source: opengl-game/new-game.cpp@ 1099b95

feature/imgui-sdl points-test
Last change on this file since 1099b95 was 1099b95, checked in by Dmitry Portnoy <dmp1488@…>, 7 years ago

Make the Windows build use static versions of glew and glfw3

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1#include "logger.h"
2
3#include "stb_image.h"
4
5#define _USE_MATH_DEFINES
6#define GLM_SWIZZLE
7
8#include <glm/mat4x4.hpp>
9#include <glm/gtc/matrix_transform.hpp>
10#include <glm/gtc/type_ptr.hpp>
11
12#include <GL/glew.h>
13#include <GLFW/glfw3.h>
14
15#include <cstdio>
16#include <iostream>
17#include <fstream>
18#include <cmath>
19#include <string>
20
21using namespace std;
22using namespace glm;
23
24#define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
25
26const bool FULLSCREEN = false;
27int width = 640;
28int height = 480;
29
30vec3 cam_pos;
31
32vec3 face_point1, face_point2, face_point3;
33
34bool clicked = false;
35int colors_i = 0;
36
37mat4 view_mat;
38mat4 proj_mat;
39
40bool insideTriangle(vec3 p, vec3 v1, vec3 v2, vec3 v3);
41
42GLuint loadShader(GLenum type, string file);
43GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
44unsigned char* loadImage(string file_name, int* x, int* y);
45
46void glfw_error_callback(int error, const char* description) {
47 gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
48}
49
50void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
51 double mouse_x, mouse_y;
52 glfwGetCursorPos(window, &mouse_x, &mouse_y);
53
54 if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
55 cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
56
57 float x = (2.0f*mouse_x) / width - 1.0f;
58 float y = 1.0f - (2.0f*mouse_y) / height;
59 cout << "x: " << x << ", y: " << y << endl;
60
61 // Since the projection matrix gets applied before the view matrix,
62 // treat the initial camera position (aka origin of the ray) as (0, 0, 0)
63
64 // When getting the ray direction, you can use near and fov to get the
65 // coordinates
66
67 vec4 ray_clip = vec4(x, y, -1.0f, 1.0f); // this should have a z equal to the near clipping plane
68 vec4 ray_eye = inverse(proj_mat) * ray_clip;
69 ray_eye = vec4(ray_eye.xy(), -1.0f, 0.0f);
70 vec3 ray_world = normalize((inverse(view_mat) * ray_eye).xyz());
71
72 /* LATEST NOTES:
73 *
74 * Normalizing the world ray caused issues, although it should make sense with the projection
75 * matrix, since the z coordinate has meaning there.
76 *
77 * Now, I need to figure out the correct intersection test in 2D space
78 * Also, need to check that the global triangle points are correct
79 */
80
81 // since ray_world is the end result we want anyway, we probably don't need to add cam_pos to
82 // it, only to subtract it later
83
84 vec3 click_point = cam_pos + ray_world;
85
86 /* Now, we need to generate the constants for the equations describing
87 * a 3D line:
88 * (x - x0) / a = (y - y0) / b = (z - z0) / c
89 *
90 * The line goes through the camera position, so
91 * cam_pos = <x0, y0, z0>
92 */
93
94 // upper right corner is 1, 1 in opengl
95
96 cout << "Converted -> (" << ray_world.x << "," << ray_world.y << "," << ray_world.z << ")" << endl << endl;;
97 cout << "Camera -> (" << cam_pos.x << "," << cam_pos.y << "," << cam_pos.z << ")" << endl;
