[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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[c62eee6] | 8 | #include <glm/mat4x4.hpp>
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[7ee66ea] | 9 | #include <glm/gtc/matrix_transform.hpp>
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| 10 | #include <glm/gtc/type_ptr.hpp>
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| 11 |
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[5272b6b] | 12 | #include <GL/glew.h>
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| 13 | #include <GLFW/glfw3.h>
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| 14 |
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[22b2c37] | 15 | #include <cstdio>
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| 16 | #include <iostream>
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[ec4456b] | 17 | #include <fstream>
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[93baa0e] | 18 | #include <cmath>
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[1099b95] | 19 | #include <string>
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[19c9338] | 20 | #include <array>
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[22b2c37] | 21 |
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[5272b6b] | 22 | using namespace std;
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[7ee66ea] | 23 | using namespace glm;
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| 24 |
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| 25 | #define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
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[c62eee6] | 26 |
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[485424b] | 27 | const bool FULLSCREEN = false;
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[c62eee6] | 28 | int width = 640;
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| 29 | int height = 480;
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| 30 |
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| 31 | vec3 cam_pos;
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| 32 |
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[19c9338] | 33 | array<vec3, 3> triangle_face;
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| 34 |
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| 35 | array<vec3,3> colored_triangle;
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| 36 | array<vec3, 3> square_triangle1;
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| 37 | array<vec3, 3> square_triangle2;
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[c62eee6] | 38 |
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[33a9664] | 39 | bool clicked = false;
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| 40 | int colors_i = 0;
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| 41 |
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[64a70f4] | 42 | bool clicked_square = false;
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| 43 |
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[19c9338] | 44 | mat4 model_mat;
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| 45 | mat4 model_mat2;
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| 46 |
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[c62eee6] | 47 | mat4 view_mat;
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| 48 | mat4 proj_mat;
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[5272b6b] | 49 |
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[19c9338] | 50 | bool insideTriangle(vec3 p, array<vec3, 3> triangle);
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[33a9664] | 51 |
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[ec4456b] | 52 | GLuint loadShader(GLenum type, string file);
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[485424b] | 53 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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| 54 | unsigned char* loadImage(string file_name, int* x, int* y);
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[ec4456b] | 55 |
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[d12d003] | 56 | void printVector(string label, vec3 v);
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| 57 |
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| 58 | float NEAR_CLIP = 0.1f;
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| 59 | float FAR_CLIP = 100.0f;
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| 60 |
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[ec4456b] | 61 | void glfw_error_callback(int error, const char* description) {
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| 62 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
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| 63 | }
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| 64 |
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[c62eee6] | 65 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
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| 66 | double mouse_x, mouse_y;
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| 67 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
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| 68 |
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| 69 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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| 70 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
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| 71 |
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| 72 | float x = (2.0f*mouse_x) / width - 1.0f;
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| 73 | float y = 1.0f - (2.0f*mouse_y) / height;
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[33a9664] | 74 | cout << "x: " << x << ", y: " << y << endl;
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| 75 |
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| 76 | // Since the projection matrix gets applied before the view matrix,
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| 77 | // treat the initial camera position (aka origin of the ray) as (0, 0, 0)
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| 78 |
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| 79 | // When getting the ray direction, you can use near and fov to get the
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| 80 | // coordinates
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[c62eee6] | 81 |
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[33a9664] | 82 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f); // this should have a z equal to the near clipping plane
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[c62eee6] | 83 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
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| 84 | ray_eye = vec4(ray_eye.xy(), -1.0f, 0.0f);
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| 85 | vec3 ray_world = normalize((inverse(view_mat) * ray_eye).xyz());
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| 86 |
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[33a9664] | 87 | /* LATEST NOTES:
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| 88 | *
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| 89 | * Normalizing the world ray caused issues, although it should make sense with the projection
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| 90 | * matrix, since the z coordinate has meaning there.
