source: opengl-game/new-game.cpp@ e856d62

feature/imgui-sdl points-test
Last change on this file since e856d62 was e856d62, checked in by Dmitry Portnoy <dmp1488@…>, 7 years ago

Make texture images appear right-side up and streamline the code for creating a window

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File size: 19.7 KB
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1#include "logger.h"
2
3#include "stb_image.h"
4
5#define _USE_MATH_DEFINES
6#define GLM_SWIZZLE
7
8// This is to fix a non-alignment issue when passing vec4 params.
9// Check if it got fixed in a later version of GLM
10#define GLM_FORCE_PURE
11
12#include <glm/mat4x4.hpp>
13#include <glm/gtc/matrix_transform.hpp>
14#include <glm/gtc/type_ptr.hpp>
15
16#include <GL/glew.h>
17#include <GLFW/glfw3.h>
18
19#include <cstdio>
20#include <iostream>
21#include <fstream>
22#include <cmath>
23#include <string>
24#include <array>
25#include <vector>
26
27using namespace std;
28using namespace glm;
29
30#define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
31
32/*
33 * If I use one array to store the points for all the object faces in the scene, I'll probably remove the ObjectFace object,
34 * and store the start and end indices of a given object's point coordinates in that array in the SceneObject.
35 *
36 * Should probably do something similar with colors and texture coordinates, once I figure out the best way to store tex coords
37 * for all objects in one array.
38 */
39
40
41// might also want to store the shader to be used for the object
42struct SceneObject {
43 mat4 model_mat;
44};
45
46struct ObjectFace {
47 unsigned int object_id;
48 array<vec3, 3> points;
49};
50
51const bool FULLSCREEN = false;
52int width = 640;
53int height = 480;
54
55vec3 cam_pos;
56
57mat4 view_mat;
58mat4 proj_mat;
59
60vector<SceneObject> objects;
61vector<ObjectFace> faces;
62
63SceneObject* clickedObject = NULL;
64SceneObject* selectedObject = NULL;
65
66bool faceClicked(ObjectFace* face, vec4 world_ray, vec4 cam, vec4& click_point);
67bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
68
69GLuint loadShader(GLenum type, string file);
70GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
71unsigned char* loadImage(string file_name, int* x, int* y);
72
73void printVector(string label, vec3 v);
74void print4DVector(string label, vec4 v);
75
76float NEAR_CLIP = 0.1f;
77float FAR_CLIP = 100.0f;
78
79void glfw_error_callback(int error, const char* description) {
80 gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
81}
82
83void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
84 double mouse_x, mouse_y;
85 glfwGetCursorPos(window, &mouse_x, &mouse_y);
86
87 if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
88 cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
89 selectedObject = NULL;
90
91 float x = (2.0f*mouse_x) / width - 1.0f;
92 float y = 1.0f - (2.0f*mouse_y) / height;
93
94 cout << "x: " << x << ", y: " << y << endl;
95
96 vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
97 vec4 ray_eye = inverse(proj_mat) * ray_clip;
98 ray_eye = vec4(ray_eye.xy(), -1.0f, 1.0f);
99 vec4 ray_world = inverse(view_mat) * ray_eye;
100
101 vec4 cam_pos_temp = vec4(cam_pos, 1.0f);
102
103 vec4 click_point;
104 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
105 int closest_face_id = -1;
106
107 for (int i = 0; i<faces.size(); i++) {
108 if (faceClicked(&faces[i], ray_world, cam_pos_temp, click_point)) {
109 click_point = view_mat * click_point;
110
111 if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
112 closest_point = click_point.xyz();
113 closest_face_id = i;
114 }
115 }
116 }
117
118 if (closest_face_id == -1) {
119 cout << "No object was clicked" << endl;
120 } else {
121 clickedObject = &objects[faces[closest_face_id].object_id];
122 cout << "Clicked object: " << faces[closest_face_id].object_id << endl;
123 }
124 }
125}
126
127int main(int argc, char* argv[]) {
128 cout << "New OpenGL Game" << endl;
129
130 if (!restart_gl_log()) {}
131 gl_log("starting GLFW\n%s\n", glfwGetVersionString());