98 cout << "Click point -> (" << click_point.x << "," << click_point.y << "," << click_point.z << ")" << endl;
99
100 float a = 1.0f;
101 float b = a * (click_point.y - cam_pos.y) / (click_point.x - cam_pos.x);
102 float c = a * (click_point.z - cam_pos.z) / (click_point.x - cam_pos.x);
103
104 cout << "(x - " << cam_pos.x << ") / " << a << " = ";
105 cout << "(y - " << cam_pos.y << ") / " << b << " = ";
106 cout << "(z - " << cam_pos.z << ") / " << c << endl;;
107
108 /* Now, we need to generate the constants for the equations describing
109 * a 3D plane:
110 * dx + ey +fz +g = 0
111 */
112
113 vec3 fp1 = face_point1;
114 vec3 fp2 = face_point2;
115 vec3 fp3 = face_point3;
116
117 cout << "Points on the plane" << endl;
118 cout << "(" << fp1.x << ", " << fp1.y << ", " << fp1.z << ")" << endl;
119 cout << "(" << fp2.x << ", " << fp2.y << ", " << fp2.z << ")" << endl;
120 cout << "(" << fp3.x << ", " << fp3.y << ", " << fp3.z << ")" << endl;
121
122 float pa = (fp2.y-fp1.y)*(fp3.z-fp1.z) - (fp3.y-fp1.y)*(fp2.z-fp1.z);
123 float pb = (fp2.z-fp1.z)*(fp3.x-fp1.x) - (fp3.z-fp1.z)*(fp2.x-fp1.x);
124 float pc = (fp2.x-fp1.x)*(fp3.y-fp1.y) - (fp3.x-fp1.x)*(fp2.y-fp1.y);
125 float pd = -(pa*fp1.x+pb*fp1.y+pc*fp1.z);
126
127 cout << pa << "x+" << pb << "y+" << pc << "z+" << pd << "=0" << endl;
128
129 // get intersection
130
131 // the intersection this computes is incorrect
132 // it doesn't match the equation of the plane
133 vec3 i;
134 i.z = -cam_pos.z - pc*pd/(pa*a+pb*b);
135 i.x = cam_pos.x + a * (i.z-cam_pos.z) / c;
136 i.y = cam_pos.y + b * (i.z-cam_pos.z) / c;
137
138 cout << "The holy grail?" << endl;
139 cout << "(" << i.x << "," << i.y << "," << i.z << ")" << endl;
140
141 bool hit = insideTriangle(i, fp1, fp2, fp3);
142 cout << (hit ? "true" : "false") << endl;
143
144 if (hit) {
145 clicked = true;
146 }
147 }
148}
149
150void mouse_button_callback_new(GLFWwindow* window, int button, int action, int mods) {
151 double mouse_x, mouse_y;
152 glfwGetCursorPos(window, &mouse_x, &mouse_y);
153
154 if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
155 cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
156
157 float x = (2.0f*mouse_x) / width - 1.0f;
158 float y = 1.0f - (2.0f*mouse_y) / height;
159 cout << "x: " << x << ", y: " << y << endl;
160
161 // CHECK: Looks good up to here
162
163 // Since the projection matrix gets applied before the view matrix,
164 // treat the initial camera position (aka origin of the ray) as (0, 0, 0)
165
166 // When getting the ray direction, you can use near and fov to get the
167 // coordinates
168
169 // vec4 ray_clip = vec4(x, y, -1.0f, 1.0f); // this should have a z equal to the near clipping plane
170 // vec4 ray_eye = inverse(proj_mat) * ray_clip;
171 // ray_eye = vec4(ray_eye.xy(), -1.0f, 0.0f);
172 // vec3 ray_world = normalize((inverse(view_mat) * ray_eye).xyz());
173
174 vec4 ray_clip = vec4(x, y, 1.0f, 1.0f); // this should have a z equal to the near clipping plane
175 vec3 ray_world = (inverse(view_mat) * ray_clip).xyz();
176
177 /* LATEST NOTES:
178 *
179 * Normalizing the world ray caused issues, although it should make sense with the projection
180 * matrix, since the z coordinate has meaning there.
