[22b2c37] | 1 | #include "logger.h"
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[5272b6b] | 2 |
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[485424b] | 3 | #include "stb_image.h"
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| 4 |
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[1099b95] | 5 | #define _USE_MATH_DEFINES
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[c62eee6] | 6 | #define GLM_SWIZZLE
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[1099b95] | 7 |
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[5c9d193] | 8 | // This is to fix a non-alignment issue when passing vec4 params.
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| 9 | // Check if it got fixed in a later version of GLM
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| 10 | #define GLM_FORCE_PURE
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| 11 |
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[c62eee6] | 12 | #include <glm/mat4x4.hpp>
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[7ee66ea] | 13 | #include <glm/gtc/matrix_transform.hpp>
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| 14 | #include <glm/gtc/type_ptr.hpp>
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| 15 |
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[5272b6b] | 16 | #include <GL/glew.h>
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| 17 | #include <GLFW/glfw3.h>
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| 18 |
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[22b2c37] | 19 | #include <cstdio>
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| 20 | #include <iostream>
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[ec4456b] | 21 | #include <fstream>
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[93baa0e] | 22 | #include <cmath>
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[1099b95] | 23 | #include <string>
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[19c9338] | 24 | #include <array>
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[df652d5] | 25 | #include <vector>
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[22b2c37] | 26 |
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[5272b6b] | 27 | using namespace std;
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[7ee66ea] | 28 | using namespace glm;
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| 29 |
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| 30 | #define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
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[c62eee6] | 31 |
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[b73cb3b] | 32 | /*
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| 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,
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| 34 | * and store the start and end indices of a given object's point coordinates in that array in the SceneObject.
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| 35 | *
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| 36 | * Should probably do something similar with colors and texture coordinates, once I figure out the best way to store tex coords
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| 37 | * for all objects in one array.
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| 38 | */
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| 39 |
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| 40 |
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| 41 | // might also want to store the shader to be used for the object
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[df652d5] | 42 | struct SceneObject {
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| 43 | mat4 model_mat;
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| 44 | };
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| 45 |
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| 46 | struct ObjectFace {
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[e82692b] | 47 | unsigned int object_id;
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[df652d5] | 48 | array<vec3, 3> points;
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| 49 | };
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| 50 |
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[485424b] | 51 | const bool FULLSCREEN = false;
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[c62eee6] | 52 | int width = 640;
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| 53 | int height = 480;
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| 54 |
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| 55 | vec3 cam_pos;
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| 56 |
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| 57 | mat4 view_mat;
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| 58 | mat4 proj_mat;
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[5272b6b] | 59 |
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[df652d5] | 60 | vector<SceneObject> objects;
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| 61 | vector<ObjectFace> faces;
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| 62 |
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[147ac6d] | 63 | SceneObject* clickedObject = NULL;
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| 64 | SceneObject* selectedObject = NULL;
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| 65 |
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[046ce72] | 66 | double fps;
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| 67 |
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[e82692b] | 68 | bool faceClicked(ObjectFace* face, vec4 world_ray, vec4 cam, vec4& click_point);
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[5c9d193] | 69 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
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[33a9664] | 70 |
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[ec4456b] | 71 | GLuint loadShader(GLenum type, string file);
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[485424b] | 72 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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| 73 | unsigned char* loadImage(string file_name, int* x, int* y);
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[ec4456b] | 74 |
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[d12d003] | 75 | void printVector(string label, vec3 v);
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[b73cb3b] | 76 | void print4DVector(string label, vec4 v);
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[d12d003] | 77 |
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| 78 | float NEAR_CLIP = 0.1f;
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| 79 | float FAR_CLIP = 100.0f;
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| 80 |
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[ec4456b] | 81 | void glfw_error_callback(int error, const char* description) {
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| 82 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
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| 83 | }
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| 84 |
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[c62eee6] | 85 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
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[33a9664] | 86 | double mouse_x, mouse_y;
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| 87 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
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| 88 |
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| 89 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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| 90 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
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[147ac6d] | 91 | selectedObject = NULL;
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[33a9664] | 92 |
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| 93 | float x = (2.0f*mouse_x) / width - 1.0f;
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| 94 | float y = 1.0f - (2.0f*mouse_y) / height;
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[d12d003] | 95 |
