1 | #include "logger.h"
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2 |
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3 | #include "stb_image.h"
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4 |
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5 | // I think this was for the OpenGL 4 book font file tutorial
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6 | //#define STB_IMAGE_WRITE_IMPLEMENTATION
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7 | //#include "stb_image_write.h"
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8 |
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9 | #define _USE_MATH_DEFINES
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10 |
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11 | #include <glm/mat4x4.hpp>
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12 | #include <glm/gtc/matrix_transform.hpp>
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13 | #include <glm/gtc/type_ptr.hpp>
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14 |
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15 | #include "IMGUI/imgui.h"
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16 | #include "imgui_impl_glfw_gl3.h"
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17 |
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18 | #include <GL/glew.h>
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19 | #include <GLFW/glfw3.h>
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20 |
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21 | #include <cstdio>
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22 | #include <cstdlib>
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23 | #include <ctime>
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24 | #include <iostream>
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25 | #include <fstream>
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26 | #include <cmath>
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27 | #include <string>
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28 | #include <array>
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29 | #include <vector>
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30 | #include <queue>
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31 | #include <map>
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32 |
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33 | using namespace std;
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34 | using namespace glm;
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35 |
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36 | enum State {
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37 | STATE_MAIN_MENU,
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38 | STATE_GAME,
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39 | };
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40 |
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41 | enum Event {
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42 | EVENT_GO_TO_MAIN_MENU,
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43 | EVENT_GO_TO_GAME,
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44 | EVENT_QUIT,
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45 | };
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46 |
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47 | enum ObjectType {
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48 | TYPE_SHIP,
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49 | TYPE_ASTEROID,
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50 | TYPE_LASER,
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51 | };
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52 |
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53 | struct SceneObject {
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54 | unsigned int id;
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55 | ObjectType type;
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56 |
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57 | // Currently, model_transform should only have translate, and rotation and scale need to be done in model_base since
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58 | // they need to be done when the object is at the origin. I should change this to have separate scale, rotate, and translate
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59 | // matrices for each object that can be updated independently and then applied to the object in that order.
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60 | mat4 model_mat, model_base, model_transform;
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61 | mat4 translate_mat; // beginning of doing what's mentioned above
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62 | GLuint shader_program;
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63 | unsigned int num_points;
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64 | GLuint vertex_vbo_offset;
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65 | GLuint ubo_offset;
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66 | vector<GLfloat> points;
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67 | vector<GLfloat> colors;
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68 | vector<GLfloat> texcoords;
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69 | vector<GLfloat> normals;
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70 | vector<GLfloat> selected_colors;
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71 | bool deleted;
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72 | vec3 bounding_center;
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73 | GLfloat bounding_radius;
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74 | };
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75 |
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76 | struct BufferInfo {
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77 | unsigned int vbo_base;
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78 | unsigned int vbo_offset;
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79 | unsigned int vbo_capacity;
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80 | unsigned int ubo_base;
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81 | unsigned int ubo_offset;
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82 | unsigned int ubo_capacity;
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83 | };
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84 |
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85 | void glfw_error_callback(int error, const char* description);
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86 |
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87 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
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88 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
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89 |
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90 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point);
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91 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
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92 |
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93 | GLuint loadShader(GLenum type, string file);
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94 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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95 | unsigned char* loadImage(string file_name, int* x, int* y);
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96 |
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97 | void printVector(string label, vec3& v);
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98 | void print4DVector(string label, vec4& v);
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99 |
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100 | void initObject(SceneObject& obj);
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101 | void addObjectToScene(SceneObject& obj,
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102 | map<GLuint, BufferInfo>& shaderBufferInfo,
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103 | GLuint points_vbo,
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104 | GLuint colors_vbo,
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105 | GLuint selected_colors_vbo,
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106 | GLuint texcoords_vbo,
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107 | GLuint normals_vbo,
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108 | GLuint ubo,
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109 | GLuint model_mat_idx_vbo);
