and GLFW_RELEASE are only detected once
|
---|
726 | // TODO: Change this if we ever need to act on GLFW_REPEAT (which is when a key is held down
|
---|
727 | // continuously for a period of time)
|
---|
728 | fill(key_state, key_state + NUM_KEYS, KEY_STATE_UNCHANGED);
|
---|
729 |
|
---|
730 | glfwPollEvents();
|
---|
731 |
|
---|
732 | while (!events.empty()) {
|
---|
733 | switch (events.front()) {
|
---|
734 | case EVENT_GO_TO_MAIN_MENU:
|
---|
735 | curState = STATE_MAIN_MENU;
|
---|
736 | break;
|
---|
737 | case EVENT_GO_TO_GAME:
|
---|
738 | curState = STATE_GAME;
|
---|
739 | break;
|
---|
740 | case EVENT_QUIT:
|
---|
741 | isRunning = false;
|
---|
742 | break;
|
---|
743 | }
|
---|
744 | events.pop();
|
---|
745 | }
|
---|
746 |
|
---|
747 | if (curState == STATE_GAME) {
|
---|
748 |
|
---|
749 | elapsed_seconds_spawn += elapsed_seconds;
|
---|
750 | if (elapsed_seconds_spawn > 0.5f) {
|
---|
751 | SceneObject* obj = createAsteroid(vec3(getRandomNum(-1.3f, 1.3f), -1.2f, getRandomNum(-5.5f, -4.5f)));
|
---|
752 | addObjectToScene(obj, shaderBufferInfo, modelGroups,
|
---|
753 | points_vbo,
|
---|
754 | colors_vbo,
|
---|
755 | texcoords_vbo,
|
---|
756 | normals_vbo,
|
---|
757 | ubo,
|
---|
758 | model_mat_idx_vbo);
|
---|
759 |
|
---|
760 | elapsed_seconds_spawn -= 0.5f;
|
---|
761 | }
|
---|
762 |
|
---|
763 | /*
|
---|
764 | if (clickedObject == &objects[0]) {
|
---|
765 | selectedObject = &objects[0];
|
---|
766 | }
|
---|
767 | if (clickedObject == &objects[1]) {
|
---|
768 | selectedObject = &objects[1];
|
---|
769 | }
|
---|
770 | */
|
---|
771 |
|
---|
772 | /*
|
---|
773 | if (key_state[GLFW_KEY_SPACE] == GLFW_PRESS) {
|
---|
774 | transformObject(objects[1], translate(mat4(1.0f), vec3(0.3f, 0.0f, 0.0f)), ubo);
|
---|
775 | }
|
---|
776 | if (key_down[GLFW_KEY_RIGHT]) {
|
---|
777 | transformObject(objects[2], translate(mat4(1.0f), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
---|
778 | }
|
---|
779 | if (key_down[GLFW_KEY_LEFT]) {
|
---|
780 | transformObject(objects[2], translate(mat4(1.0f), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
---|
781 | }
|
---|
782 | */
|
---|
783 |
|
---|
784 | if (key_down[GLFW_KEY_RIGHT]) {
|
---|
785 | transformObject(*objects[0], translate(mat4(1.0f), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
---|
786 |
|
---|
787 | if (leftLaser != NULL && !leftLaser->deleted) {
|
---|
788 | translateLaser(leftLaser, vec3(0.01f, 0.0f, 0.0f), ubo);
|
---|
789 | }
|
---|
790 | if (rightLaser != NULL && !rightLaser->deleted) {
|
---|
791 | translateLaser(rightLaser, vec3(0.01f, 0.0f, 0.0f), ubo);
|
---|
792 | }
|
---|
793 | }
|
---|
794 | if (key_down[GLFW_KEY_LEFT]) {
|
---|
795 | transformObject(*objects[0], translate(mat4(1.0f), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
---|
796 |
|
---|
797 | if (leftLaser != NULL && !leftLaser->deleted) {
|
---|
798 | translateLaser(leftLaser, vec3(-0.01f, 0.0f, 0.0f), ubo);
|
---|
799 | }
|
---|
800 | if (rightLaser != NULL && !rightLaser->deleted) {
|
---|
801 | translateLaser(rightLaser, vec3(-0.01f, 0.0f, 0.0f), ubo);
|
---|
802 | }
|
---|
803 | }
|
---|
804 |
|
---|
805 | if (key_state[GLFW_KEY_Z] == GLFW_PRESS) {
|
---|
806 | vec3 offset(objects[0]->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
---|
807 |
|
---|
808 | leftLaser = createLaser(
|
---|
809 | vec3(-0.21f, -1.19f, 1.76f)+offset,
|
---|
810 | vec3(-0.21f, -1.19f, -3.0f)+offset,
|
---|
811 | vec3(0.0f, 1.0f, 0.0f), 0.03f);
|
---|
812 | addObjectToScene(leftLaser, shaderBufferInfo, modelGroups,
|
---|
813 | points_vbo,
|
---|
814 | colors_vbo,
|
---|
815 | texcoords_vbo,
|
---|
816 | normals_vbo,
|
---|
817 | ubo,
|
---|
818 | model_mat_idx_vbo);
|
---|
819 | } else if (key_state[GLFW_KEY_Z] == GLFW_RELEASE) {
|
---|
820 | removeObjectFromScene(*leftLaser, ubo);
|
---|
821 | }
|
---|
822 |
|
---|
823 | if (key_state[GLFW_KEY_X] == GLFW_PRESS) {
|
---|
824 | vec3 offset(objects[0]->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
---|
825 |
|
---|
826 | rightLaser = createLaser(
|
---|
827 | vec3(0.21f, -1.19f, 1.76f) + offset,
|
---|
828 | vec3(0.21f, -1.19f, -3.0f) + offset,
|
---|
829 | vec3(0.0f, 1.0f, 0.0f), 0.03f);
|
---|
830 | addObjectToScene(rightLaser, shaderBufferInfo, modelGroups,
|
---|
831 | points_vbo,
|
---|
832 | colors_vbo,
|
---|
833 | texcoords_vbo,
|
---|
834 | normals_vbo,
|
---|
835 | ubo,
|
---|
836 | model_mat_idx_vbo);
|
---|
837 | } else if (key_state[GLFW_KEY_X] == GLFW_RELEASE) {
|
---|
838 | removeObjectFromScene(*rightLaser, ubo);
|
---|
839 | }
|
---|
840 |
|
---|
841 | // this code moves the asteroids
|
---|
842 | for (unsigned int i = 0; i < objects.size(); i++) {
|
---|
843 | if (objects[i]->type == TYPE_ASTEROID && !objects[i]->deleted) {
|
---|
844 | transformObject(*objects[i], translate(mat4(1.0f), vec3(0.0f, 0.0f, 0.04f)), ubo);
|
---|
845 |
|
---|
846 | vec3 obj_center = vec3(view_mat * vec4(objects[i]->bounding_center, 1.0f));
|
---|
847 |
|
---|
848 | if ((obj_center.z - objects[i]->bounding_radius) > -NEAR_CLIP) {
|
---|
849 | removeObjectFromScene(*objects[i], ubo);
|
---|
850 | }
|
---|
851 | if (((Asteroid*)objects[i])->hp <= 0) {
|
---|
852 | // TODO: Optimize this so I don't recalculate the camera rotation every time
|
---|
853 | float cam_pitch = -50.0f * 2.0f * 3.14159f / 360.0f;
|
---|
854 | mat4 pitch_mat = rotate(mat4(1.0f), cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
---|
855 | mat4 model_mat = translate(mat4(1.0f), objects[i]->bounding_center + vec3(0.0f, 0.0f, 0.0f)) * pitch_mat;
|
---|
856 |
|
---|
857 | removeObjectFromScene(*objects[i], ubo);
|
---|
858 | score++;
|
---|
859 |
|
---|
860 | objExplosion->model_mat = model_mat;
|
---|
861 |
|
---|
862 | // initiate an explosion
|
---|
863 | glUseProgram(modelGroups[TYPE_EXPLOSION].shaderProgram);
|
---|
864 |
|
---|
865 | GLuint model_mat_loc = glGetUniformLocation(modelGroups[TYPE_EXPLOSION].shaderProgram, "model_mat");
|
---|
866 | glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(objExplosion->model_mat));
|
---|
867 |
|
---|
868 | glUniform1f(explosion_start_time_loc, (GLfloat)glfwGetTime());
|
---|
869 | }
|
---|
870 | }
|
---|
871 | }
|
---|
872 |
|
---|
873 | if (leftLaser != NULL && !leftLaser->deleted) {
|
---|
874 | updateLaserTarget(leftLaser, objects, points_vbo, modelGroups[TYPE_ASTEROID].shaderProgram);
|
---|
875 | }
|
---|
876 | if (rightLaser != NULL && !rightLaser->deleted) {
|
---|
877 | updateLaserTarget(rightLaser, objects, points_vbo, modelGroups[TYPE_ASTEROID].shaderProgram);
|
---|
878 | }
|
---|
879 | }
|
---|
880 |
|
---|
881 | for (vector<EffectOverTime*>::iterator it = effects.begin(); it != effects.end(); ) {
|
---|
882 | if ((*it)->deleted || (*it)->effectedObject->deleted) {
|
---|
883 | delete *it;
|
---|
884 | it = effects.erase(it);
|
---|
885 | } else {
|
---|
886 | EffectOverTime* eot = *it;
|
---|
887 | eot->effectedValue = eot->startValue + (current_seconds - eot->startTime) * eot->changePerSecond;
|
---|
888 |
|
---|
889 | it++;
|
---|
890 | }
|
---|
891 | }
|
---|
892 |
|
---|
893 | if (key_state[GLFW_KEY_ESCAPE] == GLFW_PRESS) {
|
---|
894 | glfwSetWindowShouldClose(window, 1);
|
---|
895 | }
|
---|
896 |
|
---|
897 | float dist = cam_speed * elapsed_seconds;
|
---|
898 | if (key_down[GLFW_KEY_A]) {
|
---|
899 | vec3 dir = vec3(inverse(R) * vec4(-1.0f, 0.0f, 0.0f, 1.0f));
|
---|
900 | cam_pos += dir * dist;
|
---|
901 |
|
---|
902 | cam_moved = true;
|
---|
903 | }
|
---|
904 | if (key_down[GLFW_KEY_D]) {
|
---|
905 | vec3 dir = vec3(inverse(R) * vec4(1.0f, 0.0f, 0.0f, 1.0f));
|
---|
906 | cam_pos += dir * dist;
|
---|
907 |
|
---|
908 | cam_moved = true;
|
---|
909 | }
|
---|
910 | if (key_down[GLFW_KEY_W]) {
|
---|
911 | vec3 dir = vec3(inverse(R) * vec4(0.0f, 0.0f, -1.0f, 1.0f));
|
---|
912 | cam_pos += dir * dist;
|
---|
913 |
|
---|
914 | cam_moved = true;
|
---|
915 | }
|
---|
916 | if (key_down[GLFW_KEY_S]) {
|
---|
917 | vec3 dir = vec3(inverse(R) * vec4(0.0f, 0.0f, 1.0f, 1.0f));
|
---|
918 | cam_pos += dir * dist;
|
---|
919 |
|
---|
920 | cam_moved = true;
|
---|
921 | }
|
---|
922 | /*
|
---|
923 | if (key_down[GLFW_KEY_LEFT]) {
|
---|
924 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
---|
925 | cam_moved = true;
|
---|
926 | }
|
---|
927 | if (key_down[GLFW_KEY_RIGHT]) {
|
---|
928 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
---|
929 | cam_moved = true;
|
---|
930 | }
|
---|
931 | if (key_down[GLFW_KEY_UP]) {
|
---|
932 | cam_pitch += cam_pitch_speed * elapsed_seconds;
|
---|
933 | cam_moved = true;
|
---|
934 | }
|
---|
935 | if (key_down[GLFW_KEY_DOWN]) {
|
---|
936 | cam_pitch -= cam_pitch_speed * elapsed_seconds;
|
---|
937 | cam_moved = true;
|
---|
938 | }
|
---|
939 | */
|
---|
940 | if (cam_moved && false) { // disable camera movement
|
---|
941 | T = translate(mat4(1.0f), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
942 |
|
---|
943 | mat4 yaw_mat = rotate(mat4(1.0f), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
944 | mat4 pitch_mat = rotate(mat4(1.0f), -cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
---|
945 | R = pitch_mat * yaw_mat;
|
---|
946 |
|
---|
947 | view_mat = R * T;
|
---|
948 |
|
---|
949 | //printVector("cam pos", cam_pos);
|
---|
950 |
|
---|
951 | glUseProgram(modelGroups[TYPE_SHIP].shaderProgram);
|
---|
952 | glUniformMatrix4fv(ship_view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
953 |
|
---|
