[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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[4e0b82b] | 5 | // I think this was for the OpenGL 4 book font file tutorial
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| 6 | //#define STB_IMAGE_WRITE_IMPLEMENTATION
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| 7 | //#include "stb_image_write.h"
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| 8 |
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[1099b95] | 9 | #define _USE_MATH_DEFINES
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[c62eee6] | 10 | #define GLM_SWIZZLE
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[1099b95] | 11 |
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[5c9d193] | 12 | // This is to fix a non-alignment issue when passing vec4 params.
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| 13 | // Check if it got fixed in a later version of GLM
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| 14 | #define GLM_FORCE_PURE
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| 15 |
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[c62eee6] | 16 | #include <glm/mat4x4.hpp>
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[7ee66ea] | 17 | #include <glm/gtc/matrix_transform.hpp>
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| 18 | #include <glm/gtc/type_ptr.hpp>
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| 19 |
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[c1ca5b5] | 20 | #include "IMGUI/imgui.h"
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| 21 | #include "imgui_impl_glfw_gl3.h"
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| 22 |
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[5272b6b] | 23 | #include <GL/glew.h>
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| 24 | #include <GLFW/glfw3.h>
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| 25 |
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[22b2c37] | 26 | #include <cstdio>
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| 27 | #include <iostream>
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[ec4456b] | 28 | #include <fstream>
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[93baa0e] | 29 | #include <cmath>
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[1099b95] | 30 | #include <string>
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[19c9338] | 31 | #include <array>
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[df652d5] | 32 | #include <vector>
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[22b2c37] | 33 |
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[5272b6b] | 34 | using namespace std;
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[7ee66ea] | 35 | using namespace glm;
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| 36 |
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| 37 | #define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
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[c62eee6] | 38 |
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[df652d5] | 39 | struct SceneObject {
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[d9f99b2] | 40 | unsigned int id;
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[df652d5] | 41 | mat4 model_mat;
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[baa5848] | 42 | GLuint shader_program;
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[05e43cf] | 43 | unsigned int num_points;
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[07ed460] | 44 | GLvoid* vertex_vbo_offset;
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| 45 | GLvoid* texture_vbo_offset;
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| 46 | vector<GLfloat> points;
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| 47 | vector<GLfloat> colors;
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| 48 | vector<GLfloat> texcoords;
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[9dd2eb7] | 49 | vector<GLfloat> normals;
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[07ed460] | 50 | vector<GLfloat> selected_colors;
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[df652d5] | 51 | };
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| 52 |
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[485424b] | 53 | const bool FULLSCREEN = false;
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[c62eee6] | 54 | int width = 640;
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| 55 | int height = 480;
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| 56 |
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[c1ca5b5] | 57 | double fps;
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| 58 |
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[c62eee6] | 59 | vec3 cam_pos;
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| 60 |
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| 61 | mat4 view_mat;
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| 62 | mat4 proj_mat;
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[5272b6b] | 63 |
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[df652d5] | 64 | vector<SceneObject> objects;
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| 65 |
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[147ac6d] | 66 | SceneObject* clickedObject = NULL;
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[baa5848] | 67 | SceneObject* selectedObject;
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[147ac6d] | 68 |
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[c1ca5b5] | 69 | float NEAR_CLIP = 0.1f;
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| 70 | float FAR_CLIP = 100.0f;
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| 71 |
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| 72 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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[046ce72] | 73 |
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[d9f99b2] | 74 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point);
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[5c9d193] | 75 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
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[33a9664] | 76 |
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[ec4456b] | 77 | GLuint loadShader(GLenum type, string file);
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[485424b] | 78 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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| 79 | unsigned char* loadImage(string file_name, int* x, int* y);
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[ec4456b] | 80 |
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[d12d003] | 81 | void printVector(string label, vec3 v);
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[b73cb3b] | 82 | void print4DVector(string label, vec4 v);
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[d12d003] | 83 |
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[c1ca5b5] | 84 | void renderGui();
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[d12d003] | 85 |
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[ec4456b] | 86 | void glfw_error_callback(int error, const char* description) {
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| 87 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
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| 88 | }
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| 89 |
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[c62eee6] | 90 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
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[33a9664] | 91 | double mouse_x, mouse_y;
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| 92 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
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| 93 |
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| 94 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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| 95 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
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[147ac6d] | 96 | selectedObject = NULL;
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[33a9664] | 97 |
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| 98 | float x = (2.0f*mouse_x) / width - 1.0f;
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| 99 | float y = 1.0f - (2.0f*mouse_y) / height;
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[d12d003] | 100 |
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[33a9664] | 101 | cout << "x: " << x << ", y: " << y << endl;
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| 102 |