181 *
182 * Now, I need to figure out the correct intersection test in 2D space
183 * Also, need to check that the global triangle points are correct
184 */
185
186 // since ray_world is the end result we want anyway, we probably don't need to add cam_pos to
187 // it, only to subtract it later
188
189 vec3 click_point = cam_pos + ray_world;
190
191 /* Now, we need to generate the constants for the equations describing
192 * a 3D line:
193 * (x - x0) / a = (y - y0) / b = (z - z0) / c
194 *
195 * The line goes through the camera position, so
196 * cam_pos = <x0, y0, z0>
197 */
198
199 // upper right corner is 1, 1 in opengl
200
201 cout << "Converted -> (" << ray_world.x << "," << ray_world.y << "," << ray_world.z << ")" << endl << endl;;
202 cout << "Camera -> (" << cam_pos.x << "," << cam_pos.y << "," << cam_pos.z << ")" << endl;
203 cout << "Click point -> (" << click_point.x << "," << click_point.y << "," << click_point.z << ")" << endl;
204
205 float a = 1.0f;
206 float b = a * (click_point.y - cam_pos.y) / (click_point.x - cam_pos.x);
207 float c = a * (click_point.z - cam_pos.z) / (click_point.x - cam_pos.x);
208
209 cout << "(x - " << cam_pos.x << ") / " << a << " = ";
210 cout << "(y - " << cam_pos.y << ") / " << b << " = ";
211 cout << "(z - " << cam_pos.z << ") / " << c << endl;;
212
213 /* Now, we need to generate the constants for the equations describing
214 * a 3D plane:
215 * dx + ey +fz +g = 0
216 */
217
218 vec3 fp1 = face_point1;
219 vec3 fp2 = face_point2;
220 vec3 fp3 = face_point3;
221
222 cout << "Points on the plane" << endl;
223 cout << "(" << fp1.x << ", " << fp1.y << ", " << fp1.z << ")" << endl;
224 cout << "(" << fp2.x << ", " << fp2.y << ", " << fp2.z << ")" << endl;
225 cout << "(" << fp3.x << ", " << fp3.y << ", " << fp3.z << ")" << endl;
226
227 float pa = (fp2.y-fp1.y)*(fp3.z-fp1.z) - (fp3.y-fp1.y)*(fp2.z-fp1.z);
228 float pb = (fp2.z-fp1.z)*(fp3.x-fp1.x) - (fp3.z-fp1.z)*(fp2.x-fp1.x);
229 float pc = (fp2.x-fp1.x)*(fp3.y-fp1.y) - (fp3.x-fp1.x)*(fp2.y-fp1.y);
230 float pd = -(pa*fp1.x+pb*fp1.y+pc*fp1.z);
231
232 cout << pa << "x+" << pb << "y+" << pc << "z+" << pd << "=0" << endl;
233
234 // get intersection
235
236 // the intersection this computes is incorrect
237 // it doesn't match the equation of the plane
238 vec3 i;
239 i.z = -cam_pos.z - pc*pd/(pa*a+pb*b);
240 i.x = cam_pos.x + a * (i.z-cam_pos.z) / c;
241 i.y = cam_pos.y + b * (i.z-cam_pos.z) / c;
242
243 cout << "The holy grail?" << endl;
244 cout << "(" << i.x << "," << i.y << "," << i.z << ")" << endl;
245
246 bool hit = insideTriangle(i, fp1, fp2, fp3);
247 cout << (hit ? "true" : "false") << endl;
248
249 if (hit) {
250 clicked = true;
251 }
252 }
253}
254
255int main(int argc, char* argv[]) {
256 cout << "New OpenGL Game" << endl;
257
258 if (!restart_gl_log()) {}
259 gl_log("starting GLFW\n%s\n", glfwGetVersionString());
260
261 glfwSetErrorCallback(glfw_error_callback);
262 if (!glfwInit()) {
263 fprintf(stderr, "ERROR: could not start GLFW3\n");
264 return 1;
265 }
266
267#ifdef __APPLE__
268 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
269 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
270 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
271 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
272#endif
273
274 glfwWindowHint(GLFW_SAMPLES, 4);
275
276 GLFWwindow* window = NULL;
277
278 if (FULLSCREEN) {
279 GLFWmonitor* mon = glfwGetPrimaryMonitor();
280 const GLFWvidmode* vmode = glfwGetVideoMode(mon);
281
282 cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
283 window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL);
284
285 width = vmode->width;
286 height = vmode->height;
287 } else {
288 window = glfwCreateWindow(width, height, "Hello Triangle", NULL, NULL);
289 }
290
291 if (!window) {
292 fprintf(stderr, "ERROR: could not open window with GLFW3\n");
293 glfwTerminate();
294 return 1;
295 }