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| 91 | *
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| 92 | * Now, I need to figure out the correct intersection test in 2D space
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| 93 | * Also, need to check that the global triangle points are correct
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| 94 | */
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| 95 |
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| 96 | // since ray_world is the end result we want anyway, we probably don't need to add cam_pos to
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| 97 | // it, only to subtract it later
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| 98 |
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[c62eee6] | 99 | vec3 click_point = cam_pos + ray_world;
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| 100 |
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| 101 | /* Now, we need to generate the constants for the equations describing
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| 102 | * a 3D line:
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| 103 | * (x - x0) / a = (y - y0) / b = (z - z0) / c
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| 104 | *
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| 105 | * The line goes through the camera position, so
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| 106 | * cam_pos = <x0, y0, z0>
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| 107 | */
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| 108 |
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[33a9664] | 109 | // upper right corner is 1, 1 in opengl
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| 110 |
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[c62eee6] | 111 | cout << "Converted -> (" << ray_world.x << "," << ray_world.y << "," << ray_world.z << ")" << endl << endl;;
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| 112 | cout << "Camera -> (" << cam_pos.x << "," << cam_pos.y << "," << cam_pos.z << ")" << endl;
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| 113 | cout << "Click point -> (" << click_point.x << "," << click_point.y << "," << click_point.z << ")" << endl;
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| 114 |
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| 115 | float a = 1.0f;
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| 116 | float b = a * (click_point.y - cam_pos.y) / (click_point.x - cam_pos.x);
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| 117 | float c = a * (click_point.z - cam_pos.z) / (click_point.x - cam_pos.x);
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| 118 |
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| 119 | cout << "(x - " << cam_pos.x << ") / " << a << " = ";
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| 120 | cout << "(y - " << cam_pos.y << ") / " << b << " = ";
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| 121 | cout << "(z - " << cam_pos.z << ") / " << c << endl;;
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| 122 |
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| 123 | /* Now, we need to generate the constants for the equations describing
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| 124 | * a 3D plane:
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| 125 | * dx + ey +fz +g = 0
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| 126 | */
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| 127 |
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[19c9338] | 128 | vec3 fp1 = triangle_face[0];
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| 129 | vec3 fp2 = triangle_face[1];
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| 130 | vec3 fp3 = triangle_face[2];
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[33a9664] | 131 |
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[c62eee6] | 132 | cout << "Points on the plane" << endl;
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[33a9664] | 133 | cout << "(" << fp1.x << ", " << fp1.y << ", " << fp1.z << ")" << endl;
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| 134 | cout << "(" << fp2.x << ", " << fp2.y << ", " << fp2.z << ")" << endl;
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| 135 | cout << "(" << fp3.x << ", " << fp3.y << ", " << fp3.z << ")" << endl;
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| 136 |
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| 137 | float pa = (fp2.y-fp1.y)*(fp3.z-fp1.z) - (fp3.y-fp1.y)*(fp2.z-fp1.z);
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| 138 | float pb = (fp2.z-fp1.z)*(fp3.x-fp1.x) - (fp3.z-fp1.z)*(fp2.x-fp1.x);
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| 139 | float pc = (fp2.x-fp1.x)*(fp3.y-fp1.y) - (fp3.x-fp1.x)*(fp2.y-fp1.y);
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| 140 | float pd = -(pa*fp1.x+pb*fp1.y+pc*fp1.z);
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| 141 |
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| 142 | cout << pa << "x+" << pb << "y+" << pc << "z+" << pd << "=0" << endl;
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[c62eee6] | 143 |
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| 144 | // get intersection
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[33a9664] | 145 |
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| 146 | // the intersection this computes is incorrect
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| 147 | // it doesn't match the equation of the plane
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| 148 | vec3 i;
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| 149 | i.z = -cam_pos.z - pc*pd/(pa*a+pb*b);
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| 150 | i.x = cam_pos.x + a * (i.z-cam_pos.z) / c;
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| 151 | i.y = cam_pos.y + b * (i.z-cam_pos.z) / c;
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| 152 |
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| 153 | cout << "The holy grail?" << endl;
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| 154 | cout << "(" << i.x << "," << i.y << "," << i.z << ")" << endl;
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| 155 |
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[19c9338] | 156 | clicked = insideTriangle(i, triangle_face);
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[d12d003] | 157 | cout << (clicked ? "true" : "false") << endl;
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[33a9664] | 158 | }
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| 159 | }
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| 160 |
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[19c9338] | 161 | /* REFACTORING PLAN:
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| 162 | *
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| 163 | * Have an array of object structs
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| 164 | * Each object struct has:
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| 165 | * -a model matrix
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| 166 | * -a selected boolean
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| 167 | * Eventually, maybe also want to store a reference to the correct shader
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| 168 | * or whatever other info I need to properly render it
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| 169 | *
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| 170 | * Have an array of face structs
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| 171 | * Each face struct has
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| 172 | * -an object index indicating which object it is a part of
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| 173 | * -an array of three points
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| 174 | *
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| 175 | * The mouse button callback will:
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| 176 | * -Set all selected flags in the objects array to false
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| 177 | * -iterate through the faces array
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| 178 | * -For each face, it will call faceClicked() with the following params:
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| 179 | * -Probably a world ray created from the mouse click coordinates
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| 180 | * -An array of 3 points representing the face
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| 181 | * -The object struct represnting the object the face is a part of
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| 182 | */
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| 183 |
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[33a9664] | 184 | void mouse_button_callback_new(GLFWwindow* window, int button, int action, int mods) {
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| 185 | double mouse_x, mouse_y;
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| 186 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
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| 187 |
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| 188 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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| 189 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
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| 190 |
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| 191 | float x = (2.0f*mouse_x) / width - 1.0f;
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| 192 | float y = 1.0f - (2.0f*mouse_y) / height;
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[d12d003] | 193 |
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[33a9664] | 194 | cout << "x: " << x << ", y: " << y << endl;
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| 195 |
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| 196 | // Since the projection matrix gets applied before the view matrix,
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| 197 | // treat the initial camera position (aka origin of the ray) as (0, 0, 0)
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| 198 |
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| 199 | // When getting the ray direction, you can use near and fov to get the
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| 200 | // coordinates
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| 201 |
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| 202 | // vec4 ray_clip = vec4(x, y, -1.0f, 1.0f); // this should have a z equal to the near clipping plane
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| 203 | // vec4 ray_eye = inverse(proj_mat) * ray_clip;
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| 204 | // ray_eye = vec4(ray_eye.xy(), -1.0f, 0.0f);
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| 205 | // vec3 ray_world = normalize((inverse(view_mat) * ray_eye).xyz());
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| 206 |
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[a5b5e95] | 207 | vec4 ray_clip = vec4(x, y, NEAR_CLIP, 1.0f); // this should have a z equal to the near clipping plane
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[d12d003] | 208 | vec4 ray_eye = ray_clip;
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[19c9338] | 209 | vec3 ray_world = (inverse(model_mat) * inverse(view_mat) * ray_eye).xyz();
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[33a9664] | 210 |
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| 211 | /* LATEST NOTES:
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| 212 | *
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| 213 | * Normalizing the world ray caused issues, although it should make sense with the projection
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| 214 | * matrix, since the z coordinate has meaning there.