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[33a9664] | 96 | cout << "x: " << x << ", y: " << y << endl;
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| 97 |
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[b73cb3b] | 98 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
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| 99 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
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| 100 | ray_eye = vec4(ray_eye.xy(), -1.0f, 1.0f);
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[5c9d193] | 101 | vec4 ray_world = inverse(view_mat) * ray_eye;
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[33a9664] | 102 |
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[b73cb3b] | 103 | vec4 cam_pos_temp = vec4(cam_pos, 1.0f);
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[33a9664] | 104 |
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[e82692b] | 105 | vec4 click_point;
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[b73cb3b] | 106 | vec3 closest_point = vec3(0.0f, 0.0f, -FAR_CLIP); // Any valid point will be closer than the far clipping plane, so initial value to that
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[e82692b] | 107 | int closest_face_id = -1;
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| 108 |
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[5c9d193] | 109 | for (int i = 0; i<faces.size(); i++) {
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[e82692b] | 110 | if (faceClicked(&faces[i], ray_world, cam_pos_temp, click_point)) {
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| 111 | click_point = view_mat * click_point;
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| 112 |
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[b73cb3b] | 113 | if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
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[e82692b] | 114 | closest_point = click_point.xyz();
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| 115 | closest_face_id = i;
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| 116 | }
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[5c9d193] | 117 | }
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| 118 | }
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[d12d003] | 119 |
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[e82692b] | 120 | if (closest_face_id == -1) {
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[5c9d193] | 121 | cout << "No object was clicked" << endl;
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[e82692b] | 122 | } else {
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| 123 | clickedObject = &objects[faces[closest_face_id].object_id];
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| 124 | cout << "Clicked object: " << faces[closest_face_id].object_id << endl;
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[147ac6d] | 125 | }
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[c62eee6] | 126 | }
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| 127 | }
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| 128 |
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[5272b6b] | 129 | int main(int argc, char* argv[]) {
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| 130 | cout << "New OpenGL Game" << endl;
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| 131 |
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[ec4456b] | 132 | if (!restart_gl_log()) {}
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| 133 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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[22b2c37] | 134 |
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[ec4456b] | 135 | glfwSetErrorCallback(glfw_error_callback);
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[5272b6b] | 136 | if (!glfwInit()) {
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| 137 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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| 138 | return 1;
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[be246ad] | 139 | }
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| 140 |
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| 141 | #ifdef __APPLE__
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| 142 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 143 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 144 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 145 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 146 | #endif
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[5272b6b] | 147 |
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[ec4456b] | 148 | glfwWindowHint(GLFW_SAMPLES, 4);
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| 149 |
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| 150 | GLFWwindow* window = NULL;
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[e856d62] | 151 | GLFWmonitor* mon = NULL;
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[ec4456b] | 152 |
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| 153 | if (FULLSCREEN) {
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[e856d62] | 154 | mon = glfwGetPrimaryMonitor();
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[ec4456b] | 155 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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| 156 |
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| 157 | width = vmode->width;
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| 158 | height = vmode->height;
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[e856d62] | 159 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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[ec4456b] | 160 | }
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[e856d62] | 161 | window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL);
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[ec4456b] | 162 |
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[5272b6b] | 163 | if (!window) {
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| 164 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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| 165 | glfwTerminate();
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| 166 | return 1;
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| 167 | }
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[c62eee6] | 168 |
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[b73cb3b] | 169 | glfwSetMouseButtonCallback(window, mouse_button_callback);
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[c62eee6] | 170 |
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[644a2e4] | 171 | glfwMakeContextCurrent(window);
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[5272b6b] | 172 | glewExperimental = GL_TRUE;
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| 173 | glewInit();
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| 174 |
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| 175 | const GLubyte* renderer = glGetString(GL_RENDERER);
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| 176 | const GLubyte* version = glGetString(GL_VERSION);
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| 177 | printf("Renderer: %s\n", renderer);
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| 178 | printf("OpenGL version supported %s\n", version);
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[93baa0e] | 179 |
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[5272b6b] | 180 | glEnable(GL_DEPTH_TEST);
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| 181 | glDepthFunc(GL_LESS);
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[516668e] | 182 |
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[93baa0e] | 183 | glEnable(GL_CULL_FACE);
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| 184 | // glCullFace(GL_BACK);
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| 185 | // glFrontFace(GL_CW);
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| 186 |
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[485424b] | 187 | int x, y;
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| 188 | unsigned char* texImage = loadImage("test.png", &x, &y);
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| 189 | if (texImage) {