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[b73cb3b] | 103 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
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| 104 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
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| 105 | ray_eye = vec4(ray_eye.xy(), -1.0f, 1.0f);
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[5c9d193] | 106 | vec4 ray_world = inverse(view_mat) * ray_eye;
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[33a9664] | 107 |
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[b73cb3b] | 108 | vec4 cam_pos_temp = vec4(cam_pos, 1.0f);
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[33a9664] | 109 |
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[e82692b] | 110 | vec4 click_point;
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[b73cb3b] | 111 | 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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[d9f99b2] | 112 | SceneObject* closest_object = NULL;
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| 113 |
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| 114 | SceneObject* obj;
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| 115 | for (vector<SceneObject>::iterator it = objects.begin(); it != objects.end(); it++) {
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| 116 | obj = &*it;
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| 117 |
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[4e0b82b] | 118 | for (unsigned int p_idx = 0; p_idx < it->points.size(); p_idx += 9) {
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[d9f99b2] | 119 | if (faceClicked({
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| 120 | vec3(it->points[p_idx], it->points[p_idx + 1], it->points[p_idx + 2]),
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| 121 | vec3(it->points[p_idx + 3], it->points[p_idx + 4], it->points[p_idx + 5]),
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| 122 | vec3(it->points[p_idx + 6], it->points[p_idx + 7], it->points[p_idx + 8]),
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| 123 | },
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| 124 | obj, ray_world, cam_pos_temp, click_point)) {
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| 125 | click_point = view_mat * click_point;
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| 126 |
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| 127 | if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
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| 128 | closest_point = click_point.xyz();
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| 129 | closest_object = obj;
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| 130 | }
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[e82692b] | 131 | }
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[5c9d193] | 132 | }
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| 133 | }
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[d12d003] | 134 |
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[d9f99b2] | 135 | if (closest_object == NULL) {
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[5c9d193] | 136 | cout << "No object was clicked" << endl;
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[e82692b] | 137 | } else {
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[d9f99b2] | 138 | clickedObject = closest_object;
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| 139 | cout << "Clicked object: " << clickedObject->id << endl;
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[147ac6d] | 140 | }
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[c62eee6] | 141 | }
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| 142 | }
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| 143 |
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[c1ca5b5] | 144 | int main(int argc, char* argv[]) {
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[5272b6b] | 145 | cout << "New OpenGL Game" << endl;
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| 146 |
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[ec4456b] | 147 | if (!restart_gl_log()) {}
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| 148 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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[22b2c37] | 149 |
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[ec4456b] | 150 | glfwSetErrorCallback(glfw_error_callback);
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[5272b6b] | 151 | if (!glfwInit()) {
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| 152 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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| 153 | return 1;
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[be246ad] | 154 | }
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| 155 |
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| 156 | #ifdef __APPLE__
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| 157 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 158 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 159 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 160 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 161 | #endif
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[5272b6b] | 162 |
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[ec4456b] | 163 | glfwWindowHint(GLFW_SAMPLES, 4);
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| 164 |
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| 165 | GLFWwindow* window = NULL;
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[e856d62] | 166 | GLFWmonitor* mon = NULL;
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[ec4456b] | 167 |
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| 168 | if (FULLSCREEN) {
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[e856d62] | 169 | mon = glfwGetPrimaryMonitor();
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[ec4456b] | 170 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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| 171 |
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| 172 | width = vmode->width;
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| 173 | height = vmode->height;
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[e856d62] | 174 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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[ec4456b] | 175 | }
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[e856d62] | 176 | window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL);
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[ec4456b] | 177 |
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[5272b6b] | 178 | if (!window) {
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| 179 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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| 180 | glfwTerminate();
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| 181 | return 1;
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| 182 | }
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[c62eee6] | 183 |
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[644a2e4] | 184 | glfwMakeContextCurrent(window);
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[5272b6b] | 185 | glewExperimental = GL_TRUE;
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| 186 | glewInit();
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| 187 |
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[c1ca5b5] | 188 | // Setup Dear ImGui binding
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| 189 | IMGUI_CHECKVERSION();
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| 190 | ImGui::CreateContext();
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| 191 | ImGuiIO& io = ImGui::GetIO(); (void)io;
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| 192 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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| 193 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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| 194 | ImGui_ImplGlfwGL3_Init(window, true);
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| 195 |
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| 196 | // Setup style
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| 197 | ImGui::StyleColorsDark();
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| 198 | //ImGui::StyleColorsClassic();
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| 199 |
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| 200 | glfwSetMouseButtonCallback(window, mouse_button_callback);