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[19c9338] | 215 | * Plus, we really want to normalize it only once we recompute it below as the difference of two points,
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| 216 | * although doing so shouldn't effect the results. Check the book to see if there is a good reason for doing so.
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[33a9664] | 217 | */
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| 218 |
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[d12d003] | 219 | printVector("Initial world ray:", ray_world);
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[33a9664] | 220 |
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[a5b5e95] | 221 | vec4 cam_pos_origin = vec4(x, y, 0.0f, 1.0f);
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[19c9338] | 222 | vec3 cam_pos_temp = (inverse(model_mat) * inverse(view_mat) * cam_pos_origin).xyz();
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[33a9664] | 223 |
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[d12d003] | 224 | ray_world = ray_world-cam_pos_temp;
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[33a9664] | 225 |
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[d12d003] | 226 | cout << "Ray clip -> (" << ray_clip.x << "," << ray_clip.y << "," << ray_clip.z << ")" << endl << endl;;
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| 227 | cout << "Ray world -> (" << ray_world.x << "," << ray_world.y << "," << ray_world.z << ")" << endl << endl;;
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| 228 | cout << "Camera -> (" << cam_pos_temp.x << "," << cam_pos_temp.y << "," << cam_pos_temp.z << ")" << endl;
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[33a9664] | 229 |
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[19c9338] | 230 | vec3 fp1 = triangle_face[0];
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| 231 | vec3 fp2 = triangle_face[1];
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| 232 | vec3 fp3 = triangle_face[2];
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[33a9664] | 233 |
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| 234 | cout << "Points on the plane" << endl;
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| 235 | cout << "(" << fp1.x << ", " << fp1.y << ", " << fp1.z << ")" << endl;
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| 236 | cout << "(" << fp2.x << ", " << fp2.y << ", " << fp2.z << ")" << endl;
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| 237 | cout << "(" << fp3.x << ", " << fp3.y << ", " << fp3.z << ")" << endl;
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| 238 |
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[d12d003] | 239 | // LINE EQUATION: P = O + Dt
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| 240 | // O = cam_pos
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| 241 | // D = ray_world
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[33a9664] | 242 |
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[d12d003] | 243 | // PLANE EQUATION: P dot n + d = 0 (n is the normal vector and d is the offset from the origin)
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[33a9664] | 244 |
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[d12d003] | 245 | // Take the cross-product of two vectors on the plane to get the normal
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| 246 | vec3 v1 = fp2 - fp1;
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| 247 | vec3 v2 = fp3 - fp1;
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[33a9664] | 248 |
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[d12d003] | 249 | 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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| 250 | printVector("v1", v1);
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| 251 | printVector("v2", v2);
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| 252 | printVector("Cross", normal);
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| 253 | cout << "Test theory: " << glm::dot(cam_pos_temp, normal) << endl;
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| 254 | cout << "Test 2: " << glm::dot(ray_world, normal) << endl;
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[33a9664] | 255 |
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[d12d003] | 256 | float d = -glm::dot(fp1, normal);
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| 257 | cout << "d: " << d << endl;
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[33a9664] | 258 |
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[d12d003] | 259 | float t = - (glm::dot(cam_pos_temp, normal) + d) / glm::dot(ray_world, normal);
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| 260 | cout << "t: " << t << endl;
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[33a9664] | 261 |