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| 190 | cout << "Yay, I loaded an image!" << endl;
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| 191 | cout << x << endl;
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| 192 | cout << y << endl;
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[e856d62] | 193 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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[485424b] | 194 | }
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| 195 |
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| 196 | GLuint tex = 0;
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| 197 | glGenTextures(1, &tex);
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| 198 | glActiveTexture(GL_TEXTURE0);
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| 199 | glBindTexture(GL_TEXTURE_2D, tex);
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| 200 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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| 201 |
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| 202 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 203 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 204 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 205 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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| 206 |
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[516668e] | 207 | GLfloat points[] = {
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[d12d003] | 208 | 0.0f, 0.5f, 0.0f,
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| 209 | -0.5f, -0.5f, 0.0f,
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| 210 | 0.5f, -0.5f, 0.0f,
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| 211 | 0.5f, -0.5f, 0.0f,
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| 212 | -0.5f, -0.5f, 0.0f,
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| 213 | 0.0f, 0.5f, 0.0f,
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[516668e] | 214 | };
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[c62eee6] | 215 |
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[8b7cfcf] | 216 | GLfloat colors[] = {
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[64a70f4] | 217 | 1.0, 0.0, 0.0,
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| 218 | 0.0, 0.0, 1.0,
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| 219 | 0.0, 1.0, 0.0,
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| 220 | 0.0, 1.0, 0.0,
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| 221 | 0.0, 0.0, 1.0,
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| 222 | 1.0, 0.0, 0.0,
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[93baa0e] | 223 | };
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| 224 |
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[33a9664] | 225 | GLfloat colors_new[] = {
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[64a70f4] | 226 | 0.0, 1.0, 0.0,
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| 227 | 0.0, 1.0, 0.0,
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| 228 | 0.0, 1.0, 0.0,
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| 229 | 0.0, 1.0, 0.0,
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| 230 | 0.0, 1.0, 0.0,
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| 231 | 0.0, 1.0, 0.0,
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[33a9664] | 232 | };
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| 233 |
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[485424b] | 234 | // Each point is made of 3 floats
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| 235 | int numPoints = (sizeof(points) / sizeof(float)) / 3;
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| 236 |
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| 237 | GLfloat points2[] = {
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[b73cb3b] | 238 | 0.5f, 0.5f, 0.0f,
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[d12d003] | 239 | -0.5f, 0.5f, 0.0f,
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| 240 | -0.5f, -0.5f, 0.0f,
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[b73cb3b] | 241 | 0.5f, 0.5f, 0.0f,
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[d12d003] | 242 | -0.5f, -0.5f, 0.0f,
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[b73cb3b] | 243 | 0.5f, -0.5f, 0.0f,
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[64a70f4] | 244 | };
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[485424b] | 245 |
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| 246 | GLfloat colors2[] = {
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[64a70f4] | 247 | 0.0, 0.9, 0.9,
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| 248 | 0.0, 0.9, 0.9,
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| 249 | 0.0, 0.9, 0.9,
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| 250 | 0.0, 0.9, 0.9,
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| 251 | 0.0, 0.9, 0.9,
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| 252 | 0.0, 0.9, 0.9,
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[485424b] | 253 | };
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| 254 |
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| 255 | GLfloat texcoords[] = {
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[64a70f4] | 256 | 1.0f, 1.0f,
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| 257 | 0.0f, 1.0f,
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| 258 | 0.0, 0.0,
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| 259 | 1.0, 1.0,
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| 260 | 0.0, 0.0,
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| 261 | 1.0, 0.0
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[485424b] | 262 | };
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| 263 |
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| 264 | // Each point is made of 3 floats
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| 265 | int numPoints2 = (sizeof(points2) / sizeof(float)) / 3;
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| 266 |
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[df652d5] | 267 | mat4 T_model, R_model;
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| 268 |
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| 269 | // triangle
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| 270 | objects.push_back(SceneObject());
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| 271 |
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[b73cb3b] | 272 | T_model = translate(mat4(), vec3(0.25f, 0.0f, 0.0f));
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[df652d5] | 273 | R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
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| 274 | objects[0].model_mat = T_model*R_model;
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| 275 |
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| 276 | faces.push_back(ObjectFace());
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[e82692b] | 277 | faces[0].object_id = 0;
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[df652d5] | 278 | faces[0].points = {
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[19c9338] | 279 | vec3(points[0], points[1], points[2]),
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| 280 | vec3(points[3], points[4], points[5]),
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| 281 | vec3(points[6], points[7], points[8]),
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| 282 | };
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| 283 |
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[df652d5] | 284 | // square
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| 285 | objects.push_back(SceneObject());
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| 286 |
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[b73cb3b] | 287 | T_model = translate(mat4(), vec3(-0.5f, 0.0f, -1.00f));
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| 288 | R_model = rotate(mat4(), 0.5f, vec3(0.0f, 1.0f, 0.0f));
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[df652d5] | 289 | objects[1].model_mat = T_model*R_model;
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| 290 |
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| 291 | faces.push_back(ObjectFace());