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110 | void removeObjectFromScene(SceneObject& obj, GLuint ubo);
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111 |
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112 | void calculateObjectBoundingBox(SceneObject& obj);
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113 |
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114 | SceneObject createLaser(vec3 start, vec3 end, vec3 color, GLfloat width, GLuint laser_sp);
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115 |
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116 | void initializeBuffers(
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117 | GLuint* points_vbo,
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118 | GLuint* colors_vbo,
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119 | GLuint* selected_colors_vbo,
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120 | GLuint* texcoords_vbo,
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121 | GLuint* normals_vbo,
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122 | GLuint* ubo,
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123 | GLuint* model_mat_idx_vbo);
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124 |
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125 | void populateBuffers(vector<SceneObject>& objects,
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126 | map<GLuint, BufferInfo>& shaderBufferInfo,
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127 | GLuint points_vbo,
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128 | GLuint colors_vbo,
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129 | GLuint selected_colors_vbo,
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130 | GLuint texcoords_vbo,
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131 | GLuint normals_vbo,
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132 | GLuint ubo,
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133 | GLuint model_mat_idx_vbo);
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134 |
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135 | void copyObjectDataToBuffers(SceneObject& obj,
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136 | map<GLuint, BufferInfo>& shaderBufferInfo,
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137 | GLuint points_vbo,
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138 | GLuint colors_vbo,
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139 | GLuint selected_colors_vbo,
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140 | GLuint texcoords_vbo,
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141 | GLuint normals_vbo,
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142 | GLuint ubo,
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143 | GLuint model_mat_idx_vbo);
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144 |
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145 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo);
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146 |
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147 | void translateLaser(SceneObject& laser, const vec3& translation, GLuint ubo);
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148 | void updateLaserTarget(SceneObject& laser, vector<SceneObject>& objects, GLuint points_vbo);
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149 | bool getLaserAndAsteroidIntersection(vec3& start, vec3& end, SceneObject& asteroid, vec3& intersection);
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150 |
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151 | void renderMainMenu();
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152 | void renderMainMenuGui();
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153 |
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154 | void renderScene(map<GLuint, BufferInfo>& shaderBufferInfo,
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155 | GLuint color_sp, GLuint texture_sp, GLuint laser_sp,
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156 | GLuint color_vao, GLuint texture_vao, GLuint laser_vao,
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157 | GLuint colors_vbo, GLuint selected_colors_vbo,
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158 | SceneObject* selectedObject);
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159 | void renderSceneGui();
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160 |
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161 | void spawnAsteroid(vec3 pos, GLuint shader,
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162 | map<GLuint, BufferInfo>& shaderBufferInfo,
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163 | GLuint points_vbo,
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164 | GLuint colors_vbo,
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165 | GLuint selected_colors_vbo,
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166 | GLuint texcoords_vbo,
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167 | GLuint normals_vbo,
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168 | GLuint ubo,
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169 | GLuint model_mat_idx_vbo);
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170 |
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171 | float getRandomNum(float low, float high);
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172 |
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173 | #define NUM_KEYS (512)
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174 | #define ONE_DEG_IN_RAD ((2.0f * M_PI) / 360.0f) // 0.017444444 (maybe make this a const instead)
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175 |
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176 | const int KEY_STATE_UNCHANGED = -1;
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177 | const bool FULLSCREEN = false;
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178 | const bool SHOW_FPS = false;
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179 | const bool DISABLE_VSYNC = false; // disable vsync to see real framerate
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180 | unsigned int MAX_UNIFORMS = 0; // Requires OpenGL constants only available at runtime, so it can't be const
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181 |
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182 | int key_state[NUM_KEYS];
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183 | bool key_down[NUM_KEYS];
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184 |
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185 | int width = 640;
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186 | int height = 480;
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187 |
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188 | double fps;
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189 |
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190 | vec3 cam_pos;
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191 |
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192 | mat4 view_mat;
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193 | mat4 proj_mat;
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194 |
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195 | // TODO: Consider using a list instead since it will make element deletion more efficient
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196 | vector<SceneObject> objects;
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197 | queue<Event> events;
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198 |
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199 | SceneObject* clickedObject = NULL;
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200 | SceneObject* selectedObject = NULL;
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201 |
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202 | float NEAR_CLIP = 0.1f;
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203 | float FAR_CLIP = 100.0f;
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204 |
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205 | // TODO: Should really have some array or struct of UI-related variables
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206 | bool isRunning = true;
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207 |
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208 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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209 |
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210 | // TODO: Come up with a better way to keep references to specific objects,
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211 | // which remain valid (or are recreated) when the object vector or VBOs are resized.