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[d12d003] | 262 | vec3 intersection = cam_pos_temp+t*ray_world;
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| 263 | printVector("Intersection", intersection);
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| 264 |
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[19c9338] | 265 | clicked = insideTriangle(intersection, triangle_face);
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[d12d003] | 266 | cout << (clicked ? "true" : "false") << endl;
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[64a70f4] | 267 |
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| 268 | clicked_square = !clicked_square;
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[c62eee6] | 269 | }
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| 270 | }
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| 271 |
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[5272b6b] | 272 | int main(int argc, char* argv[]) {
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| 273 | cout << "New OpenGL Game" << endl;
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| 274 |
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[ec4456b] | 275 | if (!restart_gl_log()) {}
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| 276 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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[22b2c37] | 277 |
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[ec4456b] | 278 | glfwSetErrorCallback(glfw_error_callback);
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[5272b6b] | 279 | if (!glfwInit()) {
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| 280 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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| 281 | return 1;
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[be246ad] | 282 | }
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| 283 |
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| 284 | #ifdef __APPLE__
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| 285 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 286 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 287 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 288 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 289 | #endif
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[5272b6b] | 290 |
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[ec4456b] | 291 | glfwWindowHint(GLFW_SAMPLES, 4);
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| 292 |
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| 293 | GLFWwindow* window = NULL;
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| 294 |
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| 295 | if (FULLSCREEN) {
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| 296 | GLFWmonitor* mon = glfwGetPrimaryMonitor();
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| 297 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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| 298 |
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| 299 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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| 300 | window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL);
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| 301 |
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| 302 | width = vmode->width;
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| 303 | height = vmode->height;
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| 304 | } else {
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| 305 | window = glfwCreateWindow(width, height, "Hello Triangle", NULL, NULL);
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| 306 | }
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| 307 |
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[5272b6b] | 308 | if (!window) {
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| 309 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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| 310 | glfwTerminate();
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| 311 | return 1;
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| 312 | }
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[c62eee6] | 313 |
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[d12d003] | 314 | glfwSetMouseButtonCallback(window, mouse_button_callback_new);
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[c62eee6] | 315 |
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[644a2e4] | 316 | glfwMakeContextCurrent(window);
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[5272b6b] | 317 | glewExperimental = GL_TRUE;
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| 318 | glewInit();