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[e82692b] | 292 | faces[1].object_id = 1;
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[df652d5] | 293 | faces[1].points = {
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[19c9338] | 294 | vec3(points2[0], points2[1], points2[2]),
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| 295 | vec3(points2[3], points2[4], points2[5]),
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| 296 | vec3(points2[6], points2[7], points2[8]),
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| 297 | };
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| 298 |
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[df652d5] | 299 | faces.push_back(ObjectFace());
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[e82692b] | 300 | faces[2].object_id = 1;
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[df652d5] | 301 | faces[2].points = {
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[19c9338] | 302 | vec3(points2[9], points2[10], points2[11]),
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| 303 | vec3(points2[12], points2[13], points2[14]),
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| 304 | vec3(points2[15], points2[16], points2[17]),
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| 305 | };
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| 306 |
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[1a530df] | 307 | int ubo_id = 0;
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| 308 | GLuint ubo = 0;
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| 309 | glGenBuffers(1, &ubo);
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| 310 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
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| 311 | glBufferData(GL_ARRAY_BUFFER, sizeof(float)*16*2, NULL, GL_STATIC_DRAW);
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| 312 |
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| 313 | glBindBufferBase(GL_UNIFORM_BUFFER, ubo_id, ubo);
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| 314 | glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(float) * 16, value_ptr(objects[0].model_mat));
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| 315 | glBufferSubData(GL_UNIFORM_BUFFER, sizeof(float) * 16, sizeof(float) * 16, value_ptr(objects[1].model_mat));
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| 316 |
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[8b7cfcf] | 317 | GLuint points_vbo = 0;
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| 318 | glGenBuffers(1, &points_vbo);
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| 319 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
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[516668e] | 320 | glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
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| 321 |
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[8b7cfcf] | 322 | GLuint colors_vbo = 0;
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| 323 | glGenBuffers(1, &colors_vbo);
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| 324 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
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| 325 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
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| 326 |
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[644a2e4] | 327 | GLuint vao = 0;
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[516668e] | 328 | glGenVertexArrays(1, &vao);
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| 329 | glBindVertexArray(vao);
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[8b7cfcf] | 330 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
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[516668e] | 331 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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[8b7cfcf] | 332 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
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| 333 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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[516668e] | 334 |
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[8b7cfcf] | 335 | glEnableVertexAttribArray(0);
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| 336 | glEnableVertexAttribArray(1);
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[644a2e4] | 337 |
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[485424b] | 338 | GLuint points2_vbo = 0;
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| 339 | glGenBuffers(1, &points2_vbo);
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| 340 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
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| 341 | glBufferData(GL_ARRAY_BUFFER, sizeof(points2), points2, GL_STATIC_DRAW);
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| 342 |
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| 343 | GLuint colors2_vbo = 0;
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| 344 | glGenBuffers(1, &colors2_vbo);
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| 345 | glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
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| 346 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors2), colors2, GL_STATIC_DRAW);
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| 347 |
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| 348 | GLuint vt_vbo;
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| 349 | glGenBuffers(1, &vt_vbo);
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| 350 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
|
---|
| 351 | glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW);
|
---|
| 352 |
|
---|
| 353 | GLuint vao2 = 0;
|
---|
| 354 | glGenVertexArrays(1, &vao2);
|
---|
| 355 | glBindVertexArray(vao2);
|
---|
| 356 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
|
---|
| 357 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
| 358 | // glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
|
---|
| 359 | // glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
| 360 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
|
---|
| 361 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
[644a2e4] | 362 |
|
---|
[485424b] | 363 | glEnableVertexAttribArray(0);
|
---|
| 364 | glEnableVertexAttribArray(1);
|
---|
[8b7cfcf] | 365 |
|
---|
[1a530df] | 366 | // I can create a vbo to store all points for all models,
|
---|
| 367 | // and another vbo to store all colors for all models, but how do I allow alternating between
|
---|
| 368 | // using colors and textures for each model?
|
---|
| 369 | // Do I create a third vbo for texture coordinates and change which vertex attribute array I have bound
|
---|
| 370 | // when I want to draw a textured model?
|
---|
| 371 | // Or do I create one vao with vertices and colors and another with vertices and textures and switch between the two?
|
---|
| 372 | // Since I would have to switch shader programs to toggle between using colors or textures,
|
---|
| 373 | // I think I should use one vao for both cases and have a points vbo, a colors vbo, and a textures vbo
|
---|
| 374 | // One program will use the points and colors, and the other will use the points and texture coords
|
---|
| 375 | // Review how to bind vbos to vertex attributes in the shader.
|
---|
| 376 | //
|
---|
| 377 | // Binding vbos is done using glVertexAttribPointer(...) on a per-vao basis and is not tied to any specific shader.
|
---|
| 378 | // This means, I could create two vaos, one for each shader and have one use points+colors, while the other
|
---|
| 379 | // uses points+texxcoords.
|
---|
| 380 | //
|
---|
| 381 | // At some point, when I have lots of objects, I want to group them by shader when drawing them.
|
---|
| 382 | // I'd probably create some sort of set per shader and have each set contain the ids of all objects currently using that shader
|
---|
| 383 | // Most likely, I'd want to implement each set using a bit field. Makes it constant time for updates and iterating through them
|
---|
| 384 | // should not be much of an issue either.
|
---|
| 385 | // Assuming making lots of draw calls instead of one is not innefficient, I should be fine.