954 | glUseProgram(modelGroups[TYPE_LASER].shaderProgram);
|
---|
955 | glUniformMatrix4fv(laser_view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
956 |
|
---|
957 | cam_moved = false;
|
---|
958 | }
|
---|
959 |
|
---|
960 | glUseProgram(modelGroups[TYPE_EXPLOSION].shaderProgram);
|
---|
961 | glUniform1f(cur_time_loc, (GLfloat)current_seconds);
|
---|
962 |
|
---|
963 | // Render scene
|
---|
964 |
|
---|
965 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
966 |
|
---|
967 | switch (curState) {
|
---|
968 | case STATE_MAIN_MENU:
|
---|
969 | renderMainMenu();
|
---|
970 | renderMainMenuGui();
|
---|
971 | break;
|
---|
972 | case STATE_GAME:
|
---|
973 | renderScene(shaderBufferInfo, modelGroups, ubo);
|
---|
974 | renderSceneGui();
|
---|
975 | break;
|
---|
976 | }
|
---|
977 |
|
---|
978 | glfwSwapBuffers(window);
|
---|
979 | }
|
---|
980 |
|
---|
981 | ImGui_ImplGlfwGL3_Shutdown();
|
---|
982 | ImGui::DestroyContext();
|
---|
983 |
|
---|
984 | glfwDestroyWindow(window);
|
---|
985 | glfwTerminate();
|
---|
986 |
|
---|
987 | // free memory
|
---|
988 |
|
---|
989 | for (vector<SceneObject*>::iterator it = objects.begin(); it != objects.end(); it++) {
|
---|
990 | delete *it;
|
---|
991 | }
|
---|
992 |
|
---|
993 | return 0;
|
---|
994 | }
|
---|
995 |
|
---|
996 | void glfw_error_callback(int error, const char* description) {
|
---|
997 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
|
---|
998 | }
|
---|
999 |
|
---|
1000 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
|
---|
1001 | double mouse_x, mouse_y;
|
---|
1002 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
---|
1003 |
|
---|
1004 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
|
---|
1005 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
|
---|
1006 | selectedObject = NULL;
|
---|
1007 |
|
---|
1008 | float x = (2.0f*mouse_x) / width - 1.0f;
|
---|
1009 | float y = 1.0f - (2.0f*mouse_y) / height;
|
---|
1010 |
|
---|
1011 | cout << "x: " << x << ", y: " << y << endl;
|
---|
1012 |
|
---|
1013 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
|
---|
1014 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
|
---|
1015 | ray_eye = vec4(vec2(ray_eye), -1.0f, 1.0f);
|
---|
1016 | vec4 ray_world = inverse(view_mat) * ray_eye;
|
---|
1017 |
|
---|
1018 | vec4 click_point;
|
---|
1019 | 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
|
---|
1020 | SceneObject* closest_object = NULL;
|
---|
1021 |
|
---|
1022 | for (vector<SceneObject*>::iterator it = objects.begin(); it != objects.end(); it++) {
|
---|
1023 | if ((*it)->type == TYPE_LASER) continue;
|
---|
1024 | for (unsigned int p_idx = 0; p_idx < (*it)->points.size(); p_idx += 9) {
|
---|
1025 | if (faceClicked(
|
---|
1026 | {
|
---|
1027 | vec3((*it)->points[p_idx], (*it)->points[p_idx + 1], (*it)->points[p_idx + 2]),
|
---|
1028 | vec3((*it)->points[p_idx + 3], (*it)->points[p_idx + 4], (*it)->points[p_idx + 5]),
|
---|
1029 | vec3((*it)->points[p_idx + 6], (*it)->points[p_idx + 7], (*it)->points[p_idx + 8]),
|
---|
1030 | },
|
---|
1031 | *it, ray_world, vec4(cam_pos, 1.0f), click_point
|
---|
1032 | )) {
|
---|
1033 | click_point = view_mat * click_point;
|
---|
1034 |
|
---|
1035 | if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
|
---|
1036 | closest_point = vec3(click_point);
|
---|
1037 | closest_object = *it;
|
---|
1038 | }
|
---|
1039 | }
|
---|
1040 | }
|
---|
1041 | }
|
---|
1042 |
|
---|
1043 | if (closest_object == NULL) {
|
---|
1044 | cout << "No object was clicked" << endl;
|
---|
1045 | } else {
|
---|
1046 | clickedObject = closest_object;
|
---|
1047 | cout << "Clicked object: " << clickedObject->id << endl;
|
---|
1048 | }
|
---|
1049 | }
|
---|
1050 | }
|
---|
1051 |
|
---|
1052 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
|
---|
1053 | key_state[key] = action;
|
---|
1054 |
|
---|
1055 | // should be true for GLFW_PRESS and GLFW_REPEAT
|
---|
1056 | key_down[key] = (action != GLFW_RELEASE);
|
---|
1057 | }
|
---|
1058 |
|
---|
1059 | void APIENTRY debugGlCallback(
|
---|
1060 | GLenum source,
|
---|
1061 | GLenum type,
|
---|
1062 | GLuint id,
|
---|
1063 | GLenum severity,
|
---|
1064 | GLsizei length,
|
---|
1065 | const GLchar* message,
|
---|
1066 | const void* userParam
|
---|
1067 | ) {
|
---|
1068 | string strMessage(message);
|
---|
1069 |
|
---|
1070 | // TODO: Use C++ strings directly
|
---|
1071 | char source_str[2048];
|
---|
1072 | char type_str[2048];
|
---|
1073 | char severity_str[2048];
|
---|
1074 |
|
---|
1075 | switch (source) {
|
---|
1076 | case 0x8246:
|
---|
1077 | strcpy(source_str, "API");
|
---|
1078 | break;
|
---|
1079 | case 0x8247:
|
---|
1080 | strcpy(source_str, "WINDOW_SYSTEM");
|
---|
1081 | break;
|
---|
1082 | case 0x8248:
|
---|
1083 | strcpy(source_str, "SHADER_COMPILER");
|
---|
1084 | break;
|
---|
1085 | case 0x8249:
|
---|
1086 | strcpy(source_str, "THIRD_PARTY");
|
---|
1087 | break;
|
---|
1088 | case 0x824A:
|
---|
1089 | strcpy(source_str, "APPLICATION");
|
---|
1090 | break;
|
---|
1091 | case 0x824B:
|
---|
1092 | strcpy(source_str, "OTHER");
|
---|
1093 | break;
|
---|
1094 | default:
|
---|
1095 | strcpy(source_str, "undefined");
|
---|
1096 | break;
|
---|
1097 | }
|
---|
1098 |
|
---|
1099 | switch (type) {
|
---|
1100 | case 0x824C:
|
---|
1101 | strcpy(type_str, "ERROR");
|
---|
1102 | break;
|
---|
1103 | case 0x824D:
|
---|
1104 | strcpy(type_str, "DEPRECATED_BEHAVIOR");
|
---|
1105 | break;
|
---|
1106 | case 0x824E:
|
---|
1107 | strcpy(type_str, "UNDEFINED_BEHAVIOR");
|
---|
1108 | break;
|
---|
1109 | case 0x824F:
|
---|
1110 | strcpy(type_str, "PORTABILITY");
|
---|
1111 | break;
|
---|
1112 | case 0x8250:
|
---|
1113 | strcpy(type_str, "PERFORMANCE");
|
---|
1114 | break;
|
---|
1115 | case 0x8251:
|
---|
1116 | strcpy(type_str, "OTHER");
|
---|
1117 | break;
|
---|
1118 | case 0x8268:
|
---|
1119 | strcpy(type_str, "MARKER");
|
---|
1120 | break;
|
---|
1121 | case 0x8269:
|
---|
1122 | strcpy(type_str, "PUSH_GROUP");
|
---|
1123 | break;
|
---|
1124 | case 0x826A:
|
---|
1125 | strcpy(type_str, "POP_GROUP");
|
---|
1126 | break;
|
---|
1127 | default:
|
---|
1128 | strcpy(type_str, "undefined");
|
---|
1129 | break;
|
---|
1130 | }
|
---|
1131 | switch (severity) {
|
---|
1132 | case 0x9146:
|
---|
1133 | strcpy(severity_str, "HIGH");
|
---|
1134 | break;
|
---|
1135 | case 0x9147:
|
---|
1136 | strcpy(severity_str, "MEDIUM");
|
---|
1137 | break;
|
---|
1138 | case 0x9148:
|
---|
1139 | strcpy(severity_str, "LOW");
|
---|
1140 | break;
|
---|
1141 | case 0x826B:
|
---|
1142 | strcpy(severity_str, "NOTIFICATION");
|
---|
1143 | break;
|
---|
1144 | default:
|
---|
1145 | strcpy(severity_str, "undefined");
|
---|
1146 | break;
|
---|
1147 | }
|
---|
1148 |
|
---|
1149 | if (string(severity_str) != "NOTIFICATION") {
|
---|
1150 | cout << "OpenGL Error!!!" << endl;
|
---|
1151 | cout << "Source: " << string(source_str) << endl;
|
---|
1152 | cout << "Type: " << string(type_str) << endl;
|
---|
1153 | cout << "Severity: " << string(severity_str) << endl;
|
---|
1154 | cout << strMessage << endl;
|
---|
1155 | }
|
---|
1156 | }
|
---|
1157 |
|
---|
1158 |
|
---|
1159 | GLuint loadShader(GLenum type, string file) {
|
---|
1160 | cout << "Loading shader from file " << file << endl;
|
---|
1161 |
|
---|
1162 | ifstream shaderFile(file);
|
---|
1163 | GLuint shaderId = 0;
|
---|
1164 |
|
---|
1165 | if (shaderFile.is_open()) {
|
---|
1166 | string line, shaderString;
|
---|
1167 |
|
---|
1168 | while(getline(shaderFile, line)) {
|
---|
1169 | shaderString += line + "\n";
|
---|
1170 | }
|
---|
1171 | shaderFile.close();
|
---|
1172 | const char* shaderCString = shaderString.c_str();
|
---|
1173 |
|
---|
1174 | shaderId = glCreateShader(type);
|
---|
1175 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
---|
1176 | glCompileShader(shaderId);
|
---|
1177 |
|
---|
1178 | cout << "Loaded successfully" << endl;
|
---|
1179 | } else {
|
---|
1180 | cout << "Failed to load the file" << endl;
|
---|
1181 | }
|
---|
1182 |
|
---|
1183 | return shaderId;
|
---|
1184 | }
|
---|
1185 |
|
---|
1186 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
---|
1187 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
---|
1188 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
---|
1189 |
|
---|
1190 | GLuint shader_program = glCreateProgram();
|
---|
1191 | glAttachShader(shader_program, vs);
|
---|
1192 | glAttachShader(shader_program, fs);
|
---|
1193 |
|
---|
1194 | glLinkProgram(shader_program);
|
---|
1195 |
|
---|
1196 | return shader_program;
|
---|
1197 | }
|
---|
1198 |
|
---|
1199 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
---|
1200 | int n;
|
---|
1201 | int force_channels = 4; // This forces RGBA (4 bytes per pixel)
|
---|
1202 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
---|
1203 |
|
---|
1204 | int width_in_bytes = *x * 4;
|
---|
1205 | unsigned char *top = NULL;
|
---|
1206 | unsigned char *bottom = NULL;
|
---|
1207 | unsigned char temp = 0;
|
---|
1208 | int half_height = *y / 2;
|
---|
1209 |
|
---|
1210 | // flip image upside-down to account for OpenGL treating lower-left as (0, 0)
|
---|
1211 | for (int row = 0; row < half_height; row++) {
|
---|
1212 | top = image_data + row * width_in_bytes;
|
---|
1213 | bottom = image_data + (*y - row - 1) * width_in_bytes;
|
---|
1214 | for (int col = 0; col < width_in_bytes; col++) {
|
---|