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212 | // I could store SceneObject*, but I have to keep track of when the vector is about to
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213 | // resize and re-init the pointers when that happens since they'll be invalidated
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214 | // I would prefer the above apporach, but I should write some helper functions to make it less error-prone
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215 | int leftLaserIdx = -1;
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216 | int rightLaserIdx = -1;
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217 |
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218 | /*
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219 | * TODO: Asteroid and ship movement currently depend on framerate, fix this in a generic/reusable way
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220 | * Disabling vsync is a great way to test this
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221 | */
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222 |
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223 | int main(int argc, char* argv[]) {
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224 | cout << "New OpenGL Game" << endl;
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225 |
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226 | if (!restart_gl_log()) {}
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227 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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228 |
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229 | glfwSetErrorCallback(glfw_error_callback);
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230 | if (!glfwInit()) {
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231 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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232 | return 1;
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233 | }
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234 |
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235 | #ifdef __APPLE__
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236 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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237 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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238 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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239 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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240 | #endif
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241 |
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242 | glfwWindowHint(GLFW_SAMPLES, 16);
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243 |
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244 | GLFWwindow* window = NULL;
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245 | GLFWmonitor* mon = NULL;
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246 |
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247 | if (FULLSCREEN) {
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248 | mon = glfwGetPrimaryMonitor();
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249 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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250 |
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251 | width = vmode->width;
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252 | height = vmode->height;
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253 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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254 | }
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255 | window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL);
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256 |
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257 | if (!window) {
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258 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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259 | glfwTerminate();
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260 | return 1;
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261 | }
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262 |
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263 | glfwMakeContextCurrent(window);
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264 | glewExperimental = GL_TRUE;
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265 | glewInit();
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266 |
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267 | srand(time(0));
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268 |
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269 | /*
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270 | * RENDERING ALGORITHM NOTES:
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271 | *
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272 | * Basically, I need to split my objects into groups, so that each group fits into
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273 | * GL_MAX_UNIFORM_BLOCK_SIZE. I need to have an offset and a size for each group.
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274 | * Getting the offset is straitforward. The size may as well be GL_MAX_UNIFORM_BLOCK_SIZE
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275 | * for each group, since it seems that smaller sizes just round up to the nearest GL_MAX_UNIFORM_BLOCK_SIZE
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276 | *
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277 | * I'll need to have a loop inside my render loop that calls glBindBufferRange(GL_UNIFORM_BUFFER, ...
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278 | * for every 1024 objects and then draws all those objects with one glDraw call.
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279 | *
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280 | * Since I currently have very few objects, I'll wait to implement this until I have
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281 | * a reasonable number of objects always using the same shader.