|
---|
| 386 | // I might also want to use one glDrawElements call per shader to draw multiple non-memory-adjacent models
|
---|
| 387 | //
|
---|
| 388 | // DECISION: Use a glDrawElements call per shader since I use a regular array to specify the elements to draw
|
---|
| 389 | // Actually, this will only work once I get UBOs working since each object will have a different model matrix
|
---|
| 390 | // For now, I could implement this with a glDrawElements call per object and update the model uniform for each object
|
---|
| 391 |
|
---|
[485424b] | 392 | GLuint shader_program = loadShaderProgram("./color.vert", "./color.frag");
|
---|
| 393 | GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag");
|
---|
[644a2e4] | 394 |
|
---|
[1a530df] | 395 | GLuint ub_index = glGetUniformBlockIndex(shader_program, "model_block");
|
---|
| 396 | glUniformBlockBinding(shader_program, ub_index, ubo_id);
|
---|
| 397 |
|
---|
| 398 | GLuint ub_index2 = glGetUniformBlockIndex(shader_program2, "model_block");
|
---|
| 399 | glUniformBlockBinding(shader_program2, ub_index2, ubo_id);
|
---|
| 400 |
|
---|
| 401 | cout << "Uniform Buffer Debugging" << endl;
|
---|
| 402 | cout << "ubo: " << ubo << endl;
|
---|
| 403 | cout << "ub_index: " << ub_index << endl;
|
---|
| 404 | cout << "ub_index2: " << ub_index2 << endl;
|
---|
| 405 |
|
---|
[93baa0e] | 406 | float speed = 1.0f;
|
---|
| 407 | float last_position = 0.0f;
|
---|
| 408 |
|
---|
[7ee66ea] | 409 | float cam_speed = 1.0f;
|
---|
[201e2f8] | 410 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
[7ee66ea] | 411 |
|
---|
[b73cb3b] | 412 | // glm::lookAt can create the view matrix
|
---|
| 413 | // glm::perspective can create the projection matrix
|
---|
| 414 |
|
---|
| 415 | cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
---|
[64a70f4] | 416 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
|
---|
[7ee66ea] | 417 |
|
---|
[c62eee6] | 418 | mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
[7ee66ea] | 419 | mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
[c62eee6] | 420 | view_mat = R*T;
|
---|
[7ee66ea] | 421 |
|
---|
| 422 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
---|
| 423 | float aspect = (float)width / (float)height;
|
---|
| 424 |
|
---|
[d12d003] | 425 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
---|
| 426 | float Sx = NEAR_CLIP / (range * aspect);
|
---|
| 427 | float Sy = NEAR_CLIP / range;
|
---|
| 428 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
| 429 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
[7ee66ea] | 430 |
|
---|
[c62eee6] | 431 | float proj_arr[] = {
|
---|
[7ee66ea] | 432 | Sx, 0.0f, 0.0f, 0.0f,
|
---|
| 433 | 0.0f, Sy, 0.0f, 0.0f,
|
---|
| 434 | 0.0f, 0.0f, Sz, -1.0f,
|
---|
| 435 | 0.0f, 0.0f, Pz, 0.0f,
|
---|
| 436 | };
|
---|
[c62eee6] | 437 | proj_mat = make_mat4(proj_arr);
|
---|
[7ee66ea] | 438 |
|
---|
[485424b] | 439 | GLint model_test_loc = glGetUniformLocation(shader_program, "model");
|
---|
| 440 | GLint view_test_loc = glGetUniformLocation(shader_program, "view");
|
---|
| 441 | GLint proj_test_loc = glGetUniformLocation(shader_program, "proj");
|
---|
[7ee66ea] | 442 |
|
---|
[19c9338] | 443 | GLint model_mat_loc = glGetUniformLocation(shader_program2, "model");
|
---|
| 444 | GLint view_mat_loc = glGetUniformLocation(shader_program2, "view");
|
---|
| 445 | GLint proj_mat_loc = glGetUniformLocation(shader_program2, "proj");
|
---|
| 446 |
|
---|
[7ee66ea] | 447 | glUseProgram(shader_program);
|
---|
[df652d5] | 448 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[0].model_mat));
|
---|