1215 | temp = *top;
|
---|
1216 | *top = *bottom;
|
---|
1217 | *bottom = temp;
|
---|
1218 | top++;
|
---|
1219 | bottom++;
|
---|
1220 | }
|
---|
1221 | }
|
---|
1222 |
|
---|
1223 | if (!image_data) {
|
---|
1224 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
---|
1225 | }
|
---|
1226 |
|
---|
1227 | // Not Power-of-2 check
|
---|
1228 | if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) {
|
---|
1229 | fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str());
|
---|
1230 | }
|
---|
1231 |
|
---|
1232 | return image_data;
|
---|
1233 | }
|
---|
1234 |
|
---|
1235 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point) {
|
---|
1236 | // LINE EQUATION: P = O + Dt
|
---|
1237 | // O = cam
|
---|
1238 | // D = ray_world
|
---|
1239 |
|
---|
1240 | // PLANE EQUATION: P dot n + d = 0
|
---|
1241 | // n is the normal vector
|
---|
1242 | // d is the offset from the origin
|
---|
1243 |
|
---|
1244 | // Take the cross-product of two vectors on the plane to get the normal
|
---|
1245 | vec3 v1 = points[1] - points[0];
|
---|
1246 | vec3 v2 = points[2] - points[0];
|
---|
1247 |
|
---|
1248 | 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);
|
---|
1249 |
|
---|
1250 | vec3 local_ray = vec3(inverse(obj->model_mat) * world_ray);
|
---|
1251 | vec3 local_cam = vec3(inverse(obj->model_mat) * cam);
|
---|
1252 |
|
---|
1253 | local_ray = local_ray - local_cam;
|
---|
1254 |
|
---|
1255 | float d = -glm::dot(points[0], normal);
|
---|
1256 | float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
|
---|
1257 |
|
---|
1258 | vec3 intersection = local_cam + t*local_ray;
|
---|
1259 |
|
---|
1260 | if (insideTriangle(intersection, points)) {
|
---|
1261 | click_point = obj->model_mat * vec4(intersection, 1.0f);
|
---|
1262 | return true;
|
---|
1263 | } else {
|
---|
1264 | return false;
|
---|
1265 | }
|
---|
1266 | }
|
---|
1267 |
|
---|
1268 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
|
---|
1269 | vec3 v21 = triangle_points[1] - triangle_points[0];
|
---|
1270 | vec3 v31 = triangle_points[2] - triangle_points[0];
|
---|
1271 | vec3 pv1 = p - triangle_points[0];
|
---|
1272 |
|
---|
1273 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
---|
1274 | float x = (pv1.x-y*v31.x) / v21.x;
|
---|
1275 |
|
---|
1276 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
---|
1277 | }
|
---|
1278 |
|
---|
1279 | void printVector(string label, vec3& v) {
|
---|
1280 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
|
---|
1281 | }
|
---|
1282 |
|
---|
1283 | void print4DVector(string label, vec4& v) {
|
---|
1284 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
|
---|
1285 | }
|
---|
1286 |
|
---|
1287 | void initObject(SceneObject* obj) {
|
---|
1288 | // Each objects must have at least 3 points, so the size of
|
---|
1289 | // the points array must be a positive multiple of 9
|
---|
1290 | if (obj->points.size() == 0 || (obj->points.size() % 9) != 0) {
|
---|
1291 | // TODO: Maybe throw some kind of error here instead
|
---|
1292 | return;
|
---|
1293 | }
|
---|
1294 |
|
---|
1295 | obj->id = objects.size(); // currently unused
|
---|
1296 | obj->num_points = obj->points.size() / 3;
|
---|
1297 | obj->model_transform = mat4(1.0f);
|
---|
1298 | obj->deleted = false;
|
---|
1299 |
|
---|
1300 | obj->normals.reserve(obj->points.size());
|
---|
1301 | for (unsigned int i = 0; i < obj->points.size(); i += 9) {
|
---|
1302 | vec3 point1 = vec3(obj->points[i], obj->points[i + 1], obj->points[i + 2]);
|
---|
1303 | vec3 point2 = vec3(obj->points[i + 3], obj->points[i + 4], obj->points[i + 5]);
|
---|
1304 | vec3 point3 = vec3(obj->points[i + 6], obj->points[i + 7], obj->points[i + 8]);
|
---|
1305 |
|
---|
1306 | vec3 normal = normalize(cross(point2 - point1, point3 - point1));
|
---|
1307 |
|
---|
1308 | // Add the same normal for all 3 points
|
---|
1309 | for (int j = 0; j < 3; j++) {
|
---|
1310 | obj->normals.push_back(normal.x);
|
---|
1311 | obj->normals.push_back(normal.y);
|
---|
1312 | obj->normals.push_back(normal.z);
|
---|
1313 | }
|
---|
1314 | }
|
---|
1315 |
|
---|
1316 | if (obj->type == TYPE_SHIP || obj->type == TYPE_ASTEROID) {
|
---|
1317 | calculateObjectBoundingBox(obj);
|
---|
1318 |
|
---|
1319 | obj->bounding_center = vec3(obj->translate_mat * vec4(obj->bounding_center, 1.0f));
|
---|
1320 | }
|
---|
1321 | }
|
---|
1322 |
|
---|
1323 | void addObjectToScene(SceneObject* obj,
|
---|
1324 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
1325 | map<ObjectType, ShaderModelGroup>& modelGroups,
|
---|
1326 | GLuint points_vbo,
|
---|
1327 | GLuint colors_vbo,
|
---|
1328 | GLuint texcoords_vbo,
|
---|
1329 | GLuint normals_vbo,
|
---|
1330 | GLuint ubo,
|
---|
1331 | GLuint model_mat_idx_vbo) {
|
---|
1332 | objects.push_back(obj);
|
---|
1333 |
|
---|
1334 | BufferInfo* bufferInfo = &shaderBufferInfo[modelGroups[obj->type].shaderProgram];
|
---|
1335 |
|
---|
1336 | // Check if the buffers aren't large enough to fit the new object and, if so, call
|
---|
1337 | // populateBuffers() to resize and repopupulate them
|
---|
1338 | if (bufferInfo->vbo_capacity < (modelGroups[obj->type].numPoints + obj->num_points) ||
|
---|
1339 | bufferInfo->ubo_capacity < (bufferInfo->ubo_offset + 1)) {
|
---|
1340 |
|
---|
1341 | if (leftLaser != NULL && leftLaser->deleted) {
|
---|
1342 | leftLaser = NULL;
|
---|
1343 | }
|
---|
1344 | if (rightLaser != NULL && rightLaser->deleted) {
|
---|
1345 | rightLaser = NULL;
|
---|
1346 | }
|
---|
1347 |
|
---|
1348 | populateBuffers(objects, shaderBufferInfo, modelGroups,
|
---|
1349 | points_vbo,
|
---|
1350 | colors_vbo,
|
---|
1351 | texcoords_vbo,
|
---|
1352 | normals_vbo,
|
---|
1353 | ubo,
|
---|
1354 | model_mat_idx_vbo);
|
---|
1355 | } else {
|
---|
1356 | copyObjectDataToBuffers(*objects.back(), shaderBufferInfo, modelGroups,
|
---|
1357 | points_vbo,
|
---|
1358 | colors_vbo,
|
---|
1359 | texcoords_vbo,
|
---|
1360 | normals_vbo,
|
---|
1361 | ubo,
|
---|
1362 | model_mat_idx_vbo);
|
---|
1363 | }
|
---|
1364 | }
|
---|
1365 |
|
---|
1366 | void removeObjectFromScene(SceneObject& obj, GLuint ubo) {
|
---|
1367 | if (!obj.deleted) {
|
---|
1368 | // Move the object outside the render bounds of the scene so it doesn't get rendered
|
---|
1369 | // TODO: Find a better way of hiding the object until the next time buffers are repopulated
|
---|
1370 | transformObject(obj, translate(mat4(1.0f), vec3(0.0f, 0.0f, FAR_CLIP * 1000.0f)), ubo);
|
---|
1371 | obj.deleted = true;
|
---|
1372 | }
|
---|
1373 | }
|
---|
1374 |
|
---|
1375 | void calculateObjectBoundingBox(SceneObject* obj) {
|
---|
1376 | GLfloat min_x = obj->points[0];
|
---|
1377 | GLfloat max_x = obj->points[0];
|
---|
1378 | GLfloat min_y = obj->points[1];
|
---|
1379 | GLfloat max_y = obj->points[1];
|
---|
1380 | GLfloat min_z = obj->points[2];
|
---|
1381 | GLfloat max_z = obj->points[2];
|
---|
1382 |
|
---|
1383 | // start from the second point
|
---|
1384 | for (unsigned int i = 3; i < obj->points.size(); i += 3) {
|
---|
1385 | if (min_x > obj->points[i]) {
|
---|
1386 | min_x = obj->points[i];
|
---|
1387 | }
|
---|
1388 | else if (max_x < obj->points[i]) {
|
---|
1389 | max_x = obj->points[i];
|
---|
1390 | }
|
---|
1391 |
|
---|
1392 | if (min_y > obj->points[i + 1]) {
|
---|
1393 | min_y = obj->points[i + 1];
|
---|
1394 | }
|
---|
1395 | else if (max_y < obj->points[i + 1]) {
|
---|
1396 | max_y = obj->points[i + 1];
|
---|
1397 | }
|
---|
1398 |
|
---|
1399 | if (min_z > obj->points[i + 2]) {
|
---|
1400 | min_z = obj->points[i + 2];
|
---|
1401 | }
|
---|
1402 | else if (max_z < obj->points[i + 2]) {
|
---|
1403 | max_z = obj->points[i + 2];
|
---|
1404 | }
|
---|
1405 | }
|
---|
1406 |
|
---|
1407 | obj->bounding_center = vec3((min_x + max_x) / 2.0f, (min_y + max_y) / 2.0f, (min_z + max_z) / 2.0f);
|
---|
1408 |
|
---|
1409 | GLfloat radius_x = max_x - obj->bounding_center.x;
|
---|
1410 | GLfloat radius_y = max_y - obj->bounding_center.y;
|
---|
1411 | GLfloat radius_z = max_z - obj->bounding_center.z;
|
---|
1412 |
|
---|
1413 | // TODO: This actually underestimates the radius. Might need to be fixed at some point.
|
---|
1414 | // TODO: Does not take into account any scaling in the model matrix
|
---|
1415 | obj->bounding_radius = radius_x;
|
---|
1416 | if (obj->bounding_radius < radius_y)
|
---|
1417 | obj->bounding_radius = radius_y;
|
---|
1418 | if (obj->bounding_radius < radius_z)
|
---|
1419 | obj->bounding_radius = radius_z;
|
---|
1420 |
|
---|
1421 | for (unsigned int i = 0; i < obj->points.size(); i += 3) {
|
---|
1422 | obj->points[i] -= obj->bounding_center.x;
|
---|
1423 | obj->points[i + 1] -= obj->bounding_center.y;
|
---|
1424 | obj->points[i + 2] -= obj->bounding_center.z;
|
---|
1425 | }
|
---|
1426 |
|
---|
1427 | obj->bounding_center = vec3(0.0f, 0.0f, 0.0f);
|
---|
1428 | }
|
---|
1429 |
|
---|
1430 | SceneObject* createShip() {
|
---|
1431 | SceneObject* ship = new SceneObject();
|
---|
1432 |
|
---|
1433 | ship->type = TYPE_SHIP;
|
---|
1434 |
|
---|
1435 | ship->points = {
|
---|
1436 | //back
|
---|
1437 | -0.5f, 0.3f, 0.0f,
|
---|
1438 | -0.5f, 0.0f, 0.0f,
|
---|
1439 | 0.5f, 0.0f, 0.0f,
|
---|
1440 | -0.5f, 0.3f, 0.0f,
|
---|
1441 | 0.5f, 0.0f, 0.0f,
|
---|
1442 | 0.5f, 0.3f, 0.0f,
|
---|
1443 |
|
---|
1444 | // left back
|
---|
1445 | -0.5f, 0.3f, -2.0f,
|
---|
1446 | -0.5f, 0.0f, -2.0f,
|
---|
1447 | -0.5f, 0.0f, 0.0f,
|
---|
1448 | -0.5f, 0.3f, -2.0f,