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| 201 |
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[5272b6b] | 202 | const GLubyte* renderer = glGetString(GL_RENDERER);
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| 203 | const GLubyte* version = glGetString(GL_VERSION);
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| 204 | printf("Renderer: %s\n", renderer);
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| 205 | printf("OpenGL version supported %s\n", version);
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[93baa0e] | 206 |
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[5272b6b] | 207 | glEnable(GL_DEPTH_TEST);
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| 208 | glDepthFunc(GL_LESS);
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[516668e] | 209 |
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[93baa0e] | 210 | glEnable(GL_CULL_FACE);
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| 211 | // glCullFace(GL_BACK);
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| 212 | // glFrontFace(GL_CW);
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| 213 |
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[485424b] | 214 | int x, y;
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| 215 | unsigned char* texImage = loadImage("test.png", &x, &y);
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| 216 | if (texImage) {
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| 217 | cout << "Yay, I loaded an image!" << endl;
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| 218 | cout << x << endl;
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| 219 | cout << y << endl;
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[e856d62] | 220 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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[485424b] | 221 | }
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| 222 |
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| 223 | GLuint tex = 0;
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| 224 | glGenTextures(1, &tex);
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| 225 | glActiveTexture(GL_TEXTURE0);
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| 226 | glBindTexture(GL_TEXTURE_2D, tex);
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| 227 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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| 228 |
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| 229 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 230 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 231 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 232 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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| 233 |
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[07ed460] | 234 | mat4 T_model, R_model;
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| 235 |
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| 236 | // triangle
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| 237 | objects.push_back(SceneObject());
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[d9f99b2] | 238 | objects[0].id = 0;
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[07ed460] | 239 | objects[0].shader_program = 0;
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| 240 | objects[0].vertex_vbo_offset = (GLvoid*) (0 * sizeof(float) * 3);
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| 241 | objects[0].texture_vbo_offset = (GLvoid*)(0 * sizeof(float) * 2);
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| 242 | objects[0].points = {
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[d12d003] | 243 | 0.0f, 0.5f, 0.0f,
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| 244 | -0.5f, -0.5f, 0.0f,
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| 245 | 0.5f, -0.5f, 0.0f,
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| 246 | 0.5f, -0.5f, 0.0f,
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| 247 | -0.5f, -0.5f, 0.0f,
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| 248 | 0.0f, 0.5f, 0.0f,
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[516668e] | 249 | };
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[07ed460] | 250 | objects[0].colors = {
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| 251 | 1.0f, 0.0f, 0.0f,
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| 252 | 0.0f, 0.0f, 1.0f,
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| 253 | 0.0f, 1.0f, 0.0f,
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| 254 | 0.0f, 1.0f, 0.0f,
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| 255 | 0.0f, 0.0f, 1.0f,
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| 256 | 1.0f, 0.0f, 0.0f,
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[93baa0e] | 257 | };
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[07ed460] | 258 | objects[0].texcoords = {
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| 259 | 1.0f, 1.0f,
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| 260 | 0.0f, 1.0f,
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| 261 | 0.0f, 0.0f,
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| 262 | 1.0f, 1.0f,
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| 263 | 0.0f, 0.0f,
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| 264 | 1.0f, 0.0f
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[33a9664] | 265 | };
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[9dd2eb7] | 266 | objects[0].normals = {
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| 267 | 0.0f, 0.0f, 1.0f,
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| 268 | 0.0f, 0.0f, 1.0f,
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| 269 | 0.0f, 0.0f, 1.0f,
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| 270 | 0.0f, 0.0f, -1.0f,
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| 271 | 0.0f, 0.0f, -1.0f,
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| 272 | 0.0f, 0.0f, -1.0f,
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| 273 | };
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[07ed460] | 274 | objects[0].selected_colors = {
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| 275 | 0.0f, 1.0f, 0.0f,
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| 276 | 0.0f, 1.0f, 0.0f,
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| 277 | 0.0f, 1.0f, 0.0f,
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| 278 | 0.0f, 1.0f, 0.0f,
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| 279 | 0.0f, 1.0f, 0.0f,
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| 280 | 0.0f, 1.0f, 0.0f,
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| 281 | };
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| 282 | objects[0].num_points = objects[0].points.size() / 3;
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| 283 |
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| 284 | T_model = translate(mat4(), vec3(0.45f, 0.0f, 0.0f));
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| 285 | R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
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| 286 | objects[0].model_mat = T_model*R_model;
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[33a9664] | 287 |
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[07ed460] | 288 | // square
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| 289 | objects.push_back(SceneObject());
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[d9f99b2] | 290 | objects[1].id = 1;
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[07ed460] | 291 | objects[1].shader_program = 0;
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| 292 | objects[1].vertex_vbo_offset = (GLvoid*) (6 * sizeof(float) * 3);
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| 293 | objects[1].texture_vbo_offset = (GLvoid*)(6 * sizeof(float) * 2);
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| 294 | objects[1].points = {
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[b73cb3b] | 295 | 0.5f, 0.5f, 0.0f,
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[d12d003] | 296 | -0.5f, 0.5f, 0.0f,
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| 297 | -0.5f, -0.5f, 0.0f,
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[b73cb3b] | 298 | 0.5f, 0.5f, 0.0f,
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[d12d003] | 299 | -0.5f, -0.5f, 0.0f,
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[b73cb3b] | 300 | 0.5f, -0.5f, 0.0f,
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[64a70f4] | 301 | };
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[07ed460] | 302 | objects[1].colors = {