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| 319 |
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[ec4456b] | 320 | // glViewport(0, 0, width*2, height*2);
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| 321 |
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[5272b6b] | 322 | const GLubyte* renderer = glGetString(GL_RENDERER);
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| 323 | const GLubyte* version = glGetString(GL_VERSION);
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| 324 | printf("Renderer: %s\n", renderer);
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| 325 | printf("OpenGL version supported %s\n", version);
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[93baa0e] | 326 |
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[5272b6b] | 327 | glEnable(GL_DEPTH_TEST);
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| 328 | glDepthFunc(GL_LESS);
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[516668e] | 329 |
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[93baa0e] | 330 | glEnable(GL_CULL_FACE);
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| 331 | // glCullFace(GL_BACK);
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| 332 | // glFrontFace(GL_CW);
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| 333 |
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[485424b] | 334 | int x, y;
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| 335 | unsigned char* texImage = loadImage("test.png", &x, &y);
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| 336 | if (texImage) {
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| 337 | cout << "Yay, I loaded an image!" << endl;
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| 338 | cout << x << endl;
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| 339 | cout << y << endl;
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| 340 | printf ("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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| 341 | }
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| 342 |
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| 343 | GLuint tex = 0;
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| 344 | glGenTextures(1, &tex);
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| 345 | glActiveTexture(GL_TEXTURE0);
|
---|
| 346 | glBindTexture(GL_TEXTURE_2D, tex);
|
---|
| 347 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
|
---|
| 348 |
|
---|
| 349 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
| 350 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
| 351 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
| 352 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
---|
| 353 |
|
---|
[516668e] | 354 | GLfloat points[] = {
|
---|
[d12d003] | 355 | 0.0f, 0.5f, 0.0f,
|
---|
| 356 | -0.5f, -0.5f, 0.0f,
|
---|
| 357 | 0.5f, -0.5f, 0.0f,
|
---|
| 358 | 0.5f, -0.5f, 0.0f,
|
---|
| 359 | -0.5f, -0.5f, 0.0f,
|
---|
| 360 | 0.0f, 0.5f, 0.0f,
|
---|
[516668e] | 361 | };
|
---|
[c62eee6] | 362 |
|
---|
[8b7cfcf] | 363 | GLfloat colors[] = {
|
---|
[64a70f4] | 364 | 1.0, 0.0, 0.0,
|
---|
| 365 | 0.0, 0.0, 1.0,
|
---|
| 366 | 0.0, 1.0, 0.0,
|
---|
| 367 | 0.0, 1.0, 0.0,
|
---|
| 368 | 0.0, 0.0, 1.0,
|
---|
| 369 | 1.0, 0.0, 0.0,
|
---|
[93baa0e] | 370 | };
|
---|
| 371 |
|
---|
[33a9664] | 372 | GLfloat colors_new[] = {
|
---|
[64a70f4] | 373 | 0.0, 1.0, 0.0,
|
---|
| 374 | 0.0, 1.0, 0.0,
|
---|
| 375 | 0.0, 1.0, 0.0,
|
---|
| 376 | 0.0, 1.0, 0.0,
|
---|
| 377 | 0.0, 1.0, 0.0,
|
---|
| 378 | 0.0, 1.0, 0.0,
|
---|
[33a9664] | 379 | };
|
---|
| 380 |
|
---|
[485424b] | 381 | // Each point is made of 3 floats
|
---|
| 382 | int numPoints = (sizeof(points) / sizeof(float)) / 3;
|
---|
| 383 |
|
---|
| 384 | GLfloat points2[] = {
|
---|
[64a70f4] | 385 | 0.5f, 0.5f, 0.0f,
|
---|
[d12d003] | 386 | -0.5f, 0.5f, 0.0f,
|
---|
| 387 | -0.5f, -0.5f, 0.0f,
|
---|
[64a70f4] | 388 | 0.5f, 0.5f, 0.0f,
|
---|
[d12d003] | 389 | -0.5f, -0.5f, 0.0f,
|
---|
[64a70f4] | 390 | 0.5f, -0.5f, 0.0f,
|
---|
| 391 | };
|
---|
[485424b] | 392 |
|
---|
| 393 | GLfloat colors2[] = {
|
---|
[64a70f4] | 394 | 0.0, 0.9, 0.9,
|
---|
| 395 | 0.0, 0.9, 0.9,
|
---|
| 396 | 0.0, 0.9, 0.9,
|
---|
| 397 | 0.0, 0.9, 0.9,
|
---|
| 398 | 0.0, 0.9, 0.9,
|
---|
| 399 | 0.0, 0.9, 0.9,
|
---|
[485424b] | 400 | };
|
---|
| 401 |
|
---|
| 402 | GLfloat texcoords[] = {
|
---|
[64a70f4] | 403 | 1.0f, 1.0f,
|
---|
| 404 | 0.0f, 1.0f,
|
---|
| 405 | 0.0, 0.0,
|
---|
| 406 | 1.0, 1.0,
|
---|
| 407 | 0.0, 0.0,
|
---|
| 408 | 1.0, 0.0
|
---|
[485424b] | 409 | };
|
---|
| 410 |
|
---|
| 411 | // Each point is made of 3 floats
|
---|
| 412 | int numPoints2 = (sizeof(points2) / sizeof(float)) / 3;
|
---|
| 413 |
|
---|
[19c9338] | 414 | // initialize global variables for click intersection tests
|
---|
| 415 |
|
---|
| 416 | colored_triangle = {
|
---|
