source: opengl-game/new-game.cpp@ 05e43cf

feature/imgui-sdl points-test
Last change on this file since 05e43cf was 05e43cf, checked in by Dmitry Portnoy <dmp1488@…>, 6 years ago

Move the points for all models into one vbo

  • Property mode set to 100644
File size: 22.6 KB
Line 
1#include "logger.h"
2
3#include "stb_image.h"
4
5#define _USE_MATH_DEFINES
6#define GLM_SWIZZLE
7
8// This is to fix a non-alignment issue when passing vec4 params.
9// Check if it got fixed in a later version of GLM
10#define GLM_FORCE_PURE
11
12#include <glm/mat4x4.hpp>
13#include <glm/gtc/matrix_transform.hpp>
14#include <glm/gtc/type_ptr.hpp>
15
16#include <GL/glew.h>
17#include <GLFW/glfw3.h>
18
19#include <cstdio>
20#include <iostream>
21#include <fstream>
22#include <cmath>
23#include <string>
24#include <array>
25#include <vector>
26
27using namespace std;
28using namespace glm;
29
30#define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
31
32/*
33 * If I use one array to store the points for all the object faces in the scene, I'll probably remove the ObjectFace object,
34 * and store the start and end indices of a given object's point coordinates in that array in the SceneObject.
35 *
36 * Should probably do something similar with colors and texture coordinates, once I figure out the best way to store tex coords
37 * for all objects in one array.
38 */
39
40
41// might also want to store the shader to be used for the object
42struct SceneObject {
43 mat4 model_mat;
44 GLuint shader_program;
45 GLvoid* vbo_offset;
46 unsigned int num_points;
47};
48
49struct ObjectFace {
50 unsigned int object_id;
51 array<vec3, 3> points;
52};
53
54const bool FULLSCREEN = false;
55int width = 640;
56int height = 480;
57
58vec3 cam_pos;
59
60mat4 view_mat;
61mat4 proj_mat;
62
63vector<SceneObject> objects;
64vector<ObjectFace> faces;
65
66SceneObject* clickedObject = NULL;
67SceneObject* selectedObject;
68
69double fps;
70
71bool faceClicked(ObjectFace* face, vec4 world_ray, vec4 cam, vec4& click_point);
72bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
73
74GLuint loadShader(GLenum type, string file);
75GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
76unsigned char* loadImage(string file_name, int* x, int* y);
77
78void printVector(string label, vec3 v);
79void print4DVector(string label, vec4 v);
80
81float NEAR_CLIP = 0.1f;
82float FAR_CLIP = 100.0f;
83
84void glfw_error_callback(int error, const char* description) {
85 gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
86}
87
88void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
89 double mouse_x, mouse_y;
90 glfwGetCursorPos(window, &mouse_x, &mouse_y);
91
92 if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
93 cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
94 selectedObject = NULL;
95
96 float x = (2.0f*mouse_x) / width - 1.0f;
97 float y = 1.0f - (2.0f*mouse_y) / height;
98
99 cout << "x: " << x << ", y: " << y << endl;
100
101 vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
102 vec4 ray_eye = inverse(proj_mat) * ray_clip;
103 ray_eye = vec4(ray_eye.xy(), -1.0f, 1.0f);
104 vec4 ray_world = inverse(view_mat) * ray_eye;
105
106 vec4 cam_pos_temp = vec4(cam_pos, 1.0f);
107
108 vec4 click_point;
109 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
110 int closest_face_id = -1;
111
112 for (int i = 0; i<faces.size(); i++) {
113 if (faceClicked(&faces[i], ray_world, cam_pos_temp, click_point)) {
114 click_point = view_mat * click_point;
115
116 if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
117 closest_point = click_point.xyz();