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282 | */
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283 |
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284 | GLint UNIFORM_BUFFER_OFFSET_ALIGNMENT, MAX_UNIFORM_BLOCK_SIZE;
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285 | glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &UNIFORM_BUFFER_OFFSET_ALIGNMENT);
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286 | glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &MAX_UNIFORM_BLOCK_SIZE);
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287 |
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288 | MAX_UNIFORMS = MAX_UNIFORM_BLOCK_SIZE / sizeof(mat4);
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289 |
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290 | cout << "UNIFORM_BUFFER_OFFSET_ALIGNMENT: " << UNIFORM_BUFFER_OFFSET_ALIGNMENT << endl;
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291 | cout << "MAX_UNIFORMS: " << MAX_UNIFORMS << endl;
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292 |
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293 | // Setup Dear ImGui binding
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294 | IMGUI_CHECKVERSION();
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295 | ImGui::CreateContext();
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296 | ImGuiIO& io = ImGui::GetIO(); (void)io;
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297 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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298 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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299 | ImGui_ImplGlfwGL3_Init(window, true);
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300 |
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301 | // Setup style
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302 | ImGui::StyleColorsDark();
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303 | //ImGui::StyleColorsClassic();
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304 |
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305 | glfwSetMouseButtonCallback(window, mouse_button_callback);
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306 | glfwSetKeyCallback(window, key_callback);
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307 |
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308 | const GLubyte* renderer = glGetString(GL_RENDERER);
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309 | const GLubyte* version = glGetString(GL_VERSION);
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310 | printf("Renderer: %s\n", renderer);
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311 | printf("OpenGL version supported %s\n", version);
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312 |
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313 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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314 |
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315 | glEnable(GL_DEPTH_TEST);
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316 | glDepthFunc(GL_LESS);
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317 |
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318 | glEnable(GL_CULL_FACE);
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319 | // glCullFace(GL_BACK);
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320 | // glFrontFace(GL_CW);
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321 |
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322 | /*
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323 | int x, y;
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324 | unsigned char* texImage = loadImage("test.png", &x, &y);
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325 | if (texImage) {
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326 | cout << "Yay, I loaded an image!" << endl;
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327 | cout << x << endl;
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328 | cout << y << endl;
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329 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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330 | }
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331 |
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332 | GLuint testTex = 0;
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333 | glGenTextures(1, &testTex);
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334 | glActiveTexture(GL_TEXTURE0);
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335 | glBindTexture(GL_TEXTURE_2D, testTex);
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336 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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337 |
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338 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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339 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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340 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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341 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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342 | */
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343 |
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344 | int x, y;
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345 | unsigned char* texImage = loadImage("laser.png", &x, &y);
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346 | if (texImage) {
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347 | cout << "Laser texture loaded successfully!" << endl;
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348 | cout << x << endl;
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349 | cout << y << endl;
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350 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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351 | }
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352 |
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353 | GLuint laserTex = 0;
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354 | glGenTextures(1, &laserTex);
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355 | glActiveTexture(GL_TEXTURE0);
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356 | glBindTexture(GL_TEXTURE_2D, laserTex);
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357 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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358 |
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359 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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360 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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361 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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362 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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363 |
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364 | /* RENDERING ALGORITHM
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365 | *
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366 | * Create a separate vbo for each of the following things:
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367 | * - points
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368 | * - colors
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369 | * - texture coordinates
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370 | * - selected colors
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371 | * - normals
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372 | * - indices into a ubo that stores a model matrix for each object
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373 | *
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374 | * Also, make a model matrix ubo, the entirety of which will be passed to the vertex shader.
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375 | * The vbo containing the correct index into the ubo (mentioned above) will be used to select
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376 | * the right model matrix for each point. The index in the vbo will be the saem for all points
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377 | * of any given object.
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378 | *
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379 | * There will be two shader programs for now, one for draing colored objects, and another for
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380 | * drawing textured ones. The points, normals, and model mat ubo indices will be passed to both
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381 | * shaders, while the colors vbo will only be passed to the colors shader, and the texcoords vbo
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382 | * only to the texture shader.
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383 | *
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384 | * Right now, the currently selected object is drawn using one color (specified in the selected
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385 | * colors vbo) regardless of whether it is normally rendering using colors or a texture. The selected
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386 | * object is rendering by binding the selected colors vbo in place of the colors vbo and using the colors
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387 | * shader. Then, the selected object is redrawn along with all other objects, but the depth buffer test
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388 | * prevents the unselected version of the object from appearing on the screen. This lets me render all the
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389 | * objects that use a particular shader using one glDrawArrays() call.