| 417 | vec3(points[0], points[1], points[2]),
|
---|
| 418 | vec3(points[3], points[4], points[5]),
|
---|
| 419 | vec3(points[6], points[7], points[8]),
|
---|
| 420 | };
|
---|
| 421 |
|
---|
| 422 | square_triangle1 = {
|
---|
| 423 | vec3(points2[0], points2[1], points2[2]),
|
---|
| 424 | vec3(points2[3], points2[4], points2[5]),
|
---|
| 425 | vec3(points2[6], points2[7], points2[8]),
|
---|
| 426 | };
|
---|
| 427 |
|
---|
| 428 | square_triangle2 = {
|
---|
| 429 | vec3(points2[9], points2[10], points2[11]),
|
---|
| 430 | vec3(points2[12], points2[13], points2[14]),
|
---|
| 431 | vec3(points2[15], points2[16], points2[17]),
|
---|
| 432 | };
|
---|
| 433 |
|
---|
| 434 | triangle_face = colored_triangle;
|
---|
| 435 |
|
---|
[c62eee6] | 436 | /*
|
---|
[201e2f8] | 437 | mat4 R_model = rotate(mat4(), 4.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
[c62eee6] | 438 | */
|
---|
[19c9338] | 439 | mat4 T_model = translate(mat4(), vec3(0.5f, 0.0f, 0.0f));
|
---|
[c62eee6] | 440 | mat4 R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
[19c9338] | 441 | model_mat = T_model*R_model;
|
---|
[8b7cfcf] | 442 |
|
---|
[64a70f4] | 443 | // mat4 T_model2 = translate(mat4(), vec3(-1.0f, 0.0f, 0.0f));
|
---|
[19c9338] | 444 | mat4 T_model2 = translate(mat4(), vec3(-0.5f, 0.0f, 0.0f));
|
---|
[485424b] | 445 | mat4 R_model2 = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
[19c9338] | 446 | model_mat2 = T_model2*R_model2;
|
---|
[485424b] | 447 |
|
---|
[8b7cfcf] | 448 | GLuint points_vbo = 0;
|
---|
| 449 | glGenBuffers(1, &points_vbo);
|
---|
| 450 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
[516668e] | 451 | glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
|
---|
| 452 |
|
---|
[8b7cfcf] | 453 | GLuint colors_vbo = 0;
|
---|
| 454 | glGenBuffers(1, &colors_vbo);
|
---|
| 455 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 456 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
|
---|
| 457 |
|
---|
[644a2e4] | 458 | GLuint vao = 0;
|
---|
[516668e] | 459 | glGenVertexArrays(1, &vao);
|
---|
| 460 | glBindVertexArray(vao);
|
---|
[8b7cfcf] | 461 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
[516668e] | 462 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
[8b7cfcf] | 463 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 464 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
[516668e] | 465 |
|
---|
[8b7cfcf] | 466 | glEnableVertexAttribArray(0);
|
---|
| 467 | glEnableVertexAttribArray(1);
|
---|
[644a2e4] | 468 |
|
---|
[485424b] | 469 | GLuint points2_vbo = 0;
|
---|
| 470 | glGenBuffers(1, &points2_vbo);
|
---|
| 471 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
|
---|
| 472 | glBufferData(GL_ARRAY_BUFFER, sizeof(points2), points2, GL_STATIC_DRAW);
|
---|
| 473 |
|
---|
| 474 | GLuint colors2_vbo = 0;
|
---|
| 475 | glGenBuffers(1, &colors2_vbo);
|
---|
| 476 | glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
|
---|
| 477 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors2), colors2, GL_STATIC_DRAW);
|
---|
| 478 |
|
---|
| 479 | GLuint vt_vbo;
|
---|
| 480 | glGenBuffers(1, &vt_vbo);
|
---|
| 481 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
|
---|
| 482 | glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW);
|
---|
| 483 |
|
---|
| 484 | GLuint vao2 = 0;
|
---|
| 485 | glGenVertexArrays(1, &vao2);
|
---|
| 486 | glBindVertexArray(vao2);
|
---|
| 487 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
|
---|
| 488 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
| 489 | // glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
|
---|
| 490 | // glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
| 491 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
|
---|
| 492 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
[644a2e4] | 493 |
|
---|
[485424b] | 494 | glEnableVertexAttribArray(0);
|
---|
| 495 | glEnableVertexAttribArray(1);
|
---|
[8b7cfcf] | 496 |
|
---|
[485424b] | 497 | GLuint shader_program = loadShaderProgram("./color.vert", "./color.frag");
|
---|
| 498 | GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag");
|
---|
[644a2e4] | 499 |
|
---|
[93baa0e] | 500 | float speed = 1.0f;
|
---|
| 501 | float last_position = 0.0f;
|
---|
| 502 |
|
---|
[7ee66ea] | 503 | float cam_speed = 1.0f;
|
---|
[201e2f8] | 504 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
[7ee66ea] | 505 |
|
---|
[d12d003] | 506 | //cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
---|
[64a70f4] | 507 | cam_pos = vec3(0.0f, 0.0f, 0.3f);
|
---|
| 508 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
|
---|
[7ee66ea] | 509 |
|
---|
[c62eee6] | 510 | mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
[7ee66ea] | 511 | mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
[33a9664] | 512 | /*
|
---|
| 513 | mat4 T = translate(mat4(), vec3(0.0f, 0.0f, 0.0f));
|
---|