[19c9338] | 449 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[c62eee6] | 450 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[485424b] | 451 |
|
---|
[1a530df] | 452 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_index, ubo, 0, sizeof(float) * 16);
|
---|
| 453 |
|
---|
[485424b] | 454 | glUseProgram(shader_program2);
|
---|
[df652d5] | 455 | glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(objects[1].model_mat));
|
---|
[19c9338] | 456 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[c62eee6] | 457 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[7ee66ea] | 458 |
|
---|
[1a530df] | 459 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_index2, ubo, sizeof(float) * 16, sizeof(float) * 16);
|
---|
| 460 |
|
---|
[7ee66ea] | 461 | bool cam_moved = false;
|
---|
| 462 |
|
---|
[046ce72] | 463 | int frame_count = 0;
|
---|
| 464 | double elapsed_seconds_fps = 0.0f, previous_seconds_fps;
|
---|
| 465 |
|
---|
[93baa0e] | 466 | double previous_seconds = glfwGetTime();
|
---|
[046ce72] | 467 |
|
---|
[644a2e4] | 468 | while (!glfwWindowShouldClose(window)) {
|
---|
[93baa0e] | 469 | double current_seconds = glfwGetTime();
|
---|
| 470 | double elapsed_seconds = current_seconds - previous_seconds;
|
---|
| 471 | previous_seconds = current_seconds;
|
---|
| 472 |
|
---|
[046ce72] | 473 | elapsed_seconds_fps += elapsed_seconds;
|
---|
| 474 | if (elapsed_seconds_fps > 0.25f) {
|
---|
| 475 | fps = (double)frame_count / elapsed_seconds_fps;
|
---|
| 476 | cout << "FPS: " << fps << endl;
|
---|
| 477 |
|
---|
| 478 | frame_count = 0;
|
---|
| 479 | elapsed_seconds_fps = 0.0f;
|
---|
| 480 | }
|
---|
| 481 |
|
---|
| 482 | frame_count++;
|
---|
| 483 |
|
---|
[93baa0e] | 484 | if (fabs(last_position) > 1.0f) {
|
---|
| 485 | speed = -speed;
|
---|
| 486 | }
|
---|
| 487 |
|
---|
[147ac6d] | 488 | if (clickedObject == &objects[0]) {
|
---|
| 489 | selectedObject = &objects[0];
|
---|
| 490 | }
|
---|
[33a9664] | 491 |
|
---|
[147ac6d] | 492 | // At some point, I should change this to only rebind the buffer once per click, not once per frame
|
---|
| 493 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 494 | if (selectedObject == &objects[0]) {
|
---|
| 495 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors_new, GL_STATIC_DRAW);
|
---|
| 496 | }
|
---|
| 497 | else {
|
---|
| 498 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
|
---|
[64a70f4] | 499 | }
|
---|
[33a9664] | 500 |
|
---|
[7ee66ea] | 501 | /*
|
---|
[93baa0e] | 502 | model[12] = last_position + speed*elapsed_seconds;
|
---|
| 503 | last_position = model[12];
|
---|
[7ee66ea] | 504 | */
|
---|
[93baa0e] | 505 |
|
---|
| 506 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[485424b] | 507 |
|
---|
| 508 | glUseProgram(shader_program);
|
---|
[19c9338] | 509 |
|
---|
[b73cb3b] | 510 | // Since every object will have a different model matrix, maybe it shouldn't be a uniform
|
---|
| 511 |
|
---|
[19c9338] | 512 | // this is temporary.
|
---|
| 513 | // It's needed to offset the code for the recoloring of the square working during click detection
|
---|
[df652d5] | 514 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[0].model_mat));
|
---|
[485424b] | 515 |
|
---|
[644a2e4] | 516 | glBindVertexArray(vao);
|
---|
[93baa0e] | 517 |
|
---|
[7ee66ea] | 518 | glDrawArrays(GL_TRIANGLES, 0, numPoints);
|
---|
[ec4456b] | 519 |
|
---|
[147ac6d] | 520 | if (clickedObject == &objects[1]) {
|
---|
| 521 | selectedObject = &objects[1];
|
---|
[df652d5] | 522 | }
|
---|
| 523 |
|
---|
[147ac6d] | 524 | if (selectedObject == &objects[1]) {
|
---|
[64a70f4] | 525 | glUseProgram(shader_program);
|
---|
[19c9338] | 526 |
|
---|
| 527 | // this is temporary.