118 closest_face_id = i;
119 }
120 }
121 }
122
123 if (closest_face_id == -1) {
124 cout << "No object was clicked" << endl;
125 } else {
126 clickedObject = &objects[faces[closest_face_id].object_id];
127 cout << "Clicked object: " << faces[closest_face_id].object_id << endl;
128 }
129 }
130}
131
132int main(int argc, char* argv[]) {
133 cout << "New OpenGL Game" << endl;
134
135 if (!restart_gl_log()) {}
136 gl_log("starting GLFW\n%s\n", glfwGetVersionString());
137
138 glfwSetErrorCallback(glfw_error_callback);
139 if (!glfwInit()) {
140 fprintf(stderr, "ERROR: could not start GLFW3\n");
141 return 1;
142 }
143
144#ifdef __APPLE__
145 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
146 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
147 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
148 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
149#endif
150
151 glfwWindowHint(GLFW_SAMPLES, 4);
152
153 GLFWwindow* window = NULL;
154 GLFWmonitor* mon = NULL;
155
156 if (FULLSCREEN) {
157 mon = glfwGetPrimaryMonitor();
158 const GLFWvidmode* vmode = glfwGetVideoMode(mon);
159
160 width = vmode->width;
161 height = vmode->height;
162 cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
163 }
164 window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL);
165
166 if (!window) {
167 fprintf(stderr, "ERROR: could not open window with GLFW3\n");
168 glfwTerminate();
169 return 1;
170 }
171
172 glfwSetMouseButtonCallback(window, mouse_button_callback);
173
174 glfwMakeContextCurrent(window);
175 glewExperimental = GL_TRUE;
176 glewInit();
177
178 const GLubyte* renderer = glGetString(GL_RENDERER);
179 const GLubyte* version = glGetString(GL_VERSION);
180 printf("Renderer: %s\n", renderer);
181 printf("OpenGL version supported %s\n", version);
182
183 glEnable(GL_DEPTH_TEST);
184 glDepthFunc(GL_LESS);
185
186 glEnable(GL_CULL_FACE);
187 // glCullFace(GL_BACK);
188 // glFrontFace(GL_CW);
189
190 int x, y;
191 unsigned char* texImage = loadImage("test.png", &x, &y);
192 if (texImage) {
193 cout << "Yay, I loaded an image!" << endl;
194 cout << x << endl;
195 cout << y << endl;
196 printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
197 }
198
199 GLuint tex = 0;
200 glGenTextures(1, &tex);
201 glActiveTexture(GL_TEXTURE0);
202 glBindTexture(GL_TEXTURE_2D, tex);
203 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
204
205 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
206 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
207 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
208 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
209
210 GLfloat points[] = {
211 0.0f, 0.5f, 0.0f,
212 -0.5f, -0.5f, 0.0f,
213 0.5f, -0.5f, 0.0f,
214 0.5f, -0.5f, 0.0f,
215 -0.5f, -0.5f, 0.0f,
216 0.0f, 0.5f, 0.0f,
217 };
218
219 GLfloat colors[] = {
220 1.0, 0.0, 0.0,
221 0.0, 0.0, 1.0,
222 0.0, 1.0, 0.0,
223 0.0, 1.0, 0.0,
224 0.0, 0.0, 1.0,
225 1.0, 0.0, 0.0,
226 };
227
228 GLfloat colors_new[] = {
229 0.0, 1.0, 0.0,
230 0.0, 1.0, 0.0,
231 0.0, 1.0, 0.0,
232 0.0, 1.0, 0.0,
233 0.0, 1.0, 0.0,
234 0.0, 1.0, 0.0,
235 };
236
237 GLfloat points2[] = {
238 0.5f, 0.5f, 0.0f,
239 -0.5f, 0.5f, 0.0f,
240 -0.5f, -0.5f, 0.0f,
241 0.5f, 0.5f, 0.0f,
242 -0.5f, -0.5f, 0.0f,
243 0.5f, -0.5f, 0.0f,
244 };
245
246 GLfloat colors2[] = {
247 0.0, 0.9, 0.9,
248 0.0, 0.9, 0.9,
249 0.0, 0.9, 0.9,
250 0.0, 0.9, 0.9,
251 0.0, 0.9, 0.9,
252 0.0, 0.9, 0.9,
253 };
254
255 GLfloat texcoords[] = {
256 1.0f, 1.0f,
257 0.0f, 1.0f,
258 0.0, 0.0,
259 1.0, 1.0,
260 0.0, 0.0,
261 1.0, 0.0
262 };