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| 303 | 1.0f, 0.0f, 0.0f,
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| 304 | 0.0f, 0.0f, 1.0f,
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| 305 | 0.0f, 1.0f, 0.0f,
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| 306 | 0.0f, 1.0f, 0.0f,
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| 307 | 0.0f, 0.0f, 1.0f,
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| 308 | 1.0f, 0.0f, 0.0f,
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[485424b] | 309 | };
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[07ed460] | 310 | objects[1].texcoords = {
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[64a70f4] | 311 | 1.0f, 1.0f,
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| 312 | 0.0f, 1.0f,
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[07ed460] | 313 | 0.0f, 0.0f,
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| 314 | 1.0f, 1.0f,
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| 315 | 0.0f, 0.0f,
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| 316 | 1.0f, 0.0f
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[485424b] | 317 | };
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[9dd2eb7] | 318 | objects[1].normals = {
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| 319 | 0.0f, 0.0f, 1.0f,
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| 320 | 0.0f, 0.0f, 1.0f,
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| 321 | 0.0f, 0.0f, 1.0f,
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| 322 | 0.0f, 0.0f, 1.0f,
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| 323 | 0.0f, 0.0f, 1.0f,
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| 324 | 0.0f, 0.0f, 1.0f,
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| 325 | };
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[07ed460] | 326 | objects[1].selected_colors = {
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[9f4986b] | 327 | 0.0f, 0.6f, 0.9f,
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| 328 | 0.0f, 0.6f, 0.9f,
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| 329 | 0.0f, 0.6f, 0.9f,
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| 330 | 0.0f, 0.6f, 0.9f,
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| 331 | 0.0f, 0.6f, 0.9f,
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| 332 | 0.0f, 0.6f, 0.9f,
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[19c9338] | 333 | };
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[07ed460] | 334 | objects[1].num_points = objects[1].points.size() / 3;
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[df652d5] | 335 |
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[b73cb3b] | 336 | T_model = translate(mat4(), vec3(-0.5f, 0.0f, -1.00f));
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| 337 | R_model = rotate(mat4(), 0.5f, vec3(0.0f, 1.0f, 0.0f));
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[df652d5] | 338 | objects[1].model_mat = T_model*R_model;
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| 339 |
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[07ed460] | 340 | vector<SceneObject>::iterator obj_it;
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| 341 | GLsizeiptr offset;
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[19c9338] | 342 |
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[07ed460] | 343 | GLsizeiptr points_buffer_size = 0;
|
---|
| 344 | GLsizeiptr textures_buffer_size = 0;
|
---|
| 345 |
|
---|
| 346 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
---|
| 347 | points_buffer_size += obj_it->points.size() * sizeof(GLfloat);
|
---|
| 348 | textures_buffer_size += obj_it->texcoords.size() * sizeof(GLfloat);
|
---|
| 349 | }
|
---|
[19c9338] | 350 |
|
---|
[8b7cfcf] | 351 | GLuint points_vbo = 0;
|
---|
| 352 | glGenBuffers(1, &points_vbo);
|
---|
| 353 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
[07ed460] | 354 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
[05e43cf] | 355 |
|
---|
[07ed460] | 356 | offset = 0;
|
---|
| 357 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
---|
| 358 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->points.size() * sizeof(GLfloat), &obj_it->points[0]);
|
---|
| 359 | offset += obj_it->points.size() * sizeof(GLfloat);
|
---|
| 360 | }
|
---|
[516668e] | 361 |
|
---|
[8b7cfcf] | 362 | GLuint colors_vbo = 0;
|
---|
| 363 | glGenBuffers(1, &colors_vbo);
|
---|
| 364 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
[07ed460] | 365 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 366 |
|
---|
| 367 | offset = 0;
|
---|
| 368 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
---|
| 369 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->colors.size() * sizeof(GLfloat), &obj_it->colors[0]);
|
---|
| 370 | offset += obj_it->colors.size() * sizeof(GLfloat);
|
---|
| 371 | }
|
---|
| 372 |
|
---|
| 373 | GLuint selected_colors_vbo = 0;
|
---|
| 374 | glGenBuffers(1, &selected_colors_vbo);
|
---|
| 375 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
| 376 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 377 |
|
---|
| 378 | offset = 0;
|
---|
| 379 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
---|
| 380 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->selected_colors.size() * sizeof(GLfloat), &obj_it->selected_colors[0]);
|
---|
| 381 | offset += obj_it->selected_colors.size() * sizeof(GLfloat);
|
---|
| 382 | }
|
---|
| 383 |
|
---|
| 384 | GLuint texcoords_vbo = 0;
|
---|
| 385 | glGenBuffers(1, &texcoords_vbo);
|
---|
| 386 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
| 387 | glBufferData(GL_ARRAY_BUFFER, textures_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 388 |
|
---|
| 389 | offset = 0;
|
---|
| 390 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
---|
| 391 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->texcoords.size() * sizeof(GLfloat), &obj_it->texcoords[0]);
|
---|
| 392 | offset += obj_it->texcoords.size() * sizeof(GLfloat);
|
---|
| 393 | }
|
---|
[8b7cfcf] | 394 |
|
---|
[9dd2eb7] | 395 | GLuint normals_vbo = 0;
|
---|
| 396 | glGenBuffers(1, &normals_vbo);
|
---|
| 397 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
| 398 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 399 |
|
---|
| 400 | offset = 0;
|
---|
| 401 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
---|
| 402 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->normals.size() * sizeof(GLfloat), &obj_it->normals[0]);
|
---|
| 403 | offset += obj_it->normals.size() * sizeof(GLfloat);
|
---|
| 404 | }
|
---|
| 405 |
|
---|
[644a2e4] | 406 | GLuint vao = 0;
|
---|
[516668e] | 407 | glGenVertexArrays(1, &vao);
|
---|
| 408 | glBindVertexArray(vao);
|
---|
| 409 |
|
---|
[8b7cfcf] | 410 | glEnableVertexAttribArray(0);
|
---|
| 411 | glEnableVertexAttribArray(1);
|
---|
[9dd2eb7] | 412 | glEnableVertexAttribArray(2);
|
---|
[644a2e4] | 413 |
|
---|
[485424b] | 414 | GLuint vao2 = 0;
|
---|
| 415 | glGenVertexArrays(1, &vao2);
|
---|
| 416 | glBindVertexArray(vao2);
|
---|
[644a2e4] | 417 |
|
---|
[485424b] | 418 | glEnableVertexAttribArray(0);
|
---|
| 419 | glEnableVertexAttribArray(1);
|
---|
[9dd2eb7] | 420 | glEnableVertexAttribArray(2);
|
---|
[8b7cfcf] | 421 |
|
---|
[1a530df] | 422 | // I can create a vbo to store all points for all models,
|
---|
| 423 | // and another vbo to store all colors for all models, but how do I allow alternating between
|
---|
| 424 | // using colors and textures for each model?
|
---|
| 425 | // Do I create a third vbo for texture coordinates and change which vertex attribute array I have bound
|
---|
| 426 | // when I want to draw a textured model?
|
---|
| 427 | // Or do I create one vao with vertices and colors and another with vertices and textures and switch between the two?
|
---|
| 428 | // Since I would have to switch shader programs to toggle between using colors or textures,
|
---|
| 429 | // I think I should use one vao for both cases and have a points vbo, a colors vbo, and a textures vbo
|
---|
| 430 | // One program will use the points and colors, and the other will use the points and texture coords
|
---|
| 431 | // Review how to bind vbos to vertex attributes in the shader.
|
---|
| 432 | //
|
---|
| 433 | // Binding vbos is done using glVertexAttribPointer(...) on a per-vao basis and is not tied to any specific shader.
|
---|
| 434 | // This means, I could create two vaos, one for each shader and have one use points+colors, while the other
|
---|
| 435 | // uses points+texxcoords.
|
---|
| 436 | //
|
---|
| 437 | // At some point, when I have lots of objects, I want to group them by shader when drawing them.