132
133 glfwSetErrorCallback(glfw_error_callback);
134 if (!glfwInit()) {
135 fprintf(stderr, "ERROR: could not start GLFW3\n");
136 return 1;
137 }
138
139#ifdef __APPLE__
140 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
141 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
142 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
143 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
144#endif
145
146 glfwWindowHint(GLFW_SAMPLES, 4);
147
148 GLFWwindow* window = NULL;
149 GLFWmonitor* mon = NULL;
150
151 if (FULLSCREEN) {
152 mon = glfwGetPrimaryMonitor();
153 const GLFWvidmode* vmode = glfwGetVideoMode(mon);
154
155 width = vmode->width;
156 height = vmode->height;
157 cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
158 }
159 window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL);
160
161 if (!window) {
162 fprintf(stderr, "ERROR: could not open window with GLFW3\n");
163 glfwTerminate();
164 return 1;
165 }
166
167 glfwSetMouseButtonCallback(window, mouse_button_callback);
168
169 glfwMakeContextCurrent(window);
170 glewExperimental = GL_TRUE;
171 glewInit();
172
173 const GLubyte* renderer = glGetString(GL_RENDERER);
174 const GLubyte* version = glGetString(GL_VERSION);
175 printf("Renderer: %s\n", renderer);
176 printf("OpenGL version supported %s\n", version);
177
178 glEnable(GL_DEPTH_TEST);
179 glDepthFunc(GL_LESS);
180
181 glEnable(GL_CULL_FACE);
182 // glCullFace(GL_BACK);
183 // glFrontFace(GL_CW);
184
185 int x, y;
186 unsigned char* texImage = loadImage("test.png", &x, &y);
187 if (texImage) {
188 cout << "Yay, I loaded an image!" << endl;
189 cout << x << endl;
190 cout << y << endl;
191 printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
192 }
193
194 GLuint tex = 0;
195 glGenTextures(1, &tex);
196 glActiveTexture(GL_TEXTURE0);
197 glBindTexture(GL_TEXTURE_2D, tex);
198 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
199
200 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
201 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
202 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
203 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
204
205 GLfloat points[] = {
206 0.0f, 0.5f, 0.0f,
207 -0.5f, -0.5f, 0.0f,
208 0.5f, -0.5f, 0.0f,
209 0.5f, -0.5f, 0.0f,
210 -0.5f, -0.5f, 0.0f,
211 0.0f, 0.5f, 0.0f,
212 };
213
214 GLfloat colors[] = {
215 1.0, 0.0, 0.0,
216 0.0, 0.0, 1.0,
217 0.0, 1.0, 0.0,
218 0.0, 1.0, 0.0,
219 0.0, 0.0, 1.0,
220 1.0, 0.0, 0.0,
221 };
222
223 GLfloat colors_new[] = {
224 0.0, 1.0, 0.0,
225 0.0, 1.0, 0.0,
226 0.0, 1.0, 0.0,
227 0.0, 1.0, 0.0,
228 0.0, 1.0, 0.0,
229 0.0, 1.0, 0.0,
230 };
231
232 // Each point is made of 3 floats
233 int numPoints = (sizeof(points) / sizeof(float)) / 3;
234
235 GLfloat points2[] = {
236 0.5f, 0.5f, 0.0f,
237 -0.5f, 0.5f, 0.0f,
238 -0.5f, -0.5f, 0.0f,
239 0.5f, 0.5f, 0.0f,
240 -0.5f, -0.5f, 0.0f,
241 0.5f, -0.5f, 0.0f,
242 };
243
244 GLfloat colors2[] = {
245 0.0, 0.9, 0.9,
246 0.0, 0.9, 0.9,
247 0.0, 0.9, 0.9,
248 0.0, 0.9, 0.9,
249 0.0, 0.9, 0.9,
250 0.0, 0.9, 0.9,
251 };
252
253 GLfloat texcoords[] = {
254 1.0f, 1.0f,
255 0.0f, 1.0f,
256 0.0, 0.0,
257 1.0, 1.0,
258 0.0, 0.0,
259 1.0, 0.0
260 };
261
262 // Each point is made of 3 floats
263 int numPoints2 = (sizeof(points2) / sizeof(float)) / 3;
264
265 mat4 T_model, R_model;
266
267 // triangle
268 objects.push_back(SceneObject());
269
270 T_model = translate(mat4(), vec3(0.25f, 0.0f, 0.0f));
271 R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
272 objects[0].model_mat = T_model*R_model;
273
274 faces.push_back(ObjectFace());
275 faces[0].object_id = 0;
276 faces[0].points = {
277 vec3(points[0], points[1], points[2]),
278 vec3(points[3], points[4], points[5]),
279 vec3(points[6], points[7], points[8]),
280 };
281
282 // square
283 objects.push_back(SceneObject());
284
285 T_model = translate(mat4(), vec3(-0.5f, 0.0f, -1.00f));
286 R_model = rotate(mat4(), 0.5f, vec3(0.0f, 1.0f, 0.0f));
287 objects[1].model_mat = T_model*R_model;
288
289 faces.push_back(ObjectFace());