263
264 mat4 T_model, R_model;
265
266 // triangle
267 objects.push_back(SceneObject());
268 objects[0].shader_program = 0;
269 objects[0].vbo_offset = (GLvoid*) (0 * sizeof(float) * 3);
270 objects[0].num_points = 6;
271
272 T_model = translate(mat4(), vec3(0.45f, 0.0f, 0.0f));
273 R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
274 objects[0].model_mat = T_model*R_model;
275
276 faces.push_back(ObjectFace());
277 faces[0].object_id = 0;
278 faces[0].points = {
279 vec3(points[0], points[1], points[2]),
280 vec3(points[3], points[4], points[5]),
281 vec3(points[6], points[7], points[8]),
282 };
283
284 // square
285 objects.push_back(SceneObject());
286 objects[1].shader_program = 0;
287 objects[1].vbo_offset = (GLvoid*) (6 * sizeof(float) * 3);
288 objects[1].num_points = 6;
289
290 T_model = translate(mat4(), vec3(-0.5f, 0.0f, -1.00f));
291 R_model = rotate(mat4(), 0.5f, vec3(0.0f, 1.0f, 0.0f));
292 objects[1].model_mat = T_model*R_model;
293
294 faces.push_back(ObjectFace());
295 faces[1].object_id = 1;
296 faces[1].points = {
297 vec3(points2[0], points2[1], points2[2]),
298 vec3(points2[3], points2[4], points2[5]),
299 vec3(points2[6], points2[7], points2[8]),
300 };
301
302 faces.push_back(ObjectFace());
303 faces[2].object_id = 1;
304 faces[2].points = {
305 vec3(points2[9], points2[10], points2[11]),
306 vec3(points2[12], points2[13], points2[14]),
307 vec3(points2[15], points2[16], points2[17]),
308 };
309
310 GLuint points_vbo = 0;
311 glGenBuffers(1, &points_vbo);
312 glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
313 glBufferData(GL_ARRAY_BUFFER, sizeof(points) + sizeof(points2), NULL, GL_DYNAMIC_DRAW);
314
315 glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(points), points);
316 glBufferSubData(GL_ARRAY_BUFFER, sizeof(points), sizeof(points2), points2);
317
318 GLuint colors_vbo = 0;
319 glGenBuffers(1, &colors_vbo);
320 glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
321 glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
322
323 GLuint vao = 0;
324 glGenVertexArrays(1, &vao);
325 glBindVertexArray(vao);
326
327 glEnableVertexAttribArray(0);
328 glEnableVertexAttribArray(1);
329
330 GLuint colors2_vbo = 0;
331 glGenBuffers(1, &colors2_vbo);
332 glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
333 glBufferData(GL_ARRAY_BUFFER, sizeof(colors2), colors2, GL_STATIC_DRAW);
334
335 GLuint vt_vbo;
336 glGenBuffers(1, &vt_vbo);
337 glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
338 glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW);
339
340 GLuint vao2 = 0;
341 glGenVertexArrays(1, &vao2);
342 glBindVertexArray(vao2);
343
344 glEnableVertexAttribArray(0);
345 glEnableVertexAttribArray(1);
346
347 // I can create a vbo to store all points for all models,
348 // and another vbo to store all colors for all models, but how do I allow alternating between
349 // using colors and textures for each model?
350 // Do I create a third vbo for texture coordinates and change which vertex attribute array I have bound
351 // when I want to draw a textured model?
352 // Or do I create one vao with vertices and colors and another with vertices and textures and switch between the two?
353 // Since I would have to switch shader programs to toggle between using colors or textures,
354 // I think I should use one vao for both cases and have a points vbo, a colors vbo, and a textures vbo
355 // One program will use the points and colors, and the other will use the points and texture coords
356 // Review how to bind vbos to vertex attributes in the shader.