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390 | */
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391 |
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392 | map<GLuint, BufferInfo> shaderBufferInfo;
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393 |
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394 | GLuint color_sp = loadShaderProgram("./color.vert", "./color.frag");
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395 | GLuint texture_sp = loadShaderProgram("./texture.vert", "./texture.frag");
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396 | GLuint laser_sp = loadShaderProgram("./laser.vert", "./laser.frag");
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397 |
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398 | shaderBufferInfo[color_sp] = BufferInfo();
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399 | shaderBufferInfo[texture_sp] = BufferInfo();
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400 | shaderBufferInfo[laser_sp] = BufferInfo();
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401 |
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402 | cam_pos = vec3(0.0f, 0.0f, 2.0f);
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403 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
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404 | float cam_pitch = -50.0f * 2.0f * 3.14159f / 360.0f;
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405 |
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406 | SceneObject obj;
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407 | mat4 T_model, R_model;
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408 |
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409 | // player ship
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410 | obj = SceneObject();
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411 | obj.type = TYPE_SHIP;
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412 | obj.shader_program = color_sp;
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413 | obj.points = {
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414 | //back
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415 | -0.5f, 0.3f, 0.0f,
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416 | -0.5f, 0.0f, 0.0f,
|
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417 | 0.5f, 0.0f, 0.0f,
|
---|
418 | -0.5f, 0.3f, 0.0f,
|
---|
419 | 0.5f, 0.0f, 0.0f,
|
---|
420 | 0.5f, 0.3f, 0.0f,
|
---|
421 |
|
---|
422 | // left back
|
---|
423 | -0.5f, 0.3f, -2.0f,
|
---|
424 | -0.5f, 0.0f, -2.0f,
|
---|
425 | -0.5f, 0.0f, 0.0f,
|
---|
426 | -0.5f, 0.3f, -2.0f,
|
---|
427 | -0.5f, 0.0f, 0.0f,
|
---|
428 | -0.5f, 0.3f, 0.0f,
|
---|
429 |
|
---|
430 | // right back
|
---|