290 faces[1].object_id = 1;
291 faces[1].points = {
292 vec3(points2[0], points2[1], points2[2]),
293 vec3(points2[3], points2[4], points2[5]),
294 vec3(points2[6], points2[7], points2[8]),
295 };
296
297 faces.push_back(ObjectFace());
298 faces[2].object_id = 1;
299 faces[2].points = {
300 vec3(points2[9], points2[10], points2[11]),
301 vec3(points2[12], points2[13], points2[14]),
302 vec3(points2[15], points2[16], points2[17]),
303 };
304
305 GLuint points_vbo = 0;
306 glGenBuffers(1, &points_vbo);
307 glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
308 glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
309
310 GLuint colors_vbo = 0;
311 glGenBuffers(1, &colors_vbo);
312 glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
313 glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
314
315 GLuint vao = 0;
316 glGenVertexArrays(1, &vao);
317 glBindVertexArray(vao);
318 glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
319 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
320 glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
321 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
322
323 glEnableVertexAttribArray(0);
324 glEnableVertexAttribArray(1);
325
326 GLuint points2_vbo = 0;
327 glGenBuffers(1, &points2_vbo);
328 glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
329 glBufferData(GL_ARRAY_BUFFER, sizeof(points2), points2, GL_STATIC_DRAW);
330
331 GLuint colors2_vbo = 0;
332 glGenBuffers(1, &colors2_vbo);
333 glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
334 glBufferData(GL_ARRAY_BUFFER, sizeof(colors2), colors2, GL_STATIC_DRAW);
335
336 GLuint vt_vbo;
337 glGenBuffers(1, &vt_vbo);
338 glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
339 glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW);
340
341 GLuint vao2 = 0;
342 glGenVertexArrays(1, &vao2);
343 glBindVertexArray(vao2);
344 glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
345 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
346 // glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
347 // glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
348 glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
349 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
350
351 glEnableVertexAttribArray(0);
352 glEnableVertexAttribArray(1);
353
354 GLuint shader_program = loadShaderProgram("./color.vert", "./color.frag");
355 GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag");
356
357 float speed = 1.0f;
358 float last_position = 0.0f;
359
360 float cam_speed = 1.0f;
361 float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
362
363 // glm::lookAt can create the view matrix
364 // glm::perspective can create the projection matrix
365
366 cam_pos = vec3(0.0f, 0.0f, 2.0f);
367 float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
368
369 mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
370 mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
371 view_mat = R*T;
372
373 float fov = 67.0f * ONE_DEG_IN_RAD;
374 float aspect = (float)width / (float)height;
375
376 float range = tan(fov * 0.5f) * NEAR_CLIP;
377 float Sx = NEAR_CLIP / (range * aspect);
378 float Sy = NEAR_CLIP / range;
379 float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
380 float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
381
382 float proj_arr[] = {
383 Sx, 0.0f, 0.0f, 0.0f,
384 0.0f, Sy, 0.0f, 0.0f,
385 0.0f, 0.0f, Sz, -1.0f,
386 0.0f, 0.0f, Pz, 0.0f,
387 };
388 proj_mat = make_mat4(proj_arr);
389
390 GLint model_test_loc = glGetUniformLocation(shader_program, "model");
391 GLint view_test_loc = glGetUniformLocation(shader_program, "view");
392 GLint proj_test_loc = glGetUniformLocation(shader_program, "proj");
393
394 GLint model_mat_loc = glGetUniformLocation(shader_program2, "model");
395 GLint view_mat_loc = glGetUniformLocation(shader_program2, "view");
396 GLint proj_mat_loc = glGetUniformLocation(shader_program2, "proj");
397
398 glUseProgram(shader_program);
399 glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[0].model_mat));