|
---|
| 438 | // I'd probably create some sort of set per shader and have each set contain the ids of all objects currently using that shader
|
---|
| 439 | // Most likely, I'd want to implement each set using a bit field. Makes it constant time for updates and iterating through them
|
---|
| 440 | // should not be much of an issue either.
|
---|
| 441 | // Assuming making lots of draw calls instead of one is not innefficient, I should be fine.
|
---|
| 442 | // I might also want to use one glDrawElements call per shader to draw multiple non-memory-adjacent models
|
---|
| 443 | //
|
---|
| 444 | // DECISION: Use a glDrawElements call per shader since I use a regular array to specify the elements to draw
|
---|
| 445 | // Actually, this will only work once I get UBOs working since each object will have a different model matrix
|
---|
| 446 | // For now, I could implement this with a glDrawElements call per object and update the model uniform for each object
|
---|
| 447 |
|
---|
[485424b] | 448 | GLuint shader_program = loadShaderProgram("./color.vert", "./color.frag");
|
---|
| 449 | GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag");
|
---|
[644a2e4] | 450 |
|
---|
[93baa0e] | 451 | float speed = 1.0f;
|
---|
| 452 | float last_position = 0.0f;
|
---|
| 453 |
|
---|
[7ee66ea] | 454 | float cam_speed = 1.0f;
|
---|
[201e2f8] | 455 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
[7ee66ea] | 456 |
|
---|
[b73cb3b] | 457 | // glm::lookAt can create the view matrix
|
---|
| 458 | // glm::perspective can create the projection matrix
|
---|
| 459 |
|
---|
| 460 | cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
---|
[64a70f4] | 461 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
|
---|
[7ee66ea] | 462 |
|
---|
[c62eee6] | 463 | mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
[7ee66ea] | 464 | mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
[c62eee6] | 465 | view_mat = R*T;
|
---|
[7ee66ea] | 466 |
|
---|
| 467 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
---|
| 468 | float aspect = (float)width / (float)height;
|
---|
| 469 |
|
---|
[d12d003] | 470 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
---|
| 471 | float Sx = NEAR_CLIP / (range * aspect);
|
---|
| 472 | float Sy = NEAR_CLIP / range;
|
---|
| 473 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
| 474 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
[7ee66ea] | 475 |
|
---|
[c62eee6] | 476 | float proj_arr[] = {
|
---|
[7ee66ea] | 477 | Sx, 0.0f, 0.0f, 0.0f,
|
---|
| 478 | 0.0f, Sy, 0.0f, 0.0f,
|
---|
| 479 | 0.0f, 0.0f, Sz, -1.0f,
|
---|
| 480 | 0.0f, 0.0f, Pz, 0.0f,
|
---|
| 481 | };
|
---|
[c62eee6] | 482 | proj_mat = make_mat4(proj_arr);
|
---|
[7ee66ea] | 483 |
|
---|
[485424b] | 484 | GLint model_test_loc = glGetUniformLocation(shader_program, "model");
|
---|
| 485 | GLint view_test_loc = glGetUniformLocation(shader_program, "view");
|
---|
| 486 | GLint proj_test_loc = glGetUniformLocation(shader_program, "proj");
|
---|
[7ee66ea] | 487 |
|
---|
[19c9338] | 488 | GLint model_mat_loc = glGetUniformLocation(shader_program2, "model");
|
---|
| 489 | GLint view_mat_loc = glGetUniformLocation(shader_program2, "view");
|
---|
| 490 | GLint proj_mat_loc = glGetUniformLocation(shader_program2, "proj");
|
---|
| 491 |
|
---|
[7ee66ea] | 492 | glUseProgram(shader_program);
|
---|
[df652d5] | 493 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[0].model_mat));
|
---|
[19c9338] | 494 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[c62eee6] | 495 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[485424b] | 496 |
|
---|
| 497 | glUseProgram(shader_program2);
|
---|
[df652d5] | 498 | glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(objects[1].model_mat));
|
---|
[19c9338] | 499 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[c62eee6] | 500 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[7ee66ea] | 501 |
|
---|
[baa5848] | 502 | objects[0].shader_program = shader_program;
|
---|
| 503 | objects[1].shader_program = shader_program2;
|
---|
| 504 |
|
---|
| 505 | vector<int> program1_objects, program2_objects;
|
---|
| 506 | vector<int>::iterator it;
|
---|
| 507 |
|
---|
[7ee66ea] | 508 | bool cam_moved = false;
|
---|
| 509 |
|
---|
[046ce72] | 510 | int frame_count = 0;
|
---|
[f70ab75] | 511 | double elapsed_seconds_fps = 0.0f;
|
---|
[93baa0e] | 512 | double previous_seconds = glfwGetTime();
|
---|
[046ce72] | 513 |
|
---|
[9dd2eb7] | 514 | // This draws wireframes. Useful for seeing separate faces and occluded objects.