|
---|
1449 | -0.5f, 0.0f, 0.0f,
|
---|
1450 | -0.5f, 0.3f, 0.0f,
|
---|
1451 |
|
---|
1452 | // right back
|
---|
1453 | 0.5f, 0.3f, 0.0f,
|
---|
1454 | 0.5f, 0.0f, 0.0f,
|
---|
1455 | 0.5f, 0.0f, -2.0f,
|
---|
1456 | 0.5f, 0.3f, 0.0f,
|
---|
1457 | 0.5f, 0.0f, -2.0f,
|
---|
1458 | 0.5f, 0.3f, -2.0f,
|
---|
1459 |
|
---|
1460 | // left mid
|
---|
1461 | -0.25f, 0.3f, -3.0f,
|
---|
1462 | -0.25f, 0.0f, -3.0f,
|
---|
1463 | -0.5f, 0.0f, -2.0f,
|
---|
1464 | -0.25f, 0.3f, -3.0f,
|
---|
1465 | -0.5f, 0.0f, -2.0f,
|
---|
1466 | -0.5f, 0.3f, -2.0f,
|
---|
1467 |
|
---|
1468 | // right mid
|
---|
1469 | 0.5f, 0.3f, -2.0f,
|
---|
1470 | 0.5f, 0.0f, -2.0f,
|
---|
1471 | 0.25f, 0.0f, -3.0f,
|
---|
1472 | 0.5f, 0.3f, -2.0f,
|
---|
1473 | 0.25f, 0.0f, -3.0f,
|
---|
1474 | 0.25f, 0.3f, -3.0f,
|
---|
1475 |
|
---|
1476 | // left front
|
---|
1477 | 0.0f, 0.0f, -3.5f,
|
---|
1478 | -0.25f, 0.0f, -3.0f,
|
---|
1479 | -0.25f, 0.3f, -3.0f,
|
---|
1480 |
|
---|
1481 | // right front
|
---|
1482 | 0.25f, 0.3f, -3.0f,
|
---|
1483 | 0.25f, 0.0f, -3.0f,
|
---|
1484 | 0.0f, 0.0f, -3.5f,
|
---|
1485 |
|
---|
1486 | // top back
|
---|
1487 | -0.5f, 0.3f, -2.0f,
|
---|
1488 | -0.5f, 0.3f, 0.0f,
|
---|
1489 | 0.5f, 0.3f, 0.0f,
|
---|
1490 | -0.5f, 0.3f, -2.0f,
|
---|
1491 | 0.5f, 0.3f, 0.0f,
|
---|
1492 | 0.5f, 0.3f, -2.0f,
|
---|
1493 |
|
---|
1494 | // bottom back
|
---|
1495 | -0.5f, 0.0f, 0.0f,
|
---|
1496 | -0.5f, 0.0f, -2.0f,
|
---|
1497 | 0.5f, 0.0f, 0.0f,
|
---|
1498 | 0.5f, 0.0f, 0.0f,
|
---|
1499 | -0.5f, 0.0f, -2.0f,
|
---|
1500 | 0.5f, 0.0f, -2.0f,
|
---|
1501 |
|
---|
1502 | // top mid
|
---|
1503 | -0.25f, 0.3f, -3.0f,
|
---|
1504 | -0.5f, 0.3f, -2.0f,
|
---|
1505 | 0.5f, 0.3f, -2.0f,
|
---|
1506 | -0.25f, 0.3f, -3.0f,
|
---|
1507 | 0.5f, 0.3f, -2.0f,
|
---|
1508 | 0.25f, 0.3f, -3.0f,
|
---|
1509 |
|
---|
1510 | // bottom mid
|
---|
1511 | -0.5f, 0.0f, -2.0f,
|
---|
1512 | -0.25f, 0.0f, -3.0f,
|
---|
1513 | 0.5f, 0.0f, -2.0f,
|
---|
1514 | 0.5f, 0.0f, -2.0f,
|
---|
1515 | -0.25f, 0.0f, -3.0f,
|
---|
1516 | 0.25f, 0.0f, -3.0f,
|
---|
1517 |
|
---|
1518 | // top front
|
---|
1519 | -0.25f, 0.3f, -3.0f,
|
---|
1520 | 0.25f, 0.3f, -3.0f,
|
---|
1521 | 0.0f, 0.0f, -3.5f,
|
---|
1522 |
|
---|
1523 | // bottom front
|
---|
1524 | 0.25f, 0.0f, -3.0f,
|
---|
1525 | -0.25f, 0.0f, -3.0f,
|
---|
1526 | 0.0f, 0.0f, -3.5f,
|
---|
1527 |
|
---|
1528 | // left wing start back
|
---|
1529 | -1.5f, 0.3f, 0.0f,
|
---|
1530 | -1.5f, 0.0f, 0.0f,
|
---|
1531 | -0.5f, 0.0f, 0.0f,
|
---|
1532 | -1.5f, 0.3f, 0.0f,
|
---|
1533 | -0.5f, 0.0f, 0.0f,
|
---|
1534 | -0.5f, 0.3f, 0.0f,
|
---|
1535 |
|
---|
1536 | // left wing start top
|
---|
1537 | -0.5f, 0.3f, -0.3f,
|
---|
1538 | -1.3f, 0.3f, -0.3f,
|
---|
1539 | -1.5f, 0.3f, 0.0f,
|
---|
1540 | -0.5f, 0.3f, -0.3f,
|
---|
1541 | -1.5f, 0.3f, 0.0f,
|
---|
1542 | -0.5f, 0.3f, 0.0f,
|
---|
1543 |
|
---|
1544 | // left wing start front
|
---|
1545 | -0.5f, 0.3f, -0.3f,
|
---|
1546 | -0.5f, 0.0f, -0.3f,
|
---|
1547 | -1.3f, 0.0f, -0.3f,
|
---|
1548 | -0.5f, 0.3f, -0.3f,
|
---|
1549 | -1.3f, 0.0f, -0.3f,
|
---|
1550 | -1.3f, 0.3f, -0.3f,
|
---|
1551 |
|
---|
1552 | // left wing start bottom
|
---|
1553 | -0.5f, 0.0f, 0.0f,
|
---|
1554 | -1.5f, 0.0f, 0.0f,
|
---|
1555 | -1.3f, 0.0f, -0.3f,
|
---|
1556 | -0.5f, 0.0f, 0.0f,
|
---|
1557 | -1.3f, 0.0f, -0.3f,
|
---|
1558 | -0.5f, 0.0f, -0.3f,
|
---|
1559 |
|
---|
1560 | // left wing end outside
|
---|
1561 | -1.5f, 0.3f, 0.0f,
|
---|
1562 | -2.2f, 0.15f, -0.8f,
|
---|
1563 | -1.5f, 0.0f, 0.0f,
|
---|
1564 |
|
---|
1565 | // left wing end top
|
---|
1566 | -1.3f, 0.3f, -0.3f,
|
---|
1567 | -2.2f, 0.15f, -0.8f,
|
---|
1568 | -1.5f, 0.3f, 0.0f,
|
---|
1569 |
|
---|
1570 | // left wing end front
|
---|
1571 | -1.3f, 0.0f, -0.3f,
|
---|
1572 | -2.2f, 0.15f, -0.8f,
|
---|
1573 | -1.3f, 0.3f, -0.3f,
|
---|
1574 |
|
---|
1575 | // left wing end bottom
|
---|
1576 | -1.5f, 0.0f, 0.0f,
|
---|
1577 | -2.2f, 0.15f, -0.8f,
|
---|
1578 | -1.3f, 0.0f, -0.3f,
|
---|
1579 |
|
---|
1580 | // right wing start back
|
---|
1581 | 1.5f, 0.0f, 0.0f,
|
---|
1582 | 1.5f, 0.3f, 0.0f,
|
---|
1583 | 0.5f, 0.0f, 0.0f,
|
---|
1584 | 0.5f, 0.0f, 0.0f,
|
---|
1585 | 1.5f, 0.3f, 0.0f,
|
---|
1586 | 0.5f, 0.3f, 0.0f,
|
---|
1587 |
|
---|
1588 | // right wing start top
|
---|
1589 | 1.3f, 0.3f, -0.3f,
|
---|
1590 | 0.5f, 0.3f, -0.3f,
|
---|
1591 | 1.5f, 0.3f, 0.0f,
|
---|
1592 | 1.5f, 0.3f, 0.0f,
|
---|
1593 | 0.5f, 0.3f, -0.3f,
|
---|
1594 | 0.5f, 0.3f, 0.0f,
|
---|
1595 |
|
---|
1596 | // right wing start front
|
---|
1597 | 0.5f, 0.0f, -0.3f,
|
---|
1598 | 0.5f, 0.3f, -0.3f,
|
---|
1599 | 1.3f, 0.0f, -0.3f,
|
---|
1600 | 1.3f, 0.0f, -0.3f,
|
---|
1601 | 0.5f, 0.3f, -0.3f,
|
---|
1602 | 1.3f, 0.3f, -0.3f,
|
---|
1603 |
|
---|
1604 | // right wing start bottom
|
---|
1605 | 1.5f, 0.0f, 0.0f,
|
---|
1606 | 0.5f, 0.0f, 0.0f,
|
---|
1607 | 1.3f, 0.0f, -0.3f,
|
---|
1608 | 1.3f, 0.0f, -0.3f,
|
---|
1609 | 0.5f, 0.0f, 0.0f,
|
---|
1610 | 0.5f, 0.0f, -0.3f,
|
---|
1611 |
|
---|
1612 | // right wing end outside
|
---|
1613 | 2.2f, 0.15f, -0.8f,
|
---|
1614 | 1.5f, 0.3f, 0.0f,
|
---|
1615 | 1.5f, 0.0f, 0.0f,
|
---|
1616 |
|
---|
1617 | // right wing end top
|
---|
1618 | 2.2f, 0.15f, -0.8f,
|
---|
1619 | 1.3f, 0.3f, -0.3f,
|
---|
1620 | 1.5f, 0.3f, 0.0f,
|
---|
1621 |
|
---|
1622 | // right wing end front
|
---|
1623 | 2.2f, 0.15f, -0.8f,
|
---|
1624 | 1.3f, 0.0f, -0.3f,
|
---|
1625 | 1.3f, 0.3f, -0.3f,
|
---|
1626 |
|
---|
1627 | // right wing end bottom
|
---|
1628 | 2.2f, 0.15f, -0.8f,
|
---|
1629 | 1.5f, 0.0f, 0.0f,
|
---|
1630 | 1.3f, 0.0f, -0.3f,
|
---|
1631 | };
|
---|
1632 | ship->colors = {
|
---|
1633 | 0.0f, 0.0f, 0.3f,
|
---|
1634 | 0.0f, 0.0f, 0.3f,
|
---|
1635 | 0.0f, 0.0f, 0.3f,
|
---|
1636 | 0.0f, 0.0f, 0.3f,
|
---|
1637 | 0.0f, 0.0f, 0.3f,
|
---|
1638 | 0.0f, 0.0f, 0.3f,
|
---|
1639 |
|
---|
1640 | 0.0f, 0.0f, 0.3f,
|
---|
1641 | 0.0f, 0.0f, 0.3f,
|
---|
1642 | 0.0f, 0.0f, 0.3f,
|
---|
1643 | 0.0f, 0.0f, 0.3f,
|
---|
1644 | 0.0f, 0.0f, 0.3f,
|
---|
1645 | 0.0f, 0.0f, 0.3f,
|
---|
1646 |
|
---|
1647 | 0.0f, 0.0f, 0.3f,
|
---|
1648 | 0.0f, 0.0f, 0.3f,
|
---|
1649 | 0.0f, 0.0f, 0.3f,
|
---|
1650 | 0.0f, 0.0f, 0.3f,
|
---|
1651 | 0.0f, 0.0f, 0.3f,
|
---|
1652 | 0.0f, 0.0f, 0.3f,
|
---|
1653 |
|
---|
1654 | 0.0f, 0.0f, 0.3f,
|
---|
1655 | 0.0f, 0.0f, 0.3f,
|
---|
1656 | 0.0f, 0.0f, 0.3f,
|
---|
1657 | 0.0f, 0.0f, 0.3f,
|
---|
1658 | 0.0f, 0.0f, 0.3f,
|
---|
1659 | 0.0f, 0.0f, 0.3f,
|
---|
1660 |
|
---|
1661 | 0.0f, 0.0f, 0.3f,
|
---|
1662 | 0.0f, 0.0f, 0.3f,
|
---|
1663 | 0.0f, 0.0f, 0.3f,
|
---|
1664 | 0.0f, 0.0f, 0.3f,
|
---|
1665 | 0.0f, 0.0f, 0.3f,
|
---|
1666 | 0.0f, 0.0f, 0.3f,
|
---|
1667 |
|
---|
1668 | 0.0f, 0.0f, 1.0f,
|
---|
1669 | 0.0f, 0.0f, 1.0f,
|
---|
1670 | 0.0f, 0.0f, 1.0f,
|
---|
1671 |
|
---|
1672 | 0.0f, 0.0f, 1.0f,
|
---|
1673 | 0.0f, 0.0f, 1.0f,
|
---|
1674 | 0.0f, 0.0f, 1.0f,
|
---|
1675 |
|
---|
1676 | 0.0f, 0.0f, 1.0f,
|
---|
1677 | 0.0f, 0.0f, 1.0f,
|
---|
1678 | 0.0f, 0.0f, 1.0f,
|
---|
1679 | 0.0f, 0.0f, 1.0f,
|
---|
1680 | 0.0f, 0.0f, 1.0f,
|
---|
1681 | 0.0f, 0.0f, 1.0f,
|
---|
1682 |
|
---|
1683 | 0.0f, 0.0f, 1.0f,
|
---|
1684 | 0.0f, 0.0f, 1.0f,
|
---|
1685 | 0.0f, 0.0f, 1.0f,
|
---|
1686 | 0.0f, 0.0f, 1.0f,
|
---|
1687 | 0.0f, 0.0f, 1.0f,
|
---|
1688 | 0.0f, 0.0f, 1.0f,
|
---|
1689 |
|
---|
1690 | 0.0f, 0.0f, 1.0f,
|
---|
1691 | 0.0f, 0.0f, 1.0f,
|
---|
1692 | 0.0f, 0.0f, 1.0f,
|
---|
1693 | 0.0f, 0.0f, 1.0f,
|
---|
1694 | 0.0f, 0.0f, 1.0f,
|
---|
1695 | 0.0f, 0.0f, 1.0f,
|
---|
1696 |
|
---|
1697 | 0.0f, 0.0f, 1.0f,
|
---|
1698 | 0.0f, 0.0f, 1.0f,
|
---|
1699 | 0.0f, 0.0f, 1.0f,
|
---|
1700 | 0.0f, 0.0f, 1.0f,
|
---|
1701 | 0.0f, 0.0f, 1.0f,
|
---|
1702 | 0.0f, 0.0f, 1.0f,
|
---|
1703 |
|
---|
1704 | 0.0f, 0.0f, 0.3f,
|
---|
1705 | 0.0f, 0.0f, 0.3f,
|
---|
1706 | 0.0f, 0.0f, 0.3f,
|
---|
1707 |
|
---|
1708 | 0.0f, 0.0f, 0.3f,
|
---|
1709 | 0.0f, 0.0f, 0.3f,
|
---|
1710 | 0.0f, 0.0f, 0.3f,
|
---|
1711 |
|
---|
1712 | 0.0f, 0.0f, 0.3f,
|
---|
1713 | 0.0f, 0.0f, 0.3f,
|
---|
1714 | 0.0f, 0.0f, 0.3f,
|
---|
1715 | 0.0f, 0.0f, 0.3f,
|
---|
1716 | 0.0f, 0.0f, 0.3f,
|
---|
1717 | 0.0f, 0.0f, 0.3f,
|
---|
1718 |
|
---|
1719 | 0.0f, 0.0f, 0.3f,
|
---|
1720 | 0.0f, 0.0f, 0.3f,
|
---|
1721 | 0.0f, 0.0f, 0.3f,
|
---|
1722 | 0.0f, 0.0f, 0.3f,
|
---|
1723 | 0.0f, 0.0f, 0.3f,
|
---|
1724 | 0.0f, 0.0f, 0.3f,
|
---|
1725 |
|
---|
1726 | 0.0f, 0.0f, 0.3f,
|
---|
1727 | 0.0f, 0.0f, 0.3f,
|
---|
1728 | 0.0f, 0.0f, 0.3f,
|
---|
1729 | 0.0f, 0.0f, 0.3f,
|
---|
1730 | 0.0f, 0.0f, 0.3f,
|
---|
1731 | 0.0f, 0.0f, 0.3f,
|
---|
1732 |
|
---|
1733 | 0.0f, 0.0f, 0.3f,
|
---|
1734 | 0.0f, 0.0f, 0.3f,
|
---|
1735 | 0.0f, 0.0f, 0.3f,
|
---|
1736 | 0.0f, 0.0f, 0.3f,
|
---|
1737 | 0.0f, 0.0f, 0.3f,
|
---|
1738 | 0.0f, 0.0f, 0.3f,
|
---|
1739 |
|
---|
1740 | 0.0f, 0.0f, 0.3f,
|
---|
1741 | 0.0f, 0.0f, 0.3f,
|
---|
1742 | 0.0f, 0.0f, 0.3f,
|
---|
1743 |
|
---|
1744 | 0.0f, 0.0f, 0.3f,
|
---|
1745 | 0.0f, 0.0f, 0.3f,
|
---|
1746 | 0.0f, 0.0f, 0.3f,
|
---|
1747 |
|
---|
1748 | 0.0f, 0.0f, 0.3f,
|
---|
1749 | 0.0f, 0.0f, 0.3f,
|
---|
1750 | 0.0f, 0.0f, 0.3f,
|
---|
1751 |
|
---|
1752 | 0.0f, 0.0f, 0.3f,
|
---|
1753 | 0.0f, 0.0f, 0.3f,
|
---|
1754 | 0.0f, 0.0f, 0.3f,
|
---|
1755 |
|
---|
1756 | 0.0f, 0.0f, 0.3f,
|
---|
1757 | 0.0f, 0.0f, 0.3f,
|
---|
1758 | 0.0f, 0.0f, 0.3f,
|
---|
1759 | 0.0f, 0.0f, 0.3f,
|
---|
1760 | 0.0f, 0.0f, 0.3f,
|
---|
1761 | 0.0f, 0.0f, 0.3f,
|
---|
1762 |
|
---|
1763 | 0.0f, 0.0f, 0.3f,