296
297 glfwSetMouseButtonCallback(window, mouse_button_callback);
298
299 glfwMakeContextCurrent(window);
300 glewExperimental = GL_TRUE;
301 glewInit();
302
303 // glViewport(0, 0, width*2, height*2);
304
305 const GLubyte* renderer = glGetString(GL_RENDERER);
306 const GLubyte* version = glGetString(GL_VERSION);
307 printf("Renderer: %s\n", renderer);
308 printf("OpenGL version supported %s\n", version);
309
310 glEnable(GL_DEPTH_TEST);
311 glDepthFunc(GL_LESS);
312
313 glEnable(GL_CULL_FACE);
314 // glCullFace(GL_BACK);
315 // glFrontFace(GL_CW);
316
317 int x, y;
318 unsigned char* texImage = loadImage("test.png", &x, &y);
319 if (texImage) {
320 cout << "Yay, I loaded an image!" << endl;
321 cout << x << endl;
322 cout << y << endl;
323 printf ("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
324 }
325
326 GLuint tex = 0;
327 glGenTextures(1, &tex);
328 glActiveTexture(GL_TEXTURE0);
329 glBindTexture(GL_TEXTURE_2D, tex);
330 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
331
332 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
333 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
334 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
335 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
336
337 GLfloat points[] = {
338 0.0f, 0.5f, -0.001f,
339 -0.5f, -0.5f, 0.0f,
340 0.5f, -0.5f, 0.0f,
341 0.5f, -0.5f, 0.0f,
342 -0.5f, -0.5f, 0.0f,
343 0.0f, 0.5f, -0.001f,
344 };
345 /*
346 GLfloat points[] = {
347 0.0f, 1.0f, 0.0f,
348 -1.0f, 0.0f, 0.0f,
349 1.0f, 0.0f, 0.0f,
350 1.0f, 0.0f, 0.0f,
351 -1.0f, 0.0f, 0.0f,
352 0.0f, 1.0f, 0.0f,
353 };
354 */
355
356 // initialize global variables for click intersection test
357 face_point1 = vec3(points[0], points[1], points[2]);
358 face_point2 = vec3(points[3], points[4], points[5]);
359 face_point3 = vec3(points[6], points[7], points[8]);
360
361 GLfloat colors[] = {
362 1.0, 0.0, 0.0,
363 0.0, 0.0, 1.0,
364 0.0, 1.0, 0.0,
365 0.0, 1.0, 0.0,
366 0.0, 0.0, 1.0,
367 1.0, 0.0, 0.0,
368 };
369
370 GLfloat colors_new[] = {
371 0.0, 1.0, 0.0,
372 0.0, 1.0, 0.0,
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 };
378
379 // Each point is made of 3 floats
380 int numPoints = (sizeof(points) / sizeof(float)) / 3;
381
382 GLfloat points2[] = {
383 0.5f, 0.5f, 0.0f,
384 -0.5f, 0.5f, 0.0f,
385 -0.5f, -0.5f, 0.0f,
386 0.5f, 0.5f, 0.0f,
387 -0.5f, -0.5f, 0.0f,
388 0.5f, -0.5f, 0.0f,
389 };
390
391 /*
392 GLfloat colors2[] = {
393 0.0, 0.9, 0.9,
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 };
400 */
401
402 GLfloat texcoords[] = {
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
409 };
410
411 // Each point is made of 3 floats
412 int numPoints2 = (sizeof(points2) / sizeof(float)) / 3;
413
414 /*
415 mat4 T_model = translate(mat4(), vec3(0.5f, 0.0f, 0.0f));
416 mat4 R_model = rotate(mat4(), 4.0f, vec3(0.0f, 1.0f, 0.0f));
417 */
418 mat4 T_model = translate(mat4(), vec3(0.0f, 0.0f, 0.0f));
419 mat4 R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
420 mat4 model_mat = T_model*R_model;
421
422 mat4 T_model2 = translate(mat4(), vec3(-1.0f, 0.0f, 0.0f));
423 // mat4 T_model2 = translate(mat4(), vec3(0.0f, 0.0f, 0.0f));
424 mat4 R_model2 = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
425 mat4 model_mat2 = T_model2*R_model2;
426
427 GLuint points_vbo = 0;
428 glGenBuffers(1, &points_vbo);
429 glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
430 glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
431
432 GLuint colors_vbo = 0;
433 glGenBuffers(1, &colors_vbo);
434 glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
435 glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
436
437 GLuint vao = 0;
438 glGenVertexArrays(1, &vao);
439 glBindVertexArray(vao);
440 glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
441 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
442 glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