357 //
358 // Binding vbos is done using glVertexAttribPointer(...) on a per-vao basis and is not tied to any specific shader.
359 // This means, I could create two vaos, one for each shader and have one use points+colors, while the other
360 // uses points+texxcoords.
361 //
362 // At some point, when I have lots of objects, I want to group them by shader when drawing them.
363 // I'd probably create some sort of set per shader and have each set contain the ids of all objects currently using that shader
364 // Most likely, I'd want to implement each set using a bit field. Makes it constant time for updates and iterating through them
365 // should not be much of an issue either.
366 // Assuming making lots of draw calls instead of one is not innefficient, I should be fine.
367 // I might also want to use one glDrawElements call per shader to draw multiple non-memory-adjacent models
368 //
369 // DECISION: Use a glDrawElements call per shader since I use a regular array to specify the elements to draw
370 // Actually, this will only work once I get UBOs working since each object will have a different model matrix
371 // For now, I could implement this with a glDrawElements call per object and update the model uniform for each object
372
373 GLuint shader_program = loadShaderProgram("./color.vert", "./color.frag");
374 GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag");
375
376 float speed = 1.0f;
377 float last_position = 0.0f;
378
379 float cam_speed = 1.0f;
380 float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
381
382 // glm::lookAt can create the view matrix
383 // glm::perspective can create the projection matrix
384
385 cam_pos = vec3(0.0f, 0.0f, 2.0f);
386 float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
387
388 mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
389 mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
390 view_mat = R*T;
391
392 float fov = 67.0f * ONE_DEG_IN_RAD;
393 float aspect = (float)width / (float)height;
394
395 float range = tan(fov * 0.5f) * NEAR_CLIP;
396 float Sx = NEAR_CLIP / (range * aspect);
397 float Sy = NEAR_CLIP / range;
398 float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
399 float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
400
401 float proj_arr[] = {
402 Sx, 0.0f, 0.0f, 0.0f,
403 0.0f, Sy, 0.0f, 0.0f,
404 0.0f, 0.0f, Sz, -1.0f,
405 0.0f, 0.0f, Pz, 0.0f,
406 };
407 proj_mat = make_mat4(proj_arr);
408
409 GLint model_test_loc = glGetUniformLocation(shader_program, "model");
410 GLint view_test_loc = glGetUniformLocation(shader_program, "view");
411 GLint proj_test_loc = glGetUniformLocation(shader_program, "proj");
412
413 GLint model_mat_loc = glGetUniformLocation(shader_program2, "model");
414 GLint view_mat_loc = glGetUniformLocation(shader_program2, "view");
415 GLint proj_mat_loc = glGetUniformLocation(shader_program2, "proj");
416
417 glUseProgram(shader_program);
418 glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[0].model_mat));
419 glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
420 glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
421
422 glUseProgram(shader_program2);
423 glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(objects[1].model_mat));
424 glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
425 glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
426
427 objects[0].shader_program = shader_program;
428 objects[1].shader_program = shader_program2;
429
430 vector<int> program1_objects, program2_objects;
431 vector<int>::iterator it;
432
433 bool cam_moved = false;
434
435 int frame_count = 0;
436 double elapsed_seconds_fps = 0.0f;
437 double previous_seconds = glfwGetTime();
438
439 while (!glfwWindowShouldClose(window)) {
440 double current_seconds = glfwGetTime();
441 double elapsed_seconds = current_seconds - previous_seconds;
442 previous_seconds = current_seconds;
443
444 elapsed_seconds_fps += elapsed_seconds;
445 if (elapsed_seconds_fps > 0.25f) {
446 fps = (double)frame_count / elapsed_seconds_fps;
447 cout << "FPS: " << fps << endl;
448
449 frame_count = 0;
450 elapsed_seconds_fps = 0.0f;