| 514 | mat4 R = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
| 515 | */
|
---|
[c62eee6] | 516 | view_mat = R*T;
|
---|
[7ee66ea] | 517 |
|
---|
| 518 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
---|
| 519 | float aspect = (float)width / (float)height;
|
---|
| 520 |
|
---|
[d12d003] | 521 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
---|
| 522 | float Sx = NEAR_CLIP / (range * aspect);
|
---|
| 523 | float Sy = NEAR_CLIP / range;
|
---|
| 524 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
| 525 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
[7ee66ea] | 526 |
|
---|
[d12d003] | 527 | /*
|
---|
[c62eee6] | 528 | float proj_arr[] = {
|
---|
[7ee66ea] | 529 | Sx, 0.0f, 0.0f, 0.0f,
|
---|
| 530 | 0.0f, Sy, 0.0f, 0.0f,
|
---|
| 531 | 0.0f, 0.0f, Sz, -1.0f,
|
---|
| 532 | 0.0f, 0.0f, Pz, 0.0f,
|
---|
| 533 | };
|
---|
[d12d003] | 534 | */
|
---|
[33a9664] | 535 | float proj_arr[] = {
|
---|
| 536 | 1.0f, 0.0f, 0.0f, 0.0f,
|
---|
| 537 | 0.0f, 1.0f, 0.0f, 0.0f,
|
---|
| 538 | 0.0f, 0.0f, 1.0f, 0.0f,
|
---|
| 539 | 0.0f, 0.0f, 0.0f, 1.0f,
|
---|
| 540 | };
|
---|
[c62eee6] | 541 | proj_mat = make_mat4(proj_arr);
|
---|
[7ee66ea] | 542 |
|
---|
[485424b] | 543 | GLint model_test_loc = glGetUniformLocation(shader_program, "model");
|
---|
| 544 | GLint view_test_loc = glGetUniformLocation(shader_program, "view");
|
---|
| 545 | GLint proj_test_loc = glGetUniformLocation(shader_program, "proj");
|
---|
[7ee66ea] | 546 |
|
---|
[19c9338] | 547 | GLint model_mat_loc = glGetUniformLocation(shader_program2, "model");
|
---|
| 548 | GLint view_mat_loc = glGetUniformLocation(shader_program2, "view");
|
---|
| 549 | GLint proj_mat_loc = glGetUniformLocation(shader_program2, "proj");
|
---|
| 550 |
|
---|
[7ee66ea] | 551 | glUseProgram(shader_program);
|
---|
[485424b] | 552 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(model_mat));
|
---|
[19c9338] | 553 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[c62eee6] | 554 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[485424b] | 555 |
|
---|
| 556 | glUseProgram(shader_program2);
|
---|
| 557 | glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(model_mat2));
|
---|
[19c9338] | 558 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[c62eee6] | 559 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[7ee66ea] | 560 |
|
---|
| 561 | bool cam_moved = false;
|
---|
| 562 |
|
---|
[93baa0e] | 563 | double previous_seconds = glfwGetTime();
|
---|
[644a2e4] | 564 | while (!glfwWindowShouldClose(window)) {
|
---|
[93baa0e] | 565 | double current_seconds = glfwGetTime();
|
---|
| 566 | double elapsed_seconds = current_seconds - previous_seconds;
|
---|
| 567 | previous_seconds = current_seconds;
|
---|
| 568 |
|
---|
| 569 | if (fabs(last_position) > 1.0f) {
|
---|
| 570 | speed = -speed;
|
---|
| 571 | }
|
---|
| 572 |
|
---|
[64a70f4] | 573 | if (clicked) {
|
---|
| 574 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
[33a9664] | 575 |
|
---|
[64a70f4] | 576 | if (colors_i == 0) {
|
---|
| 577 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors_new, GL_STATIC_DRAW);
|
---|
| 578 | colors_i = 1;
|
---|
| 579 | } else {
|
---|
| 580 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
|
---|
| 581 | colors_i = 0;
|
---|
| 582 | }
|
---|
[33a9664] | 583 |
|
---|
[64a70f4] | 584 | clicked = false;
|
---|
| 585 | }
|
---|
[33a9664] | 586 |
|
---|
[7ee66ea] | 587 | /*
|
---|
[93baa0e] | 588 | model[12] = last_position + speed*elapsed_seconds;
|
---|
| 589 | last_position = model[12];
|
---|
[7ee66ea] | 590 | */
|
---|
[93baa0e] | 591 |
|
---|
| 592 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
[485424b] | 593 |
|
---|
| 594 | glUseProgram(shader_program);
|
---|
[19c9338] | 595 |
|
---|
| 596 | // this is temporary.
|
---|
| 597 | // It's needed to offset the code for the recoloring of the square working during click detection
|
---|
| 598 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(model_mat));
|
---|
[485424b] | 599 |
|
---|
[644a2e4] | 600 | glBindVertexArray(vao);
|
---|
[93baa0e] | 601 |
|
---|
[7ee66ea] | 602 | glDrawArrays(GL_TRIANGLES, 0, numPoints);
|
---|
[ec4456b] | 603 |
|
---|
[64a70f4] | 604 | if (clicked_square) {
|
---|
| 605 | glUseProgram(shader_program);
|
---|
[19c9338] | 606 |
|
---|
| 607 | // this is temporary.
|
---|
| 608 | // It's needed to get the recoloring of the square working during click detection
|
---|
| 609 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(model_mat2));
|
---|
[64a70f4] | 610 |
|
---|
| 611 | glBindVertexArray(vao2);
|
---|
[485424b] | 612 |
|
---|
[64a70f4] | 613 | glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
|
---|
| 614 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
| 615 | } else {
|
---|
| 616 | glUseProgram(shader_program2);
|
---|
| 617 |
|
---|
| 618 | glBindVertexArray(vao2);
|
---|
| 619 |
|
---|