|
---|
1764 | 0.0f, 0.0f, 0.3f,
|
---|
1765 | 0.0f, 0.0f, 0.3f,
|
---|
1766 | 0.0f, 0.0f, 0.3f,
|
---|
1767 | 0.0f, 0.0f, 0.3f,
|
---|
1768 | 0.0f, 0.0f, 0.3f,
|
---|
1769 |
|
---|
1770 | 0.0f, 0.0f, 0.3f,
|
---|
1771 | 0.0f, 0.0f, 0.3f,
|
---|
1772 | 0.0f, 0.0f, 0.3f,
|
---|
1773 | 0.0f, 0.0f, 0.3f,
|
---|
1774 | 0.0f, 0.0f, 0.3f,
|
---|
1775 | 0.0f, 0.0f, 0.3f,
|
---|
1776 |
|
---|
1777 | 0.0f, 0.0f, 0.3f,
|
---|
1778 | 0.0f, 0.0f, 0.3f,
|
---|
1779 | 0.0f, 0.0f, 0.3f,
|
---|
1780 | 0.0f, 0.0f, 0.3f,
|
---|
1781 | 0.0f, 0.0f, 0.3f,
|
---|
1782 | 0.0f, 0.0f, 0.3f,
|
---|
1783 |
|
---|
1784 | 0.0f, 0.0f, 0.3f,
|
---|
1785 | 0.0f, 0.0f, 0.3f,
|
---|
1786 | 0.0f, 0.0f, 0.3f,
|
---|
1787 |
|
---|
1788 | 0.0f, 0.0f, 0.3f,
|
---|
1789 | 0.0f, 0.0f, 0.3f,
|
---|
1790 | 0.0f, 0.0f, 0.3f,
|
---|
1791 |
|
---|
1792 | 0.0f, 0.0f, 0.3f,
|
---|
1793 | 0.0f, 0.0f, 0.3f,
|
---|
1794 | 0.0f, 0.0f, 0.3f,
|
---|
1795 |
|
---|
1796 | 0.0f, 0.0f, 0.3f,
|
---|
1797 | 0.0f, 0.0f, 0.3f,
|
---|
1798 | 0.0f, 0.0f, 0.3f,
|
---|
1799 | };
|
---|
1800 | ship->texcoords = { 0.0f };
|
---|
1801 |
|
---|
1802 | mat4 T_model = translate(mat4(1.0f), vec3(0.0f, -1.2f, 1.65f));
|
---|
1803 | mat4 R_model(1.0f);
|
---|
1804 | ship->model_base = T_model * R_model * scale(mat4(1.0f), vec3(0.1f, 0.1f, 0.1f));
|
---|
1805 |
|
---|
1806 | ship->translate_mat = T_model;
|
---|
1807 |
|
---|
1808 | initObject(ship);
|
---|
1809 |
|
---|
1810 | return ship;
|
---|
1811 | }
|
---|
1812 |
|
---|
1813 | /* LASER RENDERING/POSITIONING ALGORITHM
|
---|
1814 | * -Draw a thin rectangle for the laser beam, using the specified width and endpoints
|
---|
1815 | * -Texture the beam with a grayscale partially transparent image
|
---|
1816 | * -In the shader, blend the image with a color to support lasers of different colors
|
---|
1817 | *
|
---|
1818 | * The flat part of the textured rectangle needs to always face the camera, so the laser's width is constant
|
---|
1819 | * This is done as follows:
|
---|
1820 | * -Determine the length of the laser based on the start and end points
|
---|
1821 | * -Draw a rectangle along the z-axis and rotated upwards along the y-axis, with the correct final length and width
|
---|
1822 | * -Rotate the beam around the z-axis by the correct angle, sot that in its final position, the flat part faces the camera
|
---|
1823 | * -Rotate the beam along the x-axis and then along the y-axis and then translate it to put it into its final position
|
---|
1824 | */
|
---|
1825 | // TODO: Make the color parameter have an effect
|
---|
1826 | Laser* createLaser(vec3 start, vec3 end, vec3 color, GLfloat width) {
|
---|
1827 | Laser* obj = new Laser();
|
---|
1828 | obj->type = TYPE_LASER;
|
---|
1829 | obj->targetAsteroid = NULL;
|
---|
1830 |
|
---|
1831 | vec3 ray = end - start;
|
---|
1832 | float length = glm::length(ray);
|
---|
1833 |
|
---|
1834 | obj->points = {
|
---|
1835 | width / 2, 0.0f, -width / 2,
|
---|
1836 | -width / 2, 0.0f, -width / 2,
|
---|
1837 | -width / 2, 0.0f, 0.0f,
|
---|
1838 | width / 2, 0.0f, -width / 2,
|
---|
1839 | -width / 2, 0.0f, 0.0f,
|
---|
1840 | width / 2, 0.0f, 0.0f,
|
---|
1841 | width / 2, 0.0f, -length + width / 2,
|
---|
1842 | -width / 2, 0.0f, -length + width / 2,
|
---|
1843 | -width / 2, 0.0f, -width / 2,
|
---|
1844 | width / 2, 0.0f, -length + width / 2,
|
---|
1845 | -width / 2, 0.0f, -width / 2,
|
---|
1846 | width / 2, 0.0f, -width / 2,
|
---|
1847 | width / 2, 0.0f, -length,
|
---|
1848 | -width / 2, 0.0f, -length,
|
---|
1849 | -width / 2, 0.0f, -length + width / 2,
|
---|
1850 | width / 2, 0.0f, -length,
|
---|
1851 | -width / 2, 0.0f, -length + width / 2,
|
---|
1852 | width / 2, 0.0f, -length + width / 2,
|
---|
1853 | };
|
---|
1854 |
|
---|
1855 | obj->texcoords = {
|
---|
1856 | 1.0f, 0.5f,
|
---|
1857 | 0.0f, 0.5f,
|
---|
1858 | 0.0f, 0.0f,
|
---|
1859 | 1.0f, 0.5f,
|
---|
1860 | 0.0f, 0.0f,
|
---|
1861 | 1.0f, 0.0f,
|
---|
1862 | 1.0f, 0.51f,
|
---|
1863 | 0.0f, 0.51f,
|
---|
1864 | 0.0f, 0.49f,
|
---|
1865 | 1.0f, 0.51f,
|
---|
1866 | 0.0f, 0.49f,
|
---|
1867 | 1.0f, 0.49f,
|
---|
1868 | 1.0f, 1.0f,
|
---|
1869 | 0.0f, 1.0f,
|
---|
1870 | 0.0f, 0.5f,
|
---|
1871 | 1.0f, 1.0f,
|
---|
1872 | 0.0f, 0.5f,
|
---|
1873 | 1.0f, 0.5f,
|
---|
1874 | };
|
---|
1875 |
|
---|
1876 | float xAxisRotation = asin(ray.y / length);
|
---|
1877 | float yAxisRotation = atan2(-ray.x, -ray.z);
|
---|
1878 |
|
---|
1879 | vec3 normal(rotate(mat4(1.0f), yAxisRotation, vec3(0.0f, 1.0f, 0.0f)) *
|
---|
1880 | rotate(mat4(1.0f), xAxisRotation, vec3(1.0f, 0.0f, 0.0f)) *
|
---|
1881 | vec4(0.0f, 1.0f, 0.0f, 1.0f));
|
---|
1882 |
|
---|
1883 | // To project point P onto line AB:
|
---|
1884 | // projection = A + dot(AP,AB) / dot(AB,AB) * AB
|
---|
1885 | vec3 projOnLaser = start + glm::dot(cam_pos-start, ray) / (length*length) * ray;
|
---|
1886 | vec3 laserToCam = cam_pos - projOnLaser;
|
---|
1887 |
|
---|
1888 | float zAxisRotation = -atan2(glm::dot(glm::cross(normal, laserToCam), glm::normalize(ray)), glm::dot(normal, laserToCam));
|
---|
1889 |
|
---|
1890 | obj->model_base = rotate(mat4(1.0f), zAxisRotation, vec3(0.0f, 0.0f, 1.0f));
|
---|
1891 |
|
---|
1892 | initObject(obj);
|
---|
1893 |
|
---|
1894 | obj->model_transform = rotate(mat4(1.0f), xAxisRotation, vec3(1.0f, 0.0f, 0.0f)) * obj->model_transform;
|
---|
1895 | obj->model_transform = rotate(mat4(1.0f), yAxisRotation, vec3(0.0f, 1.0f, 0.0f)) * obj->model_transform;
|
---|
1896 | obj->model_transform = translate(mat4(1.0f), start) * obj->model_transform;
|
---|
1897 |
|
---|
1898 | return obj;
|
---|
1899 | }
|
---|
1900 |
|
---|
1901 | ShaderModelGroup createModelGroup(GLuint shaderProgram) {
|
---|
1902 | ShaderModelGroup smg;
|
---|
1903 |
|
---|
1904 | smg.shaderProgram = shaderProgram;
|
---|
1905 | glGenVertexArrays(1, &smg.vao);
|
---|
1906 | smg.numPoints = 0;
|
---|
1907 |
|
---|
1908 | return smg;
|
---|
1909 | }
|
---|
1910 |
|
---|
1911 | void removeModelFromGroup(ShaderModelGroup& modelGroup, SceneObject& model) {
|
---|
1912 | // TODO: Implement
|
---|
1913 | }
|
---|
1914 |
|
---|
1915 | void addModelToGroup(ShaderModelGroup& modelGroup, SceneObject& model) {
|
---|
1916 | // TODO: Implement
|
---|
1917 | }
|
---|
1918 |
|
---|
1919 | void initializeBuffers(
|
---|
1920 | GLuint* points_vbo,
|
---|
1921 | GLuint* colors_vbo,
|
---|
1922 | GLuint* texcoords_vbo,
|
---|
1923 | GLuint* normals_vbo,
|
---|
1924 | GLuint* ubo,
|
---|
1925 | GLuint* model_mat_idx_vbo) {
|
---|
1926 | *points_vbo = 0;
|
---|
1927 | glGenBuffers(1, points_vbo);
|
---|
1928 |
|
---|
1929 | *colors_vbo = 0;
|
---|
1930 | glGenBuffers(1, colors_vbo);
|
---|
1931 |
|
---|
1932 | *texcoords_vbo = 0;
|
---|
1933 | glGenBuffers(1, texcoords_vbo);
|
---|
1934 |
|
---|
1935 | *normals_vbo = 0;
|
---|
1936 | glGenBuffers(1, normals_vbo);
|
---|
1937 |
|
---|
1938 | *ubo = 0;
|
---|
1939 | glGenBuffers(1, ubo);
|
---|
1940 |
|
---|
1941 | *model_mat_idx_vbo = 0;
|
---|
1942 | glGenBuffers(1, model_mat_idx_vbo);
|
---|
1943 | }
|
---|
1944 |
|
---|
1945 | void initializeParticleEffectBuffers(vec3 origin, mat4 proj, mat4 view,
|
---|
1946 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
1947 | map<ObjectType, ShaderModelGroup>& modelGroups,
|
---|
1948 | GLuint points_vbo,
|
---|
1949 | GLuint colors_vbo,
|
---|
1950 | GLuint texcoords_vbo,
|
---|
1951 | GLuint normals_vbo,
|
---|
1952 | GLuint ubo,
|
---|
1953 | GLuint model_mat_idx_vbo) {
|
---|
1954 | float vv[EXPLOSION_PARTICLE_COUNT * 3]; // initial velocities vec3
|
---|
1955 | float vt[EXPLOSION_PARTICLE_COUNT]; // initial times
|
---|
1956 | float t_accum = 0.0f; // start time
|
---|
1957 |
|
---|
1958 | for (int i = 0; i < EXPLOSION_PARTICLE_COUNT; i++) {
|
---|
1959 | vt[i] = t_accum;
|
---|
1960 | t_accum += 0.01f;
|
---|
1961 |
|
---|
1962 | float randx = ((float)rand() / (float)RAND_MAX) - 0.5f;
|
---|
1963 | float randy = ((float)rand() / (float)RAND_MAX) - 0.5f;
|
---|
1964 | vv[i*3] = randx;
|
---|
1965 | vv[i*3 + 1] = randy;
|
---|
1966 | vv[i*3 + 2] = 0.0f;
|
---|
1967 | }
|
---|
1968 |
|
---|
1969 | mat4 model_mat = translate(mat4(1.0f), origin);
|
---|
1970 |
|
---|
1971 | glUseProgram(modelGroups[TYPE_EXPLOSION].shaderProgram);
|
---|
1972 |
|
---|
1973 | GLuint proj_mat_loc = glGetUniformLocation(modelGroups[TYPE_EXPLOSION].shaderProgram, "proj");
|
---|
1974 | GLuint view_mat_loc = glGetUniformLocation(modelGroups[TYPE_EXPLOSION].shaderProgram, "view");
|
---|
1975 |
|
---|
1976 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj));
|
---|
1977 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view));
|
---|
1978 |
|
---|
1979 | GLuint model_mat_loc = glGetUniformLocation(modelGroups[TYPE_EXPLOSION].shaderProgram, "model_mat");
|
---|
1980 |
|
---|
1981 | glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(model_mat));
|
---|
1982 |
|
---|
1983 | GLuint velocity_vbo;
|
---|
1984 | glGenBuffers(1, &velocity_vbo);
|
---|
1985 | glBindBuffer(GL_ARRAY_BUFFER, velocity_vbo);
|
---|
1986 | glBufferData(GL_ARRAY_BUFFER, sizeof(vv), vv, GL_STATIC_DRAW);
|
---|
1987 |
|
---|
1988 | GLuint time_vbo;
|
---|
1989 | glGenBuffers(1, &time_vbo);
|
---|
1990 | glBindBuffer(GL_ARRAY_BUFFER, time_vbo);
|
---|
1991 | glBufferData(GL_ARRAY_BUFFER, sizeof(vt), vt, GL_STATIC_DRAW);
|
---|
1992 |
|
---|
1993 | glBindVertexArray(modelGroups[TYPE_EXPLOSION].vao);
|
---|
1994 |
|
---|
1995 | glEnableVertexAttribArray(0);
|
---|