|
---|
| 515 | //glPolygonMode(GL_FRONT, GL_LINE);
|
---|
| 516 |
|
---|
[644a2e4] | 517 | while (!glfwWindowShouldClose(window)) {
|
---|
[93baa0e] | 518 | double current_seconds = glfwGetTime();
|
---|
| 519 | double elapsed_seconds = current_seconds - previous_seconds;
|
---|
| 520 | previous_seconds = current_seconds;
|
---|
| 521 |
|
---|
[046ce72] | 522 | elapsed_seconds_fps += elapsed_seconds;
|
---|
| 523 | if (elapsed_seconds_fps > 0.25f) {
|
---|
| 524 | fps = (double)frame_count / elapsed_seconds_fps;
|
---|
| 525 | cout << "FPS: " << fps << endl;
|
---|
| 526 |
|
---|
| 527 | frame_count = 0;
|
---|
| 528 | elapsed_seconds_fps = 0.0f;
|
---|
| 529 | }
|
---|
| 530 |
|
---|
| 531 | frame_count++;
|
---|
| 532 |
|
---|
[93baa0e] | 533 | if (fabs(last_position) > 1.0f) {
|
---|
| 534 | speed = -speed;
|
---|
| 535 | }
|
---|
| 536 |
|
---|
[baa5848] | 537 | program1_objects.clear();
|
---|
| 538 | program2_objects.clear();
|
---|
| 539 |
|
---|
| 540 | // Handle events (Ideally, move all event-handling code
|
---|
| 541 | // before the render code)
|
---|
| 542 |
|
---|
| 543 | clickedObject = NULL;
|
---|
| 544 | glfwPollEvents();
|
---|
| 545 |
|
---|
[147ac6d] | 546 | if (clickedObject == &objects[0]) {
|
---|
| 547 | selectedObject = &objects[0];
|
---|
| 548 | }
|
---|
[baa5848] | 549 | if (clickedObject == &objects[1]) {
|
---|
| 550 | selectedObject = &objects[1];
|
---|
| 551 | }
|
---|
[33a9664] | 552 |
|
---|
[baa5848] | 553 | if (selectedObject == &objects[1] &&
|
---|
| 554 | objects[1].shader_program == shader_program2) {
|
---|
| 555 | objects[1].shader_program = shader_program;
|
---|
| 556 | } else if (selectedObject != &objects[1] &&
|
---|
| 557 | objects[1].shader_program == shader_program) {
|
---|
| 558 | objects[1].shader_program = shader_program2;
|
---|
[147ac6d] | 559 | }
|
---|
[baa5848] | 560 |
|
---|
| 561 | // group scene objects by shader
|
---|
[4e0b82b] | 562 | for (unsigned int i=0; i < objects.size(); i++) {
|
---|
[baa5848] | 563 | if (objects[i].shader_program == shader_program) {
|
---|
| 564 | program1_objects.push_back(i);
|
---|
| 565 | } else if (objects[i].shader_program == shader_program2) {
|
---|
| 566 | program2_objects.push_back(i);
|
---|
| 567 | }
|
---|
[64a70f4] | 568 | }
|
---|
[33a9664] | 569 |
|
---|
[7ee66ea] | 570 | /*
|
---|
[93baa0e] | 571 | model[12] = last_position + speed*elapsed_seconds;
|
---|
| 572 | last_position = model[12];
|
---|
[7ee66ea] | 573 | */
|
---|
[93baa0e] | 574 |
|
---|
| 575 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[485424b] | 576 |
|
---|
| 577 | glUseProgram(shader_program);
|
---|
[644a2e4] | 578 | glBindVertexArray(vao);
|
---|
[93baa0e] | 579 |
|
---|
[baa5848] | 580 | for (it=program1_objects.begin(); it != program1_objects.end(); it++) {
|
---|
| 581 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[*it].model_mat));
|
---|
[ec4456b] | 582 |
|
---|
[05e43cf] | 583 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
[07ed460] | 584 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, objects[*it].vertex_vbo_offset);
|
---|
[05e43cf] | 585 |
|
---|
[baa5848] | 586 | if (selectedObject == &objects[*it]) {
|
---|
[07ed460] | 587 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
[baa5848] | 588 | } else {
|
---|
| 589 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 590 | }
|
---|
[07ed460] | 591 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, objects[*it].vertex_vbo_offset);
|
---|
[05e43cf] | 592 |
|
---|
[9dd2eb7] | 593 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
| 594 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, objects[*it].vertex_vbo_offset);
|
---|
| 595 |
|
---|
[05e43cf] | 596 | glDrawArrays(GL_TRIANGLES, 0, objects[*it].num_points);
|
---|
[64a70f4] | 597 | }
|
---|
[485424b] | 598 |
|
---|
[baa5848] | 599 | glUseProgram(shader_program2);
|
---|
| 600 | glBindVertexArray(vao2);
|
---|
[485424b] | 601 |
|
---|
[baa5848] | 602 | for (it = program2_objects.begin(); it != program2_objects.end(); it++) {
|
---|
| 603 | glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(objects[*it].model_mat));
|
---|
| 604 |
|
---|
[05e43cf] | 605 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
[07ed460] | 606 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, objects[*it].vertex_vbo_offset);
|
---|
[05e43cf] | 607 |
|
---|
[07ed460] | 608 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
| 609 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, objects[*it].texture_vbo_offset);
|
---|
[05e43cf] | 610 |
|
---|
[9dd2eb7] | 611 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
| 612 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, objects[*it].vertex_vbo_offset);
|
---|
| 613 |
|
---|
[05e43cf] | 614 | glDrawArrays(GL_TRIANGLES, 0, objects[*it].num_points);
|
---|
[baa5848] | 615 | }
|
---|
[df652d5] | 616 |
|
---|
[c1ca5b5] | 617 | renderGui();
|
---|
| 618 |
|
---|