443 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
444
445 glEnableVertexAttribArray(0);
446 glEnableVertexAttribArray(1);
447
448 GLuint points2_vbo = 0;
449 glGenBuffers(1, &points2_vbo);
450 glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
451 glBufferData(GL_ARRAY_BUFFER, sizeof(points2), points2, GL_STATIC_DRAW);
452
453 /*
454 GLuint colors2_vbo = 0;
455 glGenBuffers(1, &colors2_vbo);
456 glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
457 glBufferData(GL_ARRAY_BUFFER, sizeof(colors2), colors2, GL_STATIC_DRAW);
458 */
459
460 GLuint vt_vbo;
461 glGenBuffers(1, &vt_vbo);
462 glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
463 glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW);
464
465 GLuint vao2 = 0;
466 glGenVertexArrays(1, &vao2);
467 glBindVertexArray(vao2);
468 glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
469 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
470 // glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
471 // glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
472 glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
473 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
474
475 glEnableVertexAttribArray(0);
476 glEnableVertexAttribArray(1);
477
478 GLuint shader_program = loadShaderProgram("./color.vert", "./color.frag");
479 GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag");
480
481 float speed = 1.0f;
482 float last_position = 0.0f;
483
484 float cam_speed = 1.0f;
485 float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
486
487 cam_pos = vec3(0.0f, 0.0f, 2.0f);
488 //cam_pos = vec3(0.0f, 0.0f, 0.0f);
489 float cam_yaw = 0.0f;
490
491 mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
492 mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
493 /*
494 mat4 T = translate(mat4(), vec3(0.0f, 0.0f, 0.0f));
495 mat4 R = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
496 */
497 view_mat = R*T;
498
499 float near = 0.1f;
500 float far = 100.0f;
501 float fov = 67.0f * ONE_DEG_IN_RAD;
502 float aspect = (float)width / (float)height;
503
504 float range = tan(fov * 0.5f) * near;
505 float Sx = near / (range * aspect);
506 float Sy = near / range;
507 float Sz = -(far + near) / (far - near);
508 float Pz = -(2.0f * far * near) / (far - near);
509
510 float proj_arr[] = {
511 Sx, 0.0f, 0.0f, 0.0f,
512 0.0f, Sy, 0.0f, 0.0f,
513 0.0f, 0.0f, Sz, -1.0f,
514 0.0f, 0.0f, Pz, 0.0f,
515 };
516 /*
517 float proj_arr[] = {
518 1.0f, 0.0f, 0.0f, 0.0f,
519 0.0f, 1.0f, 0.0f, 0.0f,
520 0.0f, 0.0f, 1.0f, 0.0f,
521 0.0f, 0.0f, 0.0f, 1.0f,
522 };
523 */
524 proj_mat = make_mat4(proj_arr);
525
526 GLint model_mat_loc = glGetUniformLocation(shader_program2, "model");
527 GLint view_mat_loc = glGetUniformLocation(shader_program2, "view");
528 GLint proj_mat_loc = glGetUniformLocation(shader_program2, "proj");
529
530 GLint model_test_loc = glGetUniformLocation(shader_program, "model");
531 GLint view_test_loc = glGetUniformLocation(shader_program, "view");
532 GLint proj_test_loc = glGetUniformLocation(shader_program, "proj");
533
534 glUseProgram(shader_program);
535 glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(model_mat));
536 glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
537
538 glUseProgram(shader_program2);
539 glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(model_mat2));
540 glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
541
542 // glUniform1i(tex_loc, 0);
543
544 bool cam_moved = false;
545
546 double previous_seconds = glfwGetTime();
547 while (!glfwWindowShouldClose(window)) {
548 double current_seconds = glfwGetTime();
549 double elapsed_seconds = current_seconds - previous_seconds;
550 previous_seconds = current_seconds;
551
552 if (fabs(last_position) > 1.0f) {
553 speed = -speed;
554 }
555
556 if (clicked) {
557 glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
558
559 if (colors_i == 0) {