1996 | glEnableVertexAttribArray(1);
|
---|
1997 |
|
---|
1998 | glBindBuffer(GL_ARRAY_BUFFER, velocity_vbo);
|
---|
1999 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
2000 |
|
---|
2001 | glBindBuffer(GL_ARRAY_BUFFER, time_vbo);
|
---|
2002 | glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
2003 |
|
---|
2004 | objExplosion = createExplosion();
|
---|
2005 | addObjectToScene(objExplosion, shaderBufferInfo, modelGroups,
|
---|
2006 | points_vbo,
|
---|
2007 | colors_vbo,
|
---|
2008 | texcoords_vbo,
|
---|
2009 | normals_vbo,
|
---|
2010 | ubo,
|
---|
2011 | model_mat_idx_vbo);
|
---|
2012 | }
|
---|
2013 |
|
---|
2014 | void populateBuffers(vector<SceneObject*>& objects,
|
---|
2015 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
2016 | map<ObjectType, ShaderModelGroup>& modelGroups,
|
---|
2017 | GLuint points_vbo,
|
---|
2018 | GLuint colors_vbo,
|
---|
2019 | GLuint texcoords_vbo,
|
---|
2020 | GLuint normals_vbo,
|
---|
2021 | GLuint ubo,
|
---|
2022 | GLuint ubo_idx_vbo) {
|
---|
2023 | GLsizeiptr num_points = 0;
|
---|
2024 | GLsizeiptr num_objects = 0;
|
---|
2025 |
|
---|
2026 | map<GLuint, unsigned int> shaderCounts;
|
---|
2027 | map<GLuint, unsigned int> shaderUboCounts;
|
---|
2028 |
|
---|
2029 | map<GLuint, BufferInfo>::iterator shaderIt;
|
---|
2030 |
|
---|
2031 | for (shaderIt = shaderBufferInfo.begin(); shaderIt != shaderBufferInfo.end(); shaderIt++) {
|
---|
2032 | shaderCounts[shaderIt->first] = 0;
|
---|
2033 | shaderUboCounts[shaderIt->first] = 0;
|
---|
2034 | }
|
---|
2035 |
|
---|
2036 | vector<SceneObject*>::iterator it;
|
---|
2037 |
|
---|
2038 | /* Find all shaders that need to be used and the number of objects and
|
---|
2039 | * number of points for each shader. Construct a map from shader id to count
|
---|
2040 | * of points being drawn using that shader (for thw model matrix ubo, we
|
---|
2041 | * need object counts instead). These will be used to get offsets into the
|
---|
2042 | * vertex buffer for each shader.
|
---|
2043 | */
|
---|
2044 | for (it = objects.begin(); it != objects.end(); ) {
|
---|
2045 | if ((*it)->deleted) {
|
---|
2046 | delete *it;
|
---|
2047 | it = objects.erase(it);
|
---|
2048 | } else {
|
---|
2049 | num_points += (*it)->num_points;
|
---|
2050 | num_objects++;
|
---|
2051 |
|
---|
2052 | shaderCounts[modelGroups[(*it)->type].shaderProgram] += (*it)->num_points;
|
---|
2053 | shaderUboCounts[modelGroups[(*it)->type].shaderProgram]++;
|
---|
2054 |
|
---|
2055 | it++;
|
---|
2056 | }
|
---|
2057 | }
|
---|
2058 |
|
---|
2059 | // double the buffer sizes to leave room for new objects
|
---|
2060 | num_points *= 2;
|
---|
2061 | num_objects *= 2;
|
---|
2062 |
|
---|
2063 | map<GLuint, unsigned int>::iterator shaderCountIt;
|
---|
2064 | unsigned int lastShaderCount = 0;
|
---|
2065 | unsigned int lastShaderUboCount = 0;
|
---|
2066 |
|
---|
2067 | /*
|
---|
2068 | * The counts calculated above can be used to get the starting offset of
|
---|
2069 | * each shader in the vertex buffer. Create a map of base offsets to mark
|
---|
2070 | * where the data for the first object using a given shader begins. Also,
|
---|
2071 | * create a map of current offsets to mark where to copy data for the next
|
---|
2072 | * object being added.
|
---|
2073 | */
|
---|
2074 | for (shaderCountIt = shaderCounts.begin(); shaderCountIt != shaderCounts.end(); shaderCountIt++) {
|
---|
2075 | // When populating the buffers, leave as much empty space as space taken up by existing objects
|
---|
2076 | // to allow new objects to be added without immediately having to resize the buffers
|
---|
2077 | shaderBufferInfo[shaderCountIt->first].vbo_base = lastShaderCount * 2;
|
---|
2078 | shaderBufferInfo[shaderCountIt->first].ubo_base = lastShaderUboCount * 2;
|
---|
2079 |
|
---|
2080 | shaderBufferInfo[shaderCountIt->first].ubo_offset = 0;
|
---|
2081 |
|
---|
2082 | shaderBufferInfo[shaderCountIt->first].vbo_capacity = shaderCounts[shaderCountIt->first] * 2;
|
---|
2083 | shaderBufferInfo[shaderCountIt->first].ubo_capacity = shaderUboCounts[shaderCountIt->first] * 2;
|
---|
2084 |
|
---|
2085 | lastShaderCount += shaderCounts[shaderCountIt->first];
|
---|
2086 | lastShaderUboCount += shaderUboCounts[shaderCountIt->first];
|
---|
2087 | }
|
---|
2088 |
|
---|
2089 | map<ObjectType, ShaderModelGroup>::iterator modelGroupIt;
|
---|
2090 | for (modelGroupIt = modelGroups.begin(); modelGroupIt != modelGroups.end(); modelGroupIt++) {
|
---|
2091 | modelGroups[modelGroupIt->first].numPoints = 0;
|
---|
2092 | }
|
---|
2093 |
|
---|
2094 | // Allocate all the buffers using the counts calculated above
|
---|
2095 |
|
---|
2096 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
2097 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLfloat) * 3, NULL, GL_DYNAMIC_DRAW);
|
---|
2098 |
|
---|
2099 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
2100 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLfloat) * 3, NULL, GL_DYNAMIC_DRAW);
|
---|
2101 |
|
---|
2102 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
2103 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLfloat) * 2, NULL, GL_DYNAMIC_DRAW);
|
---|
2104 |
|
---|
2105 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
2106 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLfloat) * 3, NULL, GL_DYNAMIC_DRAW);
|
---|
2107 |
|
---|
2108 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
2109 | glBufferData(GL_UNIFORM_BUFFER, num_objects * sizeof(mat4), NULL, GL_DYNAMIC_DRAW);
|
---|
2110 |
|
---|
2111 | glBindBuffer(GL_ARRAY_BUFFER, ubo_idx_vbo);
|
---|
2112 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLuint), NULL, GL_DYNAMIC_DRAW);
|
---|
2113 |
|
---|
2114 | for (it = objects.begin(); it != objects.end(); it++) {
|
---|
2115 | copyObjectDataToBuffers(**it, shaderBufferInfo, modelGroups,
|
---|
2116 | points_vbo,
|
---|
2117 | colors_vbo,
|
---|
2118 | texcoords_vbo,
|
---|
2119 | normals_vbo,
|
---|
2120 | ubo,
|
---|
2121 | ubo_idx_vbo);
|
---|
2122 | }
|
---|
2123 | }
|
---|
2124 |
|
---|
2125 | void copyObjectDataToBuffers(SceneObject& obj,
|
---|
2126 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
2127 | map<ObjectType, ShaderModelGroup>& modelGroups,
|
---|
2128 | GLuint points_vbo,
|
---|
2129 | GLuint colors_vbo,
|
---|
2130 | GLuint texcoords_vbo,
|
---|
2131 | GLuint normals_vbo,
|
---|
2132 | GLuint ubo,
|
---|
2133 | GLuint model_mat_idx_vbo) {
|
---|
2134 | BufferInfo* bufferInfo = &shaderBufferInfo[modelGroups[obj.type].shaderProgram];
|
---|
2135 |
|
---|
2136 | obj.vertex_vbo_offset = bufferInfo->vbo_base + modelGroups[obj.type].numPoints;
|
---|
2137 | obj.ubo_offset = bufferInfo->ubo_base + bufferInfo->ubo_offset;
|
---|
2138 |
|
---|
2139 | if (obj.ubo_offset == 0) {
|
---|
2140 | objFirst = &obj;
|
---|
2141 | }
|
---|
2142 |
|
---|
2143 | if (obj.type != TYPE_EXPLOSION) {
|
---|
2144 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
2145 | for (unsigned int i = 0; i < obj.num_points; i++) {
|
---|
2146 | glBufferSubData(GL_ARRAY_BUFFER, (obj.vertex_vbo_offset + i) * sizeof(GLuint), sizeof(GLuint), &obj.ubo_offset);
|
---|
2147 | }
|
---|
2148 |
|
---|
2149 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
2150 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.points.size() * sizeof(GLfloat), &obj.points[0]);
|
---|
2151 |
|
---|
2152 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
2153 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 2, obj.texcoords.size() * sizeof(GLfloat), &obj.texcoords[0]);
|
---|
2154 |
|
---|
2155 | if (obj.type != TYPE_LASER) {
|
---|
2156 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
2157 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.colors.size() * sizeof(GLfloat), &obj.colors[0]);
|
---|
2158 |
|
---|
2159 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
2160 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.normals.size() * sizeof(GLfloat), &obj.normals[0]);
|
---|
2161 | }
|
---|
2162 |
|
---|
2163 | obj.model_mat = obj.model_transform * obj.model_base;
|
---|
2164 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
2165 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat));
|
---|
2166 |
|
---|
2167 | if (obj.type == TYPE_ASTEROID) {
|
---|
2168 | glUseProgram(modelGroups[TYPE_ASTEROID].shaderProgram);
|
---|
2169 |
|
---|
2170 | ostringstream oss;
|
---|
2171 | oss << "hp[" << obj.ubo_offset << "]";
|
---|
2172 | glUniform1f(glGetUniformLocation(modelGroups[TYPE_ASTEROID].shaderProgram, oss.str().c_str()), ((Asteroid*)&obj)->hp);
|
---|
2173 | }
|
---|
2174 | }
|
---|
2175 |
|
---|
2176 | modelGroups[obj.type].numPoints += obj.num_points;
|
---|
2177 | bufferInfo->ubo_offset++;
|
---|
2178 | }
|
---|
2179 |
|
---|
2180 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo) {
|
---|
2181 | if (obj.deleted) return;
|
---|
2182 |
|
---|
2183 | obj.model_transform = transform * obj.model_transform;
|
---|
2184 | obj.model_mat = obj.model_transform * obj.model_base;
|
---|
2185 |
|
---|
2186 | obj.bounding_center = vec3(transform * vec4(obj.bounding_center, 1.0f));
|
---|
2187 |
|
---|
2188 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
2189 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat));
|
---|
2190 | }
|
---|
2191 |
|
---|
2192 | void translateLaser(Laser* laser, const vec3& translation, GLuint ubo) {
|
---|
2193 | // TODO: A lot of the values calculated here can be calculated once and saved when the laser is created,