431 | 0.5f, 0.3f, 0.0f,
|
---|
432 | 0.5f, 0.0f, 0.0f,
|
---|
433 | 0.5f, 0.0f, -2.0f,
|
---|
434 | 0.5f, 0.3f, 0.0f,
|
---|
435 | 0.5f, 0.0f, -2.0f,
|
---|
436 | 0.5f, 0.3f, -2.0f,
|
---|
437 |
|
---|
438 | // left mid
|
---|
439 | -0.25f, 0.3f, -3.0f,
|
---|
440 | -0.25f, 0.0f, -3.0f,
|
---|
441 | -0.5f, 0.0f, -2.0f,
|
---|
442 | -0.25f, 0.3f, -3.0f,
|
---|
443 | -0.5f, 0.0f, -2.0f,
|
---|
444 | -0.5f, 0.3f, -2.0f,
|
---|
445 |
|
---|
446 | // right mid
|
---|
447 | 0.5f, 0.3f, -2.0f,
|
---|
448 | 0.5f, 0.0f, -2.0f,
|
---|
449 | 0.25f, 0.0f, -3.0f,
|
---|
450 | 0.5f, 0.3f, -2.0f,
|
---|
451 | 0.25f, 0.0f, -3.0f,
|
---|
452 | 0.25f, 0.3f, -3.0f,
|
---|
453 |
|
---|
454 | // left front
|
---|
455 | 0.0f, 0.0f, -3.5f,
|
---|
456 | -0.25f, 0.0f, -3.0f,
|
---|
457 | -0.25f, 0.3f, -3.0f,
|
---|
458 |
|
---|
459 | // right front
|
---|
460 | 0.25f, 0.3f, -3.0f,
|
---|
461 | 0.25f, 0.0f, -3.0f,
|
---|
462 | 0.0f, 0.0f, -3.5f,
|
---|
463 |
|
---|
464 | // top back
|
---|
465 | -0.5f, 0.3f, -2.0f,
|
---|
466 | -0.5f, 0.3f, 0.0f,
|
---|
467 | 0.5f, 0.3f, 0.0f,
|
---|
468 | -0.5f, 0.3f, -2.0f,
|
---|
469 | 0.5f, 0.3f, 0.0f,
|
---|
470 | 0.5f, 0.3f, -2.0f,
|
---|
471 |
|
---|
472 | // bottom back
|
---|
473 | -0.5f, 0.0f, 0.0f,
|
---|
474 | -0.5f, 0.0f, -2.0f,
|
---|
475 | 0.5f, 0.0f, 0.0f,
|
---|
476 | 0.5f, 0.0f, 0.0f,
|
---|
477 | -0.5f, 0.0f, -2.0f,
|
---|
478 | 0.5f, 0.0f, -2.0f,
|
---|
479 |
|
---|
480 | // top mid
|
---|
481 | -0.25f, 0.3f, -3.0f,
|
---|
482 | -0.5f, 0.3f, -2.0f,
|
---|
483 | 0.5f, 0.3f, -2.0f,
|
---|
484 | -0.25f, 0.3f, -3.0f,
|
---|
485 | 0.5f, 0.3f, -2.0f,
|
---|
486 | 0.25f, 0.3f, -3.0f,
|
---|
487 |
|
---|
488 | // bottom mid
|
---|
489 | -0.5f, 0.0f, -2.0f,
|
---|
490 | -0.25f, 0.0f, -3.0f,
|
---|
491 | 0.5f, 0.0f, -2.0f,
|
---|
492 | 0.5f, 0.0f, -2.0f,
|
---|
493 | -0.25f, 0.0f, -3.0f,
|
---|
494 | 0.25f, 0.0f, -3.0f,
|
---|
495 |
|
---|
496 | // top front
|
---|
497 | -0.25f, 0.3f, -3.0f,
|
---|
498 | 0.25f, 0.3f, -3.0f,
|
---|
499 | 0.0f, 0.0f, -3.5f,
|
---|
500 |
|
---|
501 | // bottom front
|
---|
502 | 0.25f, 0.0f, -3.0f,
|
---|
503 | -0.25f, 0.0f, -3.0f,
|
---|
504 | 0.0f, 0.0f, -3.5f,
|
---|
505 |
|
---|
506 | // left wing start back
|
---|
507 | -1.5f, 0.3f, 0.0f,
|
---|
508 | -1.5f, 0.0f, 0.0f,
|
---|
509 | -0.5f, 0.0f, 0.0f,
|
---|
510 | -1.5f, 0.3f, 0.0f,
|
---|
511 | -0.5f, 0.0f, 0.0f,
|
---|
512 | -0.5f, 0.3f, 0.0f,
|
---|
513 |
|
---|
514 | // left wing start top
|
---|
515 | -0.5f, 0.3f, -0.3f,
|
---|
516 | -1.3f, 0.3f, -0.3f,
|
---|
517 | -1.5f, 0.3f, 0.0f,
|
---|
518 | -0.5f, 0.3f, -0.3f,
|
---|
519 | -1.5f, 0.3f, 0.0f,
|
---|
520 | -0.5f, 0.3f, 0.0f,
|
---|
521 |
|
---|
522 | // left wing start front
|
---|
523 | -0.5f, 0.3f, -0.3f,
|
---|
524 | -0.5f, 0.0f, -0.3f,
|
---|
525 | -1.3f, 0.0f, -0.3f,