400 glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
401 glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
402
403 glUseProgram(shader_program2);
404 glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(objects[1].model_mat));
405 glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
406 glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
407
408 bool cam_moved = false;
409
410 double previous_seconds = glfwGetTime();
411 while (!glfwWindowShouldClose(window)) {
412 double current_seconds = glfwGetTime();
413 double elapsed_seconds = current_seconds - previous_seconds;
414 previous_seconds = current_seconds;
415
416 if (fabs(last_position) > 1.0f) {
417 speed = -speed;
418 }
419
420 if (clickedObject == &objects[0]) {
421 selectedObject = &objects[0];
422 }
423
424 // At some point, I should change this to only rebind the buffer once per click, not once per frame
425 glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
426 if (selectedObject == &objects[0]) {
427 glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors_new, GL_STATIC_DRAW);
428 }
429 else {
430 glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
431 }
432
433 /*
434 model[12] = last_position + speed*elapsed_seconds;
435 last_position = model[12];
436 */
437
438 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
439
440 glUseProgram(shader_program);
441
442 // Since every object will have a different model matrix, maybe it shouldn't be a uniform
443
444 // this is temporary.
445 // It's needed to offset the code for the recoloring of the square working during click detection
446 glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[0].model_mat));
447
448 glBindVertexArray(vao);
449
450 glDrawArrays(GL_TRIANGLES, 0, numPoints);
451
452 if (clickedObject == &objects[1]) {
453 selectedObject = &objects[1];
454 }
455
456 if (selectedObject == &objects[1]) {
457 glUseProgram(shader_program);
458
459 // this is temporary.
460 // It's needed to get the recoloring of the square working during click detection
461 glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[1].model_mat));
462
463 glBindVertexArray(vao2);
464
465 glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
466 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
467 } else {
468 glUseProgram(shader_program2);
469
470 glBindVertexArray(vao2);
471
472 glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
473 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
474 }
475
476 glDrawArrays(GL_TRIANGLES, 0, numPoints2);
477
478 clickedObject = NULL;
479
480 glfwPollEvents();
481 glfwSwapBuffers(window);
482
483 if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
484 glfwSetWindowShouldClose(window, 1);
485 }
486
487 float dist = cam_speed * elapsed_seconds;
488 if (glfwGetKey(window, GLFW_KEY_A)) {
489 cam_pos.x -= cos(cam_yaw)*dist;
490 cam_pos.z += sin(cam_yaw)*dist;
491 cam_moved = true;
492 }
493 if (glfwGetKey(window, GLFW_KEY_D)) {
494 cam_pos.x += cos(cam_yaw)*dist;
495 cam_pos.z -= sin(cam_yaw)*dist;
496 cam_moved = true;
497 }
498 if (glfwGetKey(window, GLFW_KEY_W)) {
499 cam_pos.x -= sin(cam_yaw)*dist;
500 cam_pos.z -= cos(cam_yaw)*dist;
501 cam_moved = true;
502 }
503 if (glfwGetKey(window, GLFW_KEY_S)) {
504 cam_pos.x += sin(cam_yaw)*dist;
505 cam_pos.z += cos(cam_yaw)*dist;
506 cam_moved = true;
507 }
508 if (glfwGetKey(window, GLFW_KEY_LEFT)) {
509 cam_yaw += cam_yaw_speed * elapsed_seconds;
510 cam_moved = true;
511 }
512 if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
513 cam_yaw -= cam_yaw_speed * elapsed_seconds;
514 cam_moved = true;
515 }
516 if (cam_moved) {
517 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
518 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
519 view_mat = R*T;
520
521 glUseProgram(shader_program);
522 glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
523
524 glUseProgram(shader_program2);
525 glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
526
527 cam_moved = false;
528 }
529 }
530
531 glfwTerminate();
532 return 0;
533}
534