|
---|
2194 | // and then re-used here
|
---|
2195 |
|
---|
2196 | vec3 start = vec3(laser->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
---|
2197 | vec3 end = vec3(laser->model_transform * vec4(0.0f, 0.0f, laser->points[38], 1.0f));
|
---|
2198 |
|
---|
2199 | vec3 ray = end - start;
|
---|
2200 | float length = glm::length(ray);
|
---|
2201 |
|
---|
2202 | float xAxisRotation = asin(ray.y / length);
|
---|
2203 | float yAxisRotation = atan2(-ray.x, -ray.z);
|
---|
2204 |
|
---|
2205 | vec3 normal(rotate(mat4(1.0f), yAxisRotation, vec3(0.0f, 1.0f, 0.0f)) *
|
---|
2206 | rotate(mat4(1.0f), xAxisRotation, vec3(1.0f, 0.0f, 0.0f)) *
|
---|
2207 | vec4(0.0f, 1.0f, 0.0f, 1.0f));
|
---|
2208 |
|
---|
2209 | // To project point P onto line AB:
|
---|
2210 | // projection = A + dot(AP,AB) / dot(AB,AB) * AB
|
---|
2211 | vec3 projOnLaser = start + glm::dot(cam_pos - start, ray) / (length*length) * ray;
|
---|
2212 | vec3 laserToCam = cam_pos - projOnLaser;
|
---|
2213 |
|
---|
2214 | float zAxisRotation = -atan2(glm::dot(glm::cross(normal, laserToCam), glm::normalize(ray)), glm::dot(normal, laserToCam));
|
---|
2215 |
|
---|
2216 | laser->model_base = rotate(mat4(1.0f), zAxisRotation, vec3(0.0f, 0.0f, 1.0f));
|
---|
2217 |
|
---|
2218 | transformObject(*laser, translate(mat4(1.0f), translation), ubo);
|
---|
2219 | }
|
---|
2220 |
|
---|
2221 | void updateLaserTarget(Laser* laser, vector<SceneObject*>& objects, GLuint points_vbo, GLuint asteroid_sp) {
|
---|
2222 | // TODO: A lot of the values calculated here can be calculated once and saved when the laser is created,
|
---|
2223 | // and then re-used here
|
---|
2224 |
|
---|
2225 | vec3 start = vec3(laser->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
---|
2226 | vec3 end = vec3(laser->model_transform * vec4(0.0f, 0.0f, laser->points[2] + laser->points[20], 1.0f));
|
---|
2227 |
|
---|
2228 | vec3 intersection(0.0f), closestIntersection(0.0f);
|
---|
2229 | Asteroid* closestAsteroid = NULL;
|
---|
2230 |
|
---|
2231 | for (vector<SceneObject*>::iterator it = objects.begin(); it != objects.end(); it++) {
|
---|
2232 | if ((*it)->type == TYPE_ASTEROID && !(*it)->deleted && getLaserAndAsteroidIntersection(start, end, **it, intersection)) {
|
---|
2233 | // TODO: Implement a more generic algorithm for testing the closest object by getting the distance between the points
|
---|
2234 | if (closestAsteroid == NULL || intersection.z > closestIntersection.z) {
|
---|
2235 | // TODO: At this point, find the real intersection of the laser with one of the asteroid's sides
|
---|
2236 | closestAsteroid = (Asteroid*)*it;
|
---|
2237 | closestIntersection = intersection;
|
---|
2238 | }
|
---|
2239 | }
|
---|
2240 | }
|
---|
2241 |
|
---|
2242 | float width = laser->points[0] - laser->points[2];
|
---|
2243 |
|
---|
2244 | if (laser->targetAsteroid != closestAsteroid) {
|
---|
2245 | if (laser->targetAsteroid != NULL) {
|
---|
2246 | if (laser == leftLaser) {
|
---|
2247 | leftLaserEffect->deleted = true;
|
---|
2248 | } else if (laser == rightLaser) {
|
---|
2249 | rightLaserEffect->deleted = true;
|
---|
2250 | }
|
---|
2251 | }
|
---|
2252 |
|
---|
2253 | EffectOverTime* eot = NULL;
|
---|
2254 |
|
---|
2255 | if (closestAsteroid != NULL) {
|
---|
2256 | eot = new EffectOverTime(closestAsteroid->hp, -20.0f, closestAsteroid);
|
---|
2257 | effects.push_back(eot);
|
---|
2258 | }
|
---|
2259 |
|
---|
2260 | if (laser == leftLaser) {
|
---|
2261 | leftLaserEffect = eot;
|
---|
2262 | } else if (laser == rightLaser) {
|
---|
2263 | rightLaserEffect = eot;
|
---|
2264 | }
|
---|
2265 | }
|
---|
2266 | laser->targetAsteroid = closestAsteroid;
|
---|
2267 |
|
---|
2268 | float length = 5.24f; // I think this was to make sure the laser went past the end of the screen
|
---|
2269 | if (closestAsteroid != NULL) {
|
---|
2270 | length = glm::length(closestIntersection - start);
|
---|
2271 |
|
---|
2272 | // TODO: Find a more generic way of updating the laser hp than in updateLaserTarget
|
---|
2273 |
|
---|
2274 | glUseProgram(asteroid_sp);
|
---|
2275 |
|
---|
2276 | ostringstream oss;
|
---|
2277 | oss << "hp[" << closestAsteroid->ubo_offset << "]";
|
---|
2278 | glUniform1f(glGetUniformLocation(asteroid_sp, oss.str().c_str()), closestAsteroid->hp);
|
---|
2279 | }
|
---|
2280 |
|
---|
2281 | laser->points[20] = -length + width / 2;
|
---|
2282 | laser->points[23] = -length + width / 2;
|
---|
2283 | laser->points[29] = -length + width / 2;
|
---|
2284 | laser->points[38] = -length;
|
---|
2285 | laser->points[41] = -length;
|
---|
2286 | laser->points[44] = -length + width / 2;
|
---|
2287 | laser->points[47] = -length;
|
---|
2288 | laser->points[50] = -length + width / 2;
|
---|
2289 | laser->points[53] = -length + width / 2;
|
---|
2290 |
|
---|
2291 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
2292 | glBufferSubData(GL_ARRAY_BUFFER, laser->vertex_vbo_offset * sizeof(GLfloat) * 3, laser->points.size() * sizeof(GLfloat), &laser->points[0]);
|
---|
2293 | }
|
---|
2294 |
|
---|
2295 | bool getLaserAndAsteroidIntersection(vec3& start, vec3& end, SceneObject& asteroid, vec3& intersection) {
|
---|
2296 | /*
|
---|
2297 | ### LINE EQUATIONS ###
|
---|
2298 | x = x1 + u * (x2 - x1)
|
---|
2299 | y = y1 + u * (y2 - y1)
|
---|
2300 | z = z1 + u * (z2 - z1)
|
---|
2301 |
|
---|
2302 | ### SPHERE EQUATION ###
|
---|
2303 | (x - x3)^2 + (y - y3)^2 + (z - z3)^2 = r^2
|
---|
2304 |
|
---|
2305 | ### QUADRATIC EQUATION TO SOLVE ###
|
---|
2306 | a*u^2 + b*u + c = 0
|
---|
2307 | WHERE THE CONSTANTS ARE
|
---|
2308 | a = (x2 - x1)^2 + (y2 - y1)^2 + (z2 - z1)^2
|
---|
2309 | b = 2*( (x2 - x1)*(x1 - x3) + (y2 - y1)*(y1 - y3) + (z2 - z1)*(z1 - z3) )
|
---|
2310 | c = x3^2 + y3^2 + z3^2 + x1^2 + y1^2 + z1^2 - 2(x3*x1 + y3*y1 + z3*z1) - r^2
|
---|
2311 |
|
---|
2312 | u = (-b +- sqrt(b^2 - 4*a*c)) / 2a
|
---|
2313 |
|
---|
2314 | If the value under the root is >= 0, we got an intersection
|
---|
2315 | If the value > 0, there are two solutions. Take the one closer to 0, since that's the
|
---|
2316 | one closer to the laser start point
|
---|
2317 | */
|
---|
2318 |
|
---|
2319 | vec3& center = asteroid.bounding_center;
|
---|
2320 |
|
---|
2321 | float a = pow(end.x-start.x, 2) + pow(end.y-start.y, 2) + pow(end.z-start.z, 2);
|
---|
2322 | float b = 2*((start.x-end.x)*(start.x-center.x) + (end.y-start.y)*(start.y-center.y) + (end.z-start.z)*(start.z-center.z));
|
---|
2323 | float c = pow(center.x, 2) + pow(center.y, 2) + pow(center.z, 2) + pow(start.x, 2) + pow(start.y, 2) + pow(start.z, 2) - 2*(center.x*start.x + center.y*start.y + center.z*start.z) - pow(asteroid.bounding_radius, 2);
|
---|
2324 | float discriminant = pow(b, 2) - 4*a*c;
|
---|
2325 |
|
---|
2326 | if (discriminant >= 0.0f) {
|
---|
2327 | // In this case, the negative root will always give the point closer to the laser start point
|
---|
2328 | float u = (-b - sqrt(discriminant)) / (2 * a);
|
---|
2329 |
|
---|
2330 | // Check that the intersection is within the line segment corresponding to the laser
|
---|
2331 | if (0.0f <= u && u <= 1.0f) {
|
---|
2332 | intersection = start + u * (end - start);
|
---|
2333 | return true;
|
---|
2334 | }
|
---|
2335 | }
|
---|
2336 |
|
---|
2337 | return false;
|
---|
2338 | }
|
---|
2339 |
|
---|
2340 | void renderScene(map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
2341 | map<ObjectType, ShaderModelGroup>& modelGroups, GLuint ubo) {
|
---|
2342 |
|
---|
2343 | glUseProgram(modelGroups[TYPE_SHIP].shaderProgram);
|
---|
2344 | glBindVertexArray(modelGroups[TYPE_SHIP].vao);
|
---|
2345 |
|
---|
2346 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[modelGroups[TYPE_SHIP].shaderProgram].vbo_base, modelGroups[TYPE_SHIP].numPoints);
|
---|
2347 |
|
---|
2348 | glUseProgram(modelGroups[TYPE_ASTEROID].shaderProgram);
|
---|
2349 | glBindVertexArray(modelGroups[TYPE_ASTEROID].vao);
|
---|
2350 |
|
---|
2351 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[modelGroups[TYPE_ASTEROID].shaderProgram].vbo_base, modelGroups[TYPE_ASTEROID].numPoints);
|
---|
2352 |
|
---|
2353 | glEnable(GL_BLEND);
|
---|
2354 |
|
---|
2355 | glUseProgram(modelGroups[TYPE_LASER].shaderProgram);
|
---|
2356 | glBindVertexArray(modelGroups[TYPE_LASER].vao);
|
---|
2357 |
|
---|
2358 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[modelGroups[TYPE_LASER].shaderProgram].vbo_base, modelGroups[TYPE_LASER].numPoints);
|
---|
2359 |
|
---|
2360 | glUseProgram(modelGroups[TYPE_EXPLOSION].shaderProgram);
|
---|
2361 | glBindVertexArray(modelGroups[TYPE_EXPLOSION].vao);
|
---|
2362 |
|
---|
2363 | glEnable(GL_PROGRAM_POINT_SIZE);
|
---|
2364 |
|
---|
2365 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
2366 | glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(mat4), value_ptr(objExplosion->model_mat));
|
---|
2367 |
|
---|
2368 | glDrawArrays(GL_POINTS, 0, modelGroups[TYPE_EXPLOSION].numPoints);
|
---|
2369 |
|
---|
2370 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
2371 | glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(mat4), value_ptr(objFirst->model_mat));
|
---|
2372 |
|
---|
2373 | glDisable(GL_PROGRAM_POINT_SIZE);
|
---|
2374 | glDisable(GL_BLEND);
|
---|
2375 | }
|
---|
2376 |
|
---|
2377 | void renderSceneGui() {
|
---|
2378 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
2379 |
|
---|
2380 | // 1. Show a simple window.