560 glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors_new, GL_STATIC_DRAW);
561 colors_i = 1;
562 } else {
563 glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
564 colors_i = 0;
565 }
566
567 clicked = false;
568 }
569
570 /*
571 model[12] = last_position + speed*elapsed_seconds;
572 last_position = model[12];
573 */
574
575 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
576
577 glUseProgram(shader_program);
578 glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
579
580 glBindVertexArray(vao);
581
582 glDrawArrays(GL_TRIANGLES, 0, numPoints);
583
584 glUseProgram(shader_program2);
585 glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
586
587 glBindVertexArray(vao2);
588
589 int numPoints3 = numPoints2;
590 numPoints2 = numPoints3;
591 // glDrawArrays(GL_TRIANGLES, 0, numPoints2);
592
593 glfwPollEvents();
594 glfwSwapBuffers(window);
595
596 if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
597 glfwSetWindowShouldClose(window, 1);
598 }
599
600 float dist = cam_speed * elapsed_seconds;
601 if (glfwGetKey(window, GLFW_KEY_A)) {
602 cam_pos.x -= cos(cam_yaw)*dist;
603 cam_pos.z += sin(cam_yaw)*dist;
604 cam_moved = true;
605 }
606 if (glfwGetKey(window, GLFW_KEY_D)) {
607 cam_pos.x += cos(cam_yaw)*dist;
608 cam_pos.z -= sin(cam_yaw)*dist;
609 cam_moved = true;
610 }
611 if (glfwGetKey(window, GLFW_KEY_W)) {
612 cam_pos.x -= sin(cam_yaw)*dist;
613 cam_pos.z -= cos(cam_yaw)*dist;
614 cam_moved = true;
615 }
616 if (glfwGetKey(window, GLFW_KEY_S)) {
617 cam_pos.x += sin(cam_yaw)*dist;
618 cam_pos.z += cos(cam_yaw)*dist;
619 cam_moved = true;
620 }
621 if (glfwGetKey(window, GLFW_KEY_LEFT)) {
622 cam_yaw += cam_yaw_speed * elapsed_seconds;
623 cam_moved = true;
624 }
625 if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
626 cam_yaw -= cam_yaw_speed * elapsed_seconds;
627 cam_moved = true;
628 }
629 if (cam_moved) {
630 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
631 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
632 // view_mat = R*T;
633
634 glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
635 cam_moved = false;
636 }
637 }
638
639 glfwTerminate();
640 return 0;
641}
642
643GLuint loadShader(GLenum type, string file) {
644 cout << "Loading shader from file " << file << endl;
645
646 ifstream shaderFile(file);
647 GLuint shaderId = 0;
648
649 if (shaderFile.is_open()) {
650 string line, shaderString;
651
652 while(getline(shaderFile, line)) {
653 shaderString += line + "\n";
654 }
655 shaderFile.close();
656 const char* shaderCString = shaderString.c_str();
657
658 shaderId = glCreateShader(type);
659 glShaderSource(shaderId, 1, &shaderCString, NULL);
660 glCompileShader(shaderId);
661
662 cout << "Loaded successfully" << endl;
663 } else {
664 cout << "Failed to loade the file" << endl;
665 }
666
667 return shaderId;
668}
669
670GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
671 GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
672 GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
673
674 GLuint shader_program = glCreateProgram();
675 glAttachShader(shader_program, vs);
676 glAttachShader(shader_program, fs);
677
678 glLinkProgram(shader_program);
679
680 return shader_program;
681}
682
683unsigned char* loadImage(string file_name, int* x, int* y) {
684 int n;
685 int force_channels = 4;
686 unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
687 if (!image_data) {
688 fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
689 }
690 return image_data;
691}
692
693bool insideTriangle(vec3 p, vec3 v1, vec3 v2, vec3 v3) {
694 vec3 v21 = v2-v1;
695 vec3 v31 = v3-v1;
696 vec3 pv1 = p-v1;
697
698 float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
699 float x = (pv1.x-y*v31.x) / v21.x;
700
701 cout << "(" << x << ", " << y << ")" << endl;
702
703 return x > 0.0f && y > 0.0f && x+y < 1.0f;
704}
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