535GLuint loadShader(GLenum type, string file) {
536 cout << "Loading shader from file " << file << endl;
537
538 ifstream shaderFile(file);
539 GLuint shaderId = 0;
540
541 if (shaderFile.is_open()) {
542 string line, shaderString;
543
544 while(getline(shaderFile, line)) {
545 shaderString += line + "\n";
546 }
547 shaderFile.close();
548 const char* shaderCString = shaderString.c_str();
549
550 shaderId = glCreateShader(type);
551 glShaderSource(shaderId, 1, &shaderCString, NULL);
552 glCompileShader(shaderId);
553
554 cout << "Loaded successfully" << endl;
555 } else {
556 cout << "Failed to load the file" << endl;
557 }
558
559 return shaderId;
560}
561
562GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
563 GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
564 GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
565
566 GLuint shader_program = glCreateProgram();
567 glAttachShader(shader_program, vs);
568 glAttachShader(shader_program, fs);
569
570 glLinkProgram(shader_program);
571
572 return shader_program;
573}
574
575unsigned char* loadImage(string file_name, int* x, int* y) {
576 int n;
577 int force_channels = 4; // This forces RGBA (4 bytes per pixel)
578 unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
579
580 int width_in_bytes = *x * 4;
581 unsigned char *top = NULL;
582 unsigned char *bottom = NULL;
583 unsigned char temp = 0;
584 int half_height = *y / 2;
585
586 // flip image upside-down to account for OpenGL treating lower-left as (0, 0)
587 for (int row = 0; row < half_height; row++) {
588 top = image_data + row * width_in_bytes;
589 bottom = image_data + (*y - row - 1) * width_in_bytes;
590 for (int col = 0; col < width_in_bytes; col++) {
591 temp = *top;
592 *top = *bottom;
593 *bottom = temp;
594 top++;
595 bottom++;
596 }
597 }
598
599 if (!image_data) {
600 fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
601 }
602
603 // Not Power-of-2 check
604 if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) {
605 fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str());
606 }
607
608 return image_data;
609}
610
611bool faceClicked(ObjectFace* face, vec4 world_ray, vec4 cam, vec4& click_point) {
612 // LINE EQUATION: P = O + Dt
613 // O = cam
614 // D = ray_world
615
616 // PLANE EQUATION: P dot n + d = 0
617 // n is the normal vector
618 // d is the offset from the origin
619
620 // Take the cross-product of two vectors on the plane to get the normal
621 vec3 v1 = face->points[1] - face->points[0];
622 vec3 v2 = face->points[2] - face->points[0];
623
624 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);
625
626 print4DVector("Full world ray", world_ray);
627
628 SceneObject* obj = &objects[face->object_id];
629 vec3 local_ray = (inverse(obj->model_mat) * world_ray).xyz();
630 vec3 local_cam = (inverse(obj->model_mat) * cam).xyz();
631
632 local_ray = local_ray - local_cam;
633
634 float d = -glm::dot(face->points[0], normal);
635 cout << "d: " << d << endl;
636
637 float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
638 cout << "t: " << t << endl;
639
640 vec3 intersection = local_cam + t*local_ray;
641 printVector("Intersection", intersection);
642
643 if (insideTriangle(intersection, face->points)) {
644 click_point = obj->model_mat * vec4(intersection, 1.0f);
645 return true;
646 } else {
647 return false;
648 }
649}
650
651bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
652 vec3 v21 = triangle_points[1]- triangle_points[0];
653 vec3 v31 = triangle_points[2]- triangle_points[0];
654 vec3 pv1 = p- triangle_points[0];
655
656 float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
657 float x = (pv1.x-y*v31.x) / v21.x;
658
659 cout << "(" << x << ", " << y << ")" << endl;
660
661 return x > 0.0f && y > 0.0f && x+y < 1.0f;
662}
663
664void printVector(string label, vec3 v) {
665 cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
666}
667
668void print4DVector(string label, vec4 v) {
669 cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
670}
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