|
---|
| 528 | // It's needed to get the recoloring of the square working during click detection
|
---|
[df652d5] | 529 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[1].model_mat));
|
---|
[64a70f4] | 530 |
|
---|
| 531 | glBindVertexArray(vao2);
|
---|
[485424b] | 532 |
|
---|
[64a70f4] | 533 | glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
|
---|
| 534 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
| 535 | } else {
|
---|
| 536 | glUseProgram(shader_program2);
|
---|
| 537 |
|
---|
| 538 | glBindVertexArray(vao2);
|
---|
| 539 |
|
---|
| 540 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
|
---|
| 541 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
| 542 | }
|
---|
[485424b] | 543 |
|
---|
[64a70f4] | 544 | glDrawArrays(GL_TRIANGLES, 0, numPoints2);
|
---|
[485424b] | 545 |
|
---|
[147ac6d] | 546 | clickedObject = NULL;
|
---|
[df652d5] | 547 |
|
---|
[644a2e4] | 548 | glfwPollEvents();
|
---|
| 549 | glfwSwapBuffers(window);
|
---|
[ec4456b] | 550 |
|
---|
| 551 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
|
---|
| 552 | glfwSetWindowShouldClose(window, 1);
|
---|
| 553 | }
|
---|
[7ee66ea] | 554 |
|
---|
| 555 | float dist = cam_speed * elapsed_seconds;
|
---|
| 556 | if (glfwGetKey(window, GLFW_KEY_A)) {
|
---|
[c62eee6] | 557 | cam_pos.x -= cos(cam_yaw)*dist;
|
---|
| 558 | cam_pos.z += sin(cam_yaw)*dist;
|
---|
[7ee66ea] | 559 | cam_moved = true;
|
---|
| 560 | }
|
---|
| 561 | if (glfwGetKey(window, GLFW_KEY_D)) {
|
---|
[c62eee6] | 562 | cam_pos.x += cos(cam_yaw)*dist;
|
---|
| 563 | cam_pos.z -= sin(cam_yaw)*dist;
|
---|
[7ee66ea] | 564 | cam_moved = true;
|
---|
| 565 | }
|
---|
| 566 | if (glfwGetKey(window, GLFW_KEY_W)) {
|
---|
[c62eee6] | 567 | cam_pos.x -= sin(cam_yaw)*dist;
|
---|
| 568 | cam_pos.z -= cos(cam_yaw)*dist;
|
---|
[7ee66ea] | 569 | cam_moved = true;
|
---|
| 570 | }
|
---|
| 571 | if (glfwGetKey(window, GLFW_KEY_S)) {
|
---|
[c62eee6] | 572 | cam_pos.x += sin(cam_yaw)*dist;
|
---|
| 573 | cam_pos.z += cos(cam_yaw)*dist;
|
---|
[7ee66ea] | 574 | cam_moved = true;
|
---|
| 575 | }
|
---|
| 576 | if (glfwGetKey(window, GLFW_KEY_LEFT)) {
|
---|
| 577 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
---|
| 578 | cam_moved = true;
|
---|
| 579 | }
|
---|
| 580 | if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
|
---|
| 581 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
---|
| 582 | cam_moved = true;
|
---|
| 583 | }
|
---|
| 584 | if (cam_moved) {
|
---|
[c62eee6] | 585 | T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
[7ee66ea] | 586 | R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
[267c4c5] | 587 | view_mat = R*T;
|
---|
[7ee66ea] | 588 |
|
---|
[267c4c5] | 589 | glUseProgram(shader_program);
|
---|
| 590 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 591 |
|
---|
| 592 | glUseProgram(shader_program2);
|
---|
[7ee66ea] | 593 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[267c4c5] | 594 |
|
---|
[7ee66ea] | 595 | cam_moved = false;
|
---|
| 596 | }
|
---|
[644a2e4] | 597 | }
|
---|
| 598 |
|
---|
[5272b6b] | 599 | glfwTerminate();
|
---|
| 600 | return 0;
|
---|
| 601 | }
|
---|
[ec4456b] | 602 |
|
---|
| 603 | GLuint loadShader(GLenum type, string file) {
|
---|
| 604 | cout << "Loading shader from file " << file << endl;
|
---|
| 605 |
|
---|
| 606 | ifstream shaderFile(file);
|
---|
| 607 | GLuint shaderId = 0;
|
---|
| 608 |
|
---|
| 609 | if (shaderFile.is_open()) {
|
---|
| 610 | string line, shaderString;
|
---|
| 611 |
|
---|
| 612 | while(getline(shaderFile, line)) {
|
---|
| 613 | shaderString += line + "\n";
|
---|
| 614 | }
|
---|
| 615 | shaderFile.close();
|
---|
| 616 | const char* shaderCString = shaderString.c_str();
|
---|
| 617 |
|
---|
| 618 | shaderId = glCreateShader(type);
|
---|
| 619 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
---|
| 620 | glCompileShader(shaderId);
|
---|
| 621 |
|
---|
| 622 | cout << "Loaded successfully" << endl;
|
---|
| 623 | } else {
|
---|
[e856d62] | 624 | cout << "Failed to load the file" << endl;
|
---|
[ec4456b] | 625 | }
|
---|
| 626 |
|
---|
| 627 | return shaderId;
|
---|
| 628 | }
|
---|
[485424b] | 629 |
|
---|
| 630 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
---|
| 631 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
---|
| 632 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
---|
| 633 |
|
---|
| 634 | GLuint shader_program = glCreateProgram();
|
---|
| 635 | glAttachShader(shader_program, vs);
|
---|
| 636 | glAttachShader(shader_program, fs);
|
---|
| 637 |
|
---|
| 638 | glLinkProgram(shader_program);
|
---|
| 639 |
|
---|
| 640 | return shader_program;
|
---|
| 641 | }
|
---|
| 642 |
|
---|
| 643 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
---|
| 644 | int n;
|
---|
[e856d62] | 645 | int force_channels = 4; // This forces RGBA (4 bytes per pixel)
|
---|
[485424b] | 646 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
---|
[e856d62] | 647 |
|
---|
| 648 | int width_in_bytes = *x * 4;
|
---|
| 649 | unsigned char *top = NULL;
|
---|
| 650 | unsigned char *bottom = NULL;
|
---|
| 651 | unsigned char temp = 0;
|
---|
| 652 | int half_height = *y / 2;
|
---|
| 653 |
|
---|
| 654 | // flip image upside-down to account for OpenGL treating lower-left as (0, 0)
|
---|
| 655 | for (int row = 0; row < half_height; row++) {
|
---|
| 656 | top = image_data + row * width_in_bytes;
|
---|
| 657 | bottom = image_data + (*y - row - 1) * width_in_bytes;
|
---|
| 658 | for (int col = 0; col < width_in_bytes; col++) {
|
---|
| 659 | temp = *top;