[644a2e4] | 619 | glfwSwapBuffers(window);
|
---|
[ec4456b] | 620 |
|
---|
| 621 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
|
---|
| 622 | glfwSetWindowShouldClose(window, 1);
|
---|
| 623 | }
|
---|
[7ee66ea] | 624 |
|
---|
| 625 | float dist = cam_speed * elapsed_seconds;
|
---|
| 626 | if (glfwGetKey(window, GLFW_KEY_A)) {
|
---|
[c62eee6] | 627 | cam_pos.x -= cos(cam_yaw)*dist;
|
---|
| 628 | cam_pos.z += sin(cam_yaw)*dist;
|
---|
[7ee66ea] | 629 | cam_moved = true;
|
---|
| 630 | }
|
---|
| 631 | if (glfwGetKey(window, GLFW_KEY_D)) {
|
---|
[c62eee6] | 632 | cam_pos.x += cos(cam_yaw)*dist;
|
---|
| 633 | cam_pos.z -= sin(cam_yaw)*dist;
|
---|
[7ee66ea] | 634 | cam_moved = true;
|
---|
| 635 | }
|
---|
| 636 | if (glfwGetKey(window, GLFW_KEY_W)) {
|
---|
[c62eee6] | 637 | cam_pos.x -= sin(cam_yaw)*dist;
|
---|
| 638 | cam_pos.z -= cos(cam_yaw)*dist;
|
---|
[7ee66ea] | 639 | cam_moved = true;
|
---|
| 640 | }
|
---|
| 641 | if (glfwGetKey(window, GLFW_KEY_S)) {
|
---|
[c62eee6] | 642 | cam_pos.x += sin(cam_yaw)*dist;
|
---|
| 643 | cam_pos.z += cos(cam_yaw)*dist;
|
---|
[7ee66ea] | 644 | cam_moved = true;
|
---|
| 645 | }
|
---|
| 646 | if (glfwGetKey(window, GLFW_KEY_LEFT)) {
|
---|
| 647 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
---|
| 648 | cam_moved = true;
|
---|
| 649 | }
|
---|
| 650 | if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
|
---|
| 651 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
---|
| 652 | cam_moved = true;
|
---|
| 653 | }
|
---|
| 654 | if (cam_moved) {
|
---|
[c62eee6] | 655 | T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
[7ee66ea] | 656 | R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
[267c4c5] | 657 | view_mat = R*T;
|
---|
[7ee66ea] | 658 |
|
---|
[267c4c5] | 659 | glUseProgram(shader_program);
|
---|
| 660 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 661 |
|
---|
| 662 | glUseProgram(shader_program2);
|
---|
[7ee66ea] | 663 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[267c4c5] | 664 |
|
---|
[7ee66ea] | 665 | cam_moved = false;
|
---|
| 666 | }
|
---|
[644a2e4] | 667 | }
|
---|
| 668 |
|
---|
[c1ca5b5] | 669 | ImGui_ImplGlfwGL3_Shutdown();
|
---|
| 670 | ImGui::DestroyContext();
|
---|
| 671 |
|
---|
| 672 | glfwDestroyWindow(window);
|
---|
[5272b6b] | 673 | glfwTerminate();
|
---|
[c1ca5b5] | 674 |
|
---|
[5272b6b] | 675 | return 0;
|
---|
| 676 | }
|
---|
[ec4456b] | 677 |
|
---|
| 678 | GLuint loadShader(GLenum type, string file) {
|
---|
| 679 | cout << "Loading shader from file " << file << endl;
|
---|
| 680 |
|
---|
| 681 | ifstream shaderFile(file);
|
---|
| 682 | GLuint shaderId = 0;
|
---|
| 683 |
|
---|
| 684 | if (shaderFile.is_open()) {
|
---|
| 685 | string line, shaderString;
|
---|
| 686 |
|
---|
| 687 | while(getline(shaderFile, line)) {
|
---|
| 688 | shaderString += line + "\n";
|
---|
| 689 | }
|
---|
| 690 | shaderFile.close();
|
---|
| 691 | const char* shaderCString = shaderString.c_str();
|
---|
| 692 |
|
---|
| 693 | shaderId = glCreateShader(type);
|
---|
| 694 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
---|
| 695 | glCompileShader(shaderId);
|
---|
| 696 |
|
---|
| 697 | cout << "Loaded successfully" << endl;
|
---|
| 698 | } else {
|
---|
[e856d62] | 699 | cout << "Failed to load the file" << endl;
|
---|
[ec4456b] | 700 | }
|
---|
| 701 |
|
---|
| 702 | return shaderId;
|
---|
| 703 | }
|
---|
[485424b] | 704 |
|
---|
| 705 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
---|
| 706 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
---|
| 707 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
---|
| 708 |
|
---|
| 709 | GLuint shader_program = glCreateProgram();
|
---|
| 710 | glAttachShader(shader_program, vs);
|
---|
| 711 | glAttachShader(shader_program, fs);
|
---|
| 712 |
|
---|
| 713 | glLinkProgram(shader_program);
|
---|
| 714 |
|
---|
| 715 | return shader_program;
|
---|
| 716 | }
|
---|
| 717 |
|
---|
| 718 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
---|
| 719 | int n;
|
---|
[e856d62] | 720 | int force_channels = 4; // This forces RGBA (4 bytes per pixel)
|
---|
[485424b] | 721 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
---|
[e856d62] | 722 |
|
---|
| 723 | int width_in_bytes = *x * 4;
|
---|
| 724 | unsigned char *top = NULL;
|
---|
| 725 | unsigned char *bottom = NULL;
|
---|
| 726 | unsigned char temp = 0;
|
---|
| 727 | int half_height = *y / 2;
|
---|
| 728 |
|
---|
| 729 | // flip image upside-down to account for OpenGL treating lower-left as (0, 0)
|
---|
| 730 | for (int row = 0; row < half_height; row++) {
|
---|
| 731 | top = image_data + row * width_in_bytes;
|
---|
| 732 | bottom = image_data + (*y - row - 1) * width_in_bytes;
|
---|
| 733 | for (int col = 0; col < width_in_bytes; col++) {
|
---|
| 734 | temp = *top;
|
---|
| 735 | *top = *bottom;
|
---|
| 736 | *bottom = temp;
|
---|
| 737 | top++;
|
---|
| 738 | bottom++;
|
---|
| 739 | }
|