| 620 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
|
---|
| 621 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
| 622 | }
|
---|
[485424b] | 623 |
|
---|
[64a70f4] | 624 | glDrawArrays(GL_TRIANGLES, 0, numPoints2);
|
---|
[485424b] | 625 |
|
---|
[644a2e4] | 626 | glfwPollEvents();
|
---|
| 627 | glfwSwapBuffers(window);
|
---|
[ec4456b] | 628 |
|
---|
| 629 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
|
---|
| 630 | glfwSetWindowShouldClose(window, 1);
|
---|
| 631 | }
|
---|
[7ee66ea] | 632 |
|
---|
| 633 | float dist = cam_speed * elapsed_seconds;
|
---|
| 634 | if (glfwGetKey(window, GLFW_KEY_A)) {
|
---|
[c62eee6] | 635 | cam_pos.x -= cos(cam_yaw)*dist;
|
---|
| 636 | cam_pos.z += sin(cam_yaw)*dist;
|
---|
[7ee66ea] | 637 | cam_moved = true;
|
---|
| 638 | }
|
---|
| 639 | if (glfwGetKey(window, GLFW_KEY_D)) {
|
---|
[c62eee6] | 640 | cam_pos.x += cos(cam_yaw)*dist;
|
---|
| 641 | cam_pos.z -= sin(cam_yaw)*dist;
|
---|
[7ee66ea] | 642 | cam_moved = true;
|
---|
| 643 | }
|
---|
| 644 | if (glfwGetKey(window, GLFW_KEY_W)) {
|
---|
[c62eee6] | 645 | cam_pos.x -= sin(cam_yaw)*dist;
|
---|
| 646 | cam_pos.z -= cos(cam_yaw)*dist;
|
---|
[7ee66ea] | 647 | cam_moved = true;
|
---|
| 648 | }
|
---|
| 649 | if (glfwGetKey(window, GLFW_KEY_S)) {
|
---|
[c62eee6] | 650 | cam_pos.x += sin(cam_yaw)*dist;
|
---|
| 651 | cam_pos.z += cos(cam_yaw)*dist;
|
---|
[7ee66ea] | 652 | cam_moved = true;
|
---|
| 653 | }
|
---|
| 654 | if (glfwGetKey(window, GLFW_KEY_LEFT)) {
|
---|
| 655 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
---|
| 656 | cam_moved = true;
|
---|
| 657 | }
|
---|
| 658 | if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
|
---|
| 659 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
---|
| 660 | cam_moved = true;
|
---|
| 661 | }
|
---|
| 662 | if (cam_moved) {
|
---|
[c62eee6] | 663 | T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
[7ee66ea] | 664 | R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
[33a9664] | 665 | // view_mat = R*T;
|
---|
[7ee66ea] | 666 |
|
---|
| 667 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 668 | cam_moved = false;
|
---|
| 669 | }
|
---|
[644a2e4] | 670 | }
|
---|
| 671 |
|
---|
[5272b6b] | 672 | glfwTerminate();
|
---|
| 673 | return 0;
|
---|
| 674 | }
|
---|
[ec4456b] | 675 |
|
---|
| 676 | GLuint loadShader(GLenum type, string file) {
|
---|
| 677 | cout << "Loading shader from file " << file << endl;
|
---|
| 678 |
|
---|
| 679 | ifstream shaderFile(file);
|
---|
| 680 | GLuint shaderId = 0;
|
---|
| 681 |
|
---|
| 682 | if (shaderFile.is_open()) {
|
---|
| 683 | string line, shaderString;
|
---|
| 684 |
|
---|
| 685 | while(getline(shaderFile, line)) {
|
---|
| 686 | shaderString += line + "\n";
|
---|
| 687 | }
|
---|
| 688 | shaderFile.close();
|
---|
| 689 | const char* shaderCString = shaderString.c_str();
|
---|
| 690 |
|
---|
| 691 | shaderId = glCreateShader(type);
|
---|
| 692 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
---|
| 693 | glCompileShader(shaderId);
|
---|
| 694 |
|
---|
| 695 | cout << "Loaded successfully" << endl;
|
---|
| 696 | } else {
|
---|
| 697 | cout << "Failed to loade the file" << endl;
|
---|
| 698 | }
|
---|
| 699 |
|
---|
| 700 | return shaderId;
|
---|
| 701 | }
|
---|
[485424b] | 702 |
|
---|
| 703 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
---|
| 704 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
---|
| 705 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
---|
| 706 |
|
---|
| 707 | GLuint shader_program = glCreateProgram();
|
---|
| 708 | glAttachShader(shader_program, vs);
|
---|
| 709 | glAttachShader(shader_program, fs);
|
---|
| 710 |
|
---|
| 711 | glLinkProgram(shader_program);
|
---|
| 712 |
|
---|
| 713 | return shader_program;
|
---|
| 714 | }
|
---|
| 715 |
|
---|
| 716 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
---|
| 717 | int n;
|
---|
| 718 | int force_channels = 4;
|
---|
| 719 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
---|
| 720 | if (!image_data) {
|
---|
| 721 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
---|
| 722 | }
|
---|
| 723 | return image_data;
|
---|
| 724 | }
|
---|
[33a9664] | 725 |
|
---|
[19c9338] | 726 | bool insideTriangle(vec3 p, array<vec3,3> triangle) {
|
---|
| 727 | vec3 v21 = triangle[1]-triangle[0];
|
---|
| 728 | vec3 v31 = triangle[2]-triangle[0];
|
---|
| 729 | vec3 pv1 = p-triangle[0];
|
---|
[33a9664] | 730 |
|
---|
| 731 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
---|
| 732 | float x = (pv1.x-y*v31.x) / v21.x;
|
---|
| 733 |
|
---|
| 734 | cout << "(" << x << ", " << y << ")" << endl;
|
---|
| 735 |
|
---|
| 736 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
---|
| 737 | }
|
---|
[d12d003] | 738 |
|
---|
| 739 | void printVector(string label, vec3 v) {
|
---|
| 740 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
|
---|
| 741 | }
|
---|