|
---|
2381 | // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
---|
2382 | /*
|
---|
2383 | {
|
---|
2384 | static float f = 0.0f;
|
---|
2385 | static int counter = 0;
|
---|
2386 | ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
---|
2387 | ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
---|
2388 | ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
---|
2389 |
|
---|
2390 | ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
---|
2391 | ImGui::Checkbox("Another Window", &show_another_window);
|
---|
2392 |
|
---|
2393 | if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
---|
2394 | counter++;
|
---|
2395 | ImGui::SameLine();
|
---|
2396 | ImGui::Text("counter = %d", counter);
|
---|
2397 |
|
---|
2398 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
---|
2399 | }
|
---|
2400 | */
|
---|
2401 |
|
---|
2402 | stringstream ssScore, ssFps;
|
---|
2403 | ssScore << "Score: " << score;
|
---|
2404 | ssFps << "FPS: " << fps;
|
---|
2405 |
|
---|
2406 | {
|
---|
2407 | ImGui::SetNextWindowSize(ImVec2(95, 46), ImGuiCond_Once);
|
---|
2408 | ImGui::SetNextWindowPos(ImVec2(10, 50), ImGuiCond_Once);
|
---|
2409 | ImGui::Begin("WndStats", NULL,
|
---|
2410 | ImGuiWindowFlags_NoTitleBar |
|
---|
2411 | ImGuiWindowFlags_NoResize |
|
---|
2412 | ImGuiWindowFlags_NoMove);
|
---|
2413 | ImGui::Text(ssScore.str().c_str());
|
---|
2414 | ImGui::Text(ssFps.str().c_str());
|
---|
2415 | ImGui::End();
|
---|
2416 | }
|
---|
2417 |
|
---|
2418 | {
|
---|
2419 | ImGui::SetNextWindowPos(ImVec2(380, 10), ImGuiCond_Once);
|
---|
2420 | ImGui::SetNextWindowSize(ImVec2(250, 35), ImGuiCond_Once);
|
---|
2421 | ImGui::Begin("WndMenubar", NULL,
|
---|
2422 | ImGuiWindowFlags_NoTitleBar |
|
---|
2423 | ImGuiWindowFlags_NoResize |
|
---|
2424 | ImGuiWindowFlags_NoMove);
|
---|
2425 | ImGui::InvisibleButton("", ImVec2(155, 18));
|
---|
2426 | ImGui::SameLine();
|
---|
2427 | if (ImGui::Button("Main Menu")) {
|
---|
2428 | events.push(EVENT_GO_TO_MAIN_MENU);
|
---|
2429 | }
|
---|
2430 | ImGui::End();
|
---|
2431 | }
|
---|
2432 |
|
---|
2433 | ImGui::Render();
|
---|
2434 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
2435 | }
|
---|
2436 |
|
---|
2437 | void renderMainMenu() {
|
---|
2438 | }
|
---|
2439 |
|
---|
2440 | void renderMainMenuGui() {
|
---|
2441 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
2442 |
|
---|
2443 | {
|
---|
2444 | int padding = 4;
|
---|
2445 | ImGui::SetNextWindowPos(ImVec2(-padding, -padding), ImGuiCond_Once);
|
---|
2446 | ImGui::SetNextWindowSize(ImVec2(width + 2 * padding, height + 2 * padding), ImGuiCond_Once);
|
---|
2447 | ImGui::Begin("WndMain", NULL,
|
---|
2448 | ImGuiWindowFlags_NoTitleBar |
|
---|
2449 | ImGuiWindowFlags_NoResize |
|
---|
2450 | ImGuiWindowFlags_NoMove);
|
---|
2451 |
|
---|
2452 | ImGui::InvisibleButton("", ImVec2(10, 80));
|
---|
2453 | ImGui::InvisibleButton("", ImVec2(285, 18));
|
---|
2454 | ImGui::SameLine();
|
---|
2455 | if (ImGui::Button("New Game")) {
|
---|
2456 | events.push(EVENT_GO_TO_GAME);
|
---|
2457 | }
|
---|
2458 |
|
---|
2459 | ImGui::InvisibleButton("", ImVec2(10, 15));
|
---|
2460 | ImGui::InvisibleButton("", ImVec2(300, 18));
|
---|
2461 | ImGui::SameLine();
|
---|
2462 | if (ImGui::Button("Quit")) {
|
---|
2463 | events.push(EVENT_QUIT);
|
---|
2464 | }
|
---|
2465 |
|
---|
2466 | ImGui::End();
|
---|
2467 | }
|
---|
2468 |
|
---|
2469 | ImGui::Render();
|
---|
2470 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
2471 | }
|
---|
2472 |
|
---|
2473 | Asteroid* createAsteroid(vec3 pos) {
|
---|
2474 | Asteroid* obj = new Asteroid();
|
---|
2475 | obj->type = TYPE_ASTEROID;
|
---|
2476 | obj->hp = 10.0f;
|
---|
2477 |
|
---|
2478 | obj->points = {
|
---|
2479 | // front
|
---|
2480 | 1.0f, 1.0f, 1.0f,
|
---|
2481 | -1.0f, 1.0f, 1.0f,
|
---|
2482 | -1.0f, -1.0f, 1.0f,
|
---|
2483 | 1.0f, 1.0f, 1.0f,
|
---|
2484 | -1.0f, -1.0f, 1.0f,
|
---|
2485 | 1.0f, -1.0f, 1.0f,
|
---|
2486 |
|
---|
2487 | // top
|
---|
2488 | 1.0f, 1.0f, -1.0f,
|
---|
2489 | -1.0f, 1.0f, -1.0f,
|
---|
2490 | -1.0f, 1.0f, 1.0f,
|
---|
2491 | 1.0f, 1.0f, -1.0f,
|
---|
2492 | -1.0f, 1.0f, 1.0f,
|
---|
2493 | 1.0f, 1.0f, 1.0f,
|
---|
2494 |
|
---|
2495 | // bottom
|
---|
2496 | 1.0f, -1.0f, 1.0f,
|
---|
2497 | -1.0f, -1.0f, 1.0f,
|
---|
2498 | -1.0f, -1.0f, -1.0f,
|
---|
2499 | 1.0f, -1.0f, 1.0f,
|
---|
2500 | -1.0f, -1.0f, -1.0f,
|
---|
2501 | 1.0f, -1.0f, -1.0f,
|
---|
2502 |
|
---|
2503 | // back
|
---|
2504 | 1.0f, 1.0f, -1.0f,
|
---|
2505 | -1.0f, -1.0f, -1.0f,
|
---|
2506 | -1.0f, 1.0f, -1.0f,
|
---|
2507 | 1.0f, 1.0f, -1.0f,
|
---|
2508 | 1.0f, -1.0f, -1.0f,
|
---|
2509 | -1.0f, -1.0f, -1.0f,
|
---|
2510 |
|
---|
2511 | // right
|
---|
2512 | 1.0f, 1.0f, -1.0f,
|
---|
2513 | 1.0f, 1.0f, 1.0f,
|
---|
2514 | 1.0f, -1.0f, 1.0f,
|
---|
2515 | 1.0f, 1.0f, -1.0f,
|
---|
2516 | 1.0f, -1.0f, 1.0f,
|
---|
2517 | 1.0f, -1.0f, -1.0f,
|
---|
2518 |
|
---|
2519 | // left
|
---|
2520 | -1.0f, 1.0f, 1.0f,
|
---|
2521 | -1.0f, 1.0f, -1.0f,
|
---|
2522 | -1.0f, -1.0f, -1.0f,
|
---|
2523 | -1.0f, 1.0f, 1.0f,
|
---|
2524 | -1.0f, -1.0f, -1.0f,
|
---|
2525 | -1.0f, -1.0f, 1.0f,
|
---|
2526 | };
|
---|
2527 | obj->colors = {
|
---|
2528 | // front
|
---|
2529 | 0.4f, 0.4f, 0.4f,
|
---|
2530 | 0.4f, 0.4f, 0.4f,
|
---|
2531 | 0.4f, 0.4f, 0.4f,
|
---|
2532 | 0.4f, 0.4f, 0.4f,
|
---|
2533 | 0.4f, 0.4f, 0.4f,
|
---|
2534 | 0.4f, 0.4f, 0.4f,
|
---|
2535 |
|
---|
2536 | // top
|
---|
2537 | 0.4f, 0.4f, 0.4f,
|
---|
2538 | 0.4f, 0.4f, 0.4f,
|
---|
2539 | 0.4f, 0.4f, 0.4f,
|
---|
2540 | 0.4f, 0.4f, 0.4f,
|
---|
2541 | 0.4f, 0.4f, 0.4f,
|
---|
2542 | 0.4f, 0.4f, 0.4f,
|
---|
2543 |
|
---|
2544 | // bottom
|
---|
2545 | 0.4f, 0.4f, 0.4f,
|
---|
2546 | 0.4f, 0.4f, 0.4f,
|
---|
2547 | 0.4f, 0.4f, 0.4f,
|
---|
2548 | 0.4f, 0.4f, 0.4f,
|
---|
2549 | 0.4f, 0.4f, 0.4f,
|
---|
2550 | 0.4f, 0.4f, 0.4f,
|
---|
2551 |
|
---|
2552 | // back
|
---|
2553 | 0.4f, 0.4f, 0.4f,
|
---|
2554 | 0.4f, 0.4f, 0.4f,
|
---|
2555 | 0.4f, 0.4f, 0.4f,
|
---|
2556 | 0.4f, 0.4f, 0.4f,
|
---|
2557 | 0.4f, 0.4f, 0.4f,
|
---|
2558 | 0.4f, 0.4f, 0.4f,
|
---|
2559 |
|
---|
2560 | // right
|
---|
2561 | 0.4f, 0.4f, 0.4f,
|
---|
2562 | 0.4f, 0.4f, 0.4f,
|
---|
2563 | 0.4f, 0.4f, 0.4f,
|
---|
2564 | 0.4f, 0.4f, 0.4f,
|
---|
2565 | 0.4f, 0.4f, 0.4f,
|
---|
2566 | 0.4f, 0.4f, 0.4f,
|
---|
2567 |
|
---|
2568 | // left
|
---|
2569 | 0.4f, 0.4f, 0.4f,
|
---|
2570 | 0.4f, 0.4f, 0.4f,
|
---|
2571 | 0.4f, 0.4f, 0.4f,
|
---|
2572 | 0.4f, 0.4f, 0.4f,
|
---|
2573 | 0.4f, 0.4f, 0.4f,
|
---|
2574 | 0.4f, 0.4f, 0.4f,
|
---|
2575 | };
|
---|
2576 | obj->texcoords = { 0.0f };
|
---|
2577 |
|
---|
2578 | mat4 T = translate(mat4(1.0f), pos);
|
---|
2579 | mat4 R = rotate(mat4(1.0f), 60.0f * (float)ONE_DEG_IN_RAD, vec3(1.0f, 1.0f, -1.0f));
|
---|
2580 | obj->model_base = T * R * scale(mat4(1.0f), vec3(0.1f, 0.1f, 0.1f));
|
---|
2581 |
|
---|
2582 | obj->translate_mat = T;
|
---|
2583 |
|
---|
2584 | initObject(obj);
|
---|
2585 | // This accounts for the scaling in model_base.
|
---|
2586 | // Dividing by 8 instead of 10 since the bounding radius algorithm
|
---|
2587 | // under-calculates the true value.
|
---|
2588 | // TODO: Once the intersection check with the sides of the asteroid is done,
|
---|
2589 | // this can be removed.
|
---|
2590 | obj->bounding_radius /= 8.0f;
|
---|
2591 |
|
---|
2592 | return obj;
|
---|
2593 | }
|
---|
2594 |
|
---|
2595 | SceneObject* createExplosion() {
|
---|
2596 | SceneObject* obj = new SceneObject();
|
---|
2597 | obj->type = TYPE_EXPLOSION;
|
---|
2598 |
|
---|
2599 | obj->points = {};
|
---|
2600 | obj->colors = {};
|
---|
2601 |
|
---|
2602 | initObject(obj);
|
---|
2603 | obj->num_points = EXPLOSION_PARTICLE_COUNT;
|
---|
2604 |
|
---|
2605 | return obj;
|
---|
2606 | }
|
---|
2607 |
|
---|
2608 | float getRandomNum(float low, float high) {
|
---|
2609 | return low + ((float)rand()/RAND_MAX) * (high-low);
|
---|
2610 | }
|
---|