|
---|
| 660 | *top = *bottom;
|
---|
| 661 | *bottom = temp;
|
---|
| 662 | top++;
|
---|
| 663 | bottom++;
|
---|
| 664 | }
|
---|
| 665 | }
|
---|
| 666 |
|
---|
[485424b] | 667 | if (!image_data) {
|
---|
| 668 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
---|
| 669 | }
|
---|
[e856d62] | 670 |
|
---|
| 671 | // Not Power-of-2 check
|
---|
| 672 | if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) {
|
---|
| 673 | fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str());
|
---|
| 674 | }
|
---|
| 675 |
|
---|
[485424b] | 676 | return image_data;
|
---|
| 677 | }
|
---|
[33a9664] | 678 |
|
---|
[e82692b] | 679 | bool faceClicked(ObjectFace* face, vec4 world_ray, vec4 cam, vec4& click_point) {
|
---|
[5c9d193] | 680 | // LINE EQUATION: P = O + Dt
|
---|
[b73cb3b] | 681 | // O = cam
|
---|
[5c9d193] | 682 | // D = ray_world
|
---|
| 683 |
|
---|
[b73cb3b] | 684 | // PLANE EQUATION: P dot n + d = 0
|
---|
| 685 | // n is the normal vector
|
---|
| 686 | // d is the offset from the origin
|
---|
[5c9d193] | 687 |
|
---|
| 688 | // Take the cross-product of two vectors on the plane to get the normal
|
---|
| 689 | vec3 v1 = face->points[1] - face->points[0];
|
---|
| 690 | vec3 v2 = face->points[2] - face->points[0];
|
---|
| 691 |
|
---|
| 692 | 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);
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[b73cb3b] | 693 |
|
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| 694 | print4DVector("Full world ray", world_ray);
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[5c9d193] | 695 |
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[e82692b] | 696 | SceneObject* obj = &objects[face->object_id];
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[5c9d193] | 697 | vec3 local_ray = (inverse(obj->model_mat) * world_ray).xyz();
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| 698 | vec3 local_cam = (inverse(obj->model_mat) * cam).xyz();
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| 699 |
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[b73cb3b] | 700 | local_ray = local_ray - local_cam;
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[5c9d193] | 701 |
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| 702 | float d = -glm::dot(face->points[0], normal);
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| 703 | cout << "d: " << d << endl;
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| 704 |
|
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| 705 | float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
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| 706 | cout << "t: " << t << endl;
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| 707 |
|
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| 708 | vec3 intersection = local_cam + t*local_ray;
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| 709 | printVector("Intersection", intersection);
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| 710 |
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[e82692b] | 711 | if (insideTriangle(intersection, face->points)) {
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| 712 | click_point = obj->model_mat * vec4(intersection, 1.0f);
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| 713 | return true;
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| 714 | } else {
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| 715 | return false;
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| 716 | }
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[5c9d193] | 717 | }
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| 718 |
|
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| 719 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
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| 720 | vec3 v21 = triangle_points[1]- triangle_points[0];
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| 721 | vec3 v31 = triangle_points[2]- triangle_points[0];
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| 722 | vec3 pv1 = p- triangle_points[0];
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[33a9664] | 723 |
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| 724 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
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| 725 | float x = (pv1.x-y*v31.x) / v21.x;
|
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| 726 |
|
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| 727 | cout << "(" << x << ", " << y << ")" << endl;
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| 728 |
|
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| 729 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
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| 730 | }
|
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[d12d003] | 731 |
|
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| 732 | void printVector(string label, vec3 v) {
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| 733 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
|
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| 734 | }
|
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[b73cb3b] | 735 |
|
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| 736 | void print4DVector(string label, vec4 v) {
|
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| 737 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
|
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| 738 | }
|
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