451 }
452
453 frame_count++;
454
455 if (fabs(last_position) > 1.0f) {
456 speed = -speed;
457 }
458
459 program1_objects.clear();
460 program2_objects.clear();
461
462 // Handle events (Ideally, move all event-handling code
463 // before the render code)
464
465 clickedObject = NULL;
466 glfwPollEvents();
467
468 if (clickedObject == &objects[0]) {
469 selectedObject = &objects[0];
470 }
471 if (clickedObject == &objects[1]) {
472 selectedObject = &objects[1];
473 }
474
475 if (selectedObject == &objects[1] &&
476 objects[1].shader_program == shader_program2) {
477 objects[1].shader_program = shader_program;
478 } else if (selectedObject != &objects[1] &&
479 objects[1].shader_program == shader_program) {
480 objects[1].shader_program = shader_program2;
481 }
482
483 // group scene objects by shader
484 for (int i=0; i < objects.size(); i++) {
485 if (objects[i].shader_program == shader_program) {
486 program1_objects.push_back(i);
487 } else if (objects[i].shader_program == shader_program2) {
488 program2_objects.push_back(i);
489 }
490 }
491
492 /*
493 model[12] = last_position + speed*elapsed_seconds;
494 last_position = model[12];
495 */
496
497 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
498
499 glUseProgram(shader_program);
500 glBindVertexArray(vao);
501
502 for (it=program1_objects.begin(); it != program1_objects.end(); it++) {
503 glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[*it].model_mat));
504
505 glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
506 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, objects[*it].vbo_offset);
507
508 if (selectedObject == &objects[*it]) {
509 if (*it == 1) {
510 glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
511 } else {
512 glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
513 glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors_new, GL_STATIC_DRAW);
514 }
515 } else {
516 glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
517 glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
518 }
519
520 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
521
522 glDrawArrays(GL_TRIANGLES, 0, objects[*it].num_points);
523 }
524
525 glUseProgram(shader_program2);
526 glBindVertexArray(vao2);
527
528 for (it = program2_objects.begin(); it != program2_objects.end(); it++) {
529 glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(objects[*it].model_mat));
530
531 glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
532 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, objects[*it].vbo_offset);
533
534 glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
535 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
536
537 glDrawArrays(GL_TRIANGLES, 0, objects[*it].num_points);
538 }
539
540 glfwSwapBuffers(window);
541
542 if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
543 glfwSetWindowShouldClose(window, 1);
544 }
545
546 float dist = cam_speed * elapsed_seconds;
547 if (glfwGetKey(window, GLFW_KEY_A)) {
548 cam_pos.x -= cos(cam_yaw)*dist;
549 cam_pos.z += sin(cam_yaw)*dist;
550 cam_moved = true;
551 }
552 if (glfwGetKey(window, GLFW_KEY_D)) {
553 cam_pos.x += cos(cam_yaw)*dist;
554 cam_pos.z -= sin(cam_yaw)*dist;
555 cam_moved = true;
556 }
557 if (glfwGetKey(window, GLFW_KEY_W)) {
558 cam_pos.x -= sin(cam_yaw)*dist;
559 cam_pos.z -= cos(cam_yaw)*dist;
560 cam_moved = true;
561 }
562 if (glfwGetKey(window, GLFW_KEY_S)) {
563 cam_pos.x += sin(cam_yaw)*dist;
564 cam_pos.z += cos(cam_yaw)*dist;
565 cam_moved = true;
566 }
567 if (glfwGetKey(window, GLFW_KEY_LEFT)) {
568 cam_yaw += cam_yaw_speed * elapsed_seconds;
569 cam_moved = true;
570 }
571 if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
572 cam_yaw -= cam_yaw_speed * elapsed_seconds;
573 cam_moved = true;
574 }
575 if (cam_moved) {
576 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
577 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
578 view_mat = R*T;
579
580 glUseProgram(shader_program);
581 glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
582
583 glUseProgram(shader_program2);
584 glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
585