---|
| 740 | }
|
---|
| 741 |
|
---|
[485424b] | 742 | if (!image_data) {
|
---|
| 743 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
---|
| 744 | }
|
---|
[e856d62] | 745 |
|
---|
| 746 | // Not Power-of-2 check
|
---|
| 747 | if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) {
|
---|
| 748 | fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str());
|
---|
| 749 | }
|
---|
| 750 |
|
---|
[485424b] | 751 | return image_data;
|
---|
| 752 | }
|
---|
[33a9664] | 753 |
|
---|
[d9f99b2] | 754 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point) {
|
---|
[5c9d193] | 755 | // LINE EQUATION: P = O + Dt
|
---|
[b73cb3b] | 756 | // O = cam
|
---|
[5c9d193] | 757 | // D = ray_world
|
---|
| 758 |
|
---|
[b73cb3b] | 759 | // PLANE EQUATION: P dot n + d = 0
|
---|
| 760 | // n is the normal vector
|
---|
| 761 | // d is the offset from the origin
|
---|
[5c9d193] | 762 |
|
---|
| 763 | // Take the cross-product of two vectors on the plane to get the normal
|
---|
[d9f99b2] | 764 | vec3 v1 = points[1] - points[0];
|
---|
| 765 | vec3 v2 = points[2] - points[0];
|
---|
[5c9d193] | 766 |
|
---|
| 767 | 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);
|
---|
[b73cb3b] | 768 |
|
---|
| 769 | print4DVector("Full world ray", world_ray);
|
---|
[5c9d193] | 770 |
|
---|
| 771 | vec3 local_ray = (inverse(obj->model_mat) * world_ray).xyz();
|
---|
| 772 | vec3 local_cam = (inverse(obj->model_mat) * cam).xyz();
|
---|
| 773 |
|
---|
[b73cb3b] | 774 | local_ray = local_ray - local_cam;
|
---|
[5c9d193] | 775 |
|
---|
[d9f99b2] | 776 | float d = -glm::dot(points[0], normal);
|
---|
[5c9d193] | 777 | cout << "d: " << d << endl;
|
---|
| 778 |
|
---|
| 779 | float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
|
---|
| 780 | cout << "t: " << t << endl;
|
---|
| 781 |
|
---|
| 782 | vec3 intersection = local_cam + t*local_ray;
|
---|
| 783 | printVector("Intersection", intersection);
|
---|
| 784 |
|
---|
[d9f99b2] | 785 | if (insideTriangle(intersection, points)) {
|
---|
[e82692b] | 786 | click_point = obj->model_mat * vec4(intersection, 1.0f);
|
---|
| 787 | return true;
|
---|
| 788 | } else {
|
---|
| 789 | return false;
|
---|
| 790 | }
|
---|
[5c9d193] | 791 | }
|
---|
| 792 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
|
---|
[d9f99b2] | 793 | vec3 v21 = triangle_points[1] - triangle_points[0];
|
---|
| 794 | vec3 v31 = triangle_points[2] - triangle_points[0];
|
---|
| 795 | vec3 pv1 = p - triangle_points[0];
|
---|
[33a9664] | 796 |
|
---|
| 797 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
---|
| 798 | float x = (pv1.x-y*v31.x) / v21.x;
|
---|
| 799 |
|
---|
| 800 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
---|
| 801 | }
|
---|
[d12d003] | 802 |
|
---|
| 803 | void printVector(string label, vec3 v) {
|
---|
| 804 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
|
---|
| 805 | }
|
---|
[b73cb3b] | 806 |
|
---|
| 807 | void print4DVector(string label, vec4 v) {
|
---|
| 808 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
|
---|
| 809 | }
|
---|
[c1ca5b5] | 810 |
|
---|
| 811 | void renderGui() {
|
---|
| 812 | bool show_demo_window = true;
|
---|
| 813 | bool show_another_window = true;
|
---|
| 814 |
|
---|
| 815 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
| 816 |
|
---|
| 817 | // 1. Show a simple window.
|
---|
| 818 | // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
---|
| 819 | {
|
---|
| 820 | static float f = 0.0f;
|
---|
| 821 | static int counter = 0;
|
---|
| 822 | ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
---|
| 823 | ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
---|
| 824 | ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
---|
| 825 |
|
---|
| 826 | ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
---|
| 827 | ImGui::Checkbox("Another Window", &show_another_window);
|
---|
| 828 |
|
---|
| 829 | if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
---|
| 830 | counter++;
|
---|
| 831 | ImGui::SameLine();
|
---|
| 832 | ImGui::Text("counter = %d", counter);
|
---|
| 833 |
|
---|
| 834 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
---|
| 835 | }
|
---|
| 836 |
|
---|
| 837 | // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
|
---|
| 838 | if (show_another_window) {
|
---|
| 839 | ImGui::Begin("Another Window", &show_another_window);
|
---|
| 840 | ImGui::Text("Hello from another window!");
|
---|
| 841 | if (ImGui::Button("Close Me"))
|
---|
| 842 | show_another_window = false;
|
---|
| 843 | ImGui::End();
|
---|
| 844 | }
|
---|
| 845 |
|
---|
| 846 | // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
|
---|
| 847 | if (show_demo_window) {
|
---|
| 848 | ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
---|
| 849 | ImGui::ShowDemoWindow(&show_demo_window);
|
---|
| 850 | }
|
---|
| 851 |
|
---|
| 852 | ImGui::Render();
|
---|
| 853 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
| 854 | }
|
---|