586 cam_moved = false;
587 }
588 }
589
590 glfwTerminate();
591 return 0;
592}
593
594GLuint loadShader(GLenum type, string file) {
595 cout << "Loading shader from file " << file << endl;
596
597 ifstream shaderFile(file);
598 GLuint shaderId = 0;
599
600 if (shaderFile.is_open()) {
601 string line, shaderString;
602
603 while(getline(shaderFile, line)) {
604 shaderString += line + "\n";
605 }
606 shaderFile.close();
607 const char* shaderCString = shaderString.c_str();
608
609 shaderId = glCreateShader(type);
610 glShaderSource(shaderId, 1, &shaderCString, NULL);
611 glCompileShader(shaderId);
612
613 cout << "Loaded successfully" << endl;
614 } else {
615 cout << "Failed to load the file" << endl;
616 }
617
618 return shaderId;
619}
620
621GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
622 GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
623 GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
624
625 GLuint shader_program = glCreateProgram();
626 glAttachShader(shader_program, vs);
627 glAttachShader(shader_program, fs);
628
629 glLinkProgram(shader_program);
630
631 return shader_program;
632}
633
634unsigned char* loadImage(string file_name, int* x, int* y) {
635 int n;
636 int force_channels = 4; // This forces RGBA (4 bytes per pixel)
637 unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
638
639 int width_in_bytes = *x * 4;
640 unsigned char *top = NULL;
641 unsigned char *bottom = NULL;
642 unsigned char temp = 0;
643 int half_height = *y / 2;
644
645 // flip image upside-down to account for OpenGL treating lower-left as (0, 0)
646 for (int row = 0; row < half_height; row++) {
647 top = image_data + row * width_in_bytes;
648 bottom = image_data + (*y - row - 1) * width_in_bytes;
649 for (int col = 0; col < width_in_bytes; col++) {
650 temp = *top;
651 *top = *bottom;
652 *bottom = temp;
653 top++;
654 bottom++;
655 }
656 }
657
658 if (!image_data) {
659 fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
660 }
661
662 // Not Power-of-2 check
663 if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) {
664 fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str());
665 }
666
667 return image_data;
668}
669
670bool faceClicked(ObjectFace* face, vec4 world_ray, vec4 cam, vec4& click_point) {
671 // LINE EQUATION: P = O + Dt
672 // O = cam
673 // D = ray_world
674
675 // PLANE EQUATION: P dot n + d = 0
676 // n is the normal vector
677 // d is the offset from the origin
678
679 // Take the cross-product of two vectors on the plane to get the normal
680 vec3 v1 = face->points[1] - face->points[0];
681 vec3 v2 = face->points[2] - face->points[0];
682
683 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);
684
685 print4DVector("Full world ray", world_ray);
686
687 SceneObject* obj = &objects[face->object_id];
688 vec3 local_ray = (inverse(obj->model_mat) * world_ray).xyz();
689 vec3 local_cam = (inverse(obj->model_mat) * cam).xyz();
690
691 local_ray = local_ray - local_cam;
692
693 float d = -glm::dot(face->points[0], normal);
694 cout << "d: " << d << endl;
695
696 float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
697 cout << "t: " << t << endl;
698
699 vec3 intersection = local_cam + t*local_ray;
700 printVector("Intersection", intersection);
701
702 if (insideTriangle(intersection, face->points)) {
703 click_point = obj->model_mat * vec4(intersection, 1.0f);
704 return true;
705 } else {
706 return false;
707 }
708}
709
710bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
711 vec3 v21 = triangle_points[1]- triangle_points[0];
712 vec3 v31 = triangle_points[2]- triangle_points[0];
713 vec3 pv1 = p- triangle_points[0];
714
715 float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
716 float x = (pv1.x-y*v31.x) / v21.x;
717
718 cout << "(" << x << ", " << y << ")" << endl;
719
720 return x > 0.0f && y > 0.0f && x+y < 1.0f;
721}
722
723void printVector(string label, vec3 v) {
724 cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
725}
726
727void print4DVector(string label, vec4 v) {
728 cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
729}
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