|
---|
526 | -0.5f, 0.3f, -0.3f,
|
---|
527 | -1.3f, 0.0f, -0.3f,
|
---|
528 | -1.3f, 0.3f, -0.3f,
|
---|
529 |
|
---|
530 | // left wing start bottom
|
---|
531 | -0.5f, 0.0f, 0.0f,
|
---|
532 | -1.5f, 0.0f, 0.0f,
|
---|
533 | -1.3f, 0.0f, -0.3f,
|
---|
534 | -0.5f, 0.0f, 0.0f,
|
---|
535 | -1.3f, 0.0f, -0.3f,
|
---|
536 | -0.5f, 0.0f, -0.3f,
|
---|
537 |
|
---|
538 | // left wing end outside
|
---|
539 | -1.5f, 0.3f, 0.0f,
|
---|
540 | -2.2f, 0.15f, -0.8f,
|
---|
541 | -1.5f, 0.0f, 0.0f,
|
---|
542 |
|
---|
543 | // left wing end top
|
---|
544 | -1.3f, 0.3f, -0.3f,
|
---|
545 | -2.2f, 0.15f, -0.8f,
|
---|
546 | -1.5f, 0.3f, 0.0f,
|
---|
547 |
|
---|
548 | // left wing end front
|
---|
549 | -1.3f, 0.0f, -0.3f,
|
---|
550 | -2.2f, 0.15f, -0.8f,
|
---|
551 | -1.3f, 0.3f, -0.3f,
|
---|
552 |
|
---|
553 | // left wing end bottom
|
---|
554 | -1.5f, 0.0f, 0.0f,
|
---|
555 | -2.2f, 0.15f, -0.8f,
|
---|
556 | -1.3f, 0.0f, -0.3f,
|
---|
557 |
|
---|
558 | // right wing start back
|
---|
559 | 1.5f, 0.0f, 0.0f,
|
---|
560 | 1.5f, 0.3f, 0.0f,
|
---|
561 | 0.5f, 0.0f, 0.0f,
|
---|
562 | 0.5f, 0.0f, 0.0f,
|
---|
563 | 1.5f, 0.3f, 0.0f,
|
---|
564 | 0.5f, 0.3f, 0.0f,
|
---|
565 |
|
---|
566 | // right wing start top
|
---|
567 | 1.3f, 0.3f, -0.3f,
|
---|
568 | 0.5f, 0.3f, -0.3f,
|
---|
569 | 1.5f, 0.3f, 0.0f,
|
---|
570 | 1.5f, 0.3f, 0.0f,
|
---|
571 | 0.5f, 0.3f, -0.3f,
|
---|
572 | 0.5f, 0.3f, 0.0f,
|
---|
573 |
|
---|
574 | // right wing start front
|
---|
575 | 0.5f, 0.0f, -0.3f,
|
---|
576 | 0.5f, 0.3f, -0.3f,
|
---|
577 | 1.3f, 0.0f, -0.3f,
|
---|
578 | 1.3f, 0.0f, -0.3f,
|
---|
579 | 0.5f, 0.3f, -0.3f,
|
---|
580 | 1.3f, 0.3f, -0.3f,
|
---|
581 |
|
---|
582 | // right wing start bottom
|
---|
583 | 1.5f, 0.0f, 0.0f,
|
---|
584 | 0.5f, 0.0f, 0.0f,
|
---|
585 | 1.3f, 0.0f, -0.3f,
|
---|
586 | 1.3f, 0.0f, -0.3f,
|
---|
587 | 0.5f, 0.0f, 0.0f,
|
---|
588 | 0.5f, 0.0f, -0.3f,
|
---|
589 |
|
---|
590 | // right wing end outside
|
---|
591 | 2.2f, 0.15f, -0.8f,
|
---|
592 | 1.5f, 0.3f, 0.0f,
|
---|
593 | 1.5f, 0.0f, 0.0f,
|
---|
594 |
|
---|
595 | // right wing end top
|
---|
596 | 2.2f, 0.15f, -0.8f,
|
---|
597 | 1.3f, 0.3f, -0.3f,
|
---|
598 | 1.5f, 0.3f, 0.0f,
|
---|
599 |
|
---|
600 | // right wing end front
|
---|
601 | 2.2f, 0.15f, -0.8f,
|
---|
602 | 1.3f, 0.0f, -0.3f,
|
---|
603 | 1.3f, 0.3f, -0.3f,
|
---|
604 |
|
---|
605 | // right wing end bottom
|
---|
606 | 2.2f, 0.15f, -0.8f,
|
---|
607 | 1.5f, 0.0f, 0.0f,
|
---|
608 | 1.3f, 0.0f, -0.3f,
|
---|
609 | };
|
---|
610 | obj.colors = {
|
---|
611 | 0.0f, 0.0f, 0.3f,
|
---|
612 | 0.0f, 0.0f, 0.3f,
|
---|
613 | 0.0f, 0.0f, 0.3f,
|
---|
614 | 0.0f, 0.0f, 0.3f,
|
---|
615 | 0.0f, 0.0f, 0.3f,
|
---|
616 | 0.0f, 0.0f, 0.3f,
|
---|
617 |
|
---|
618 | 0.0f, 0.0f, 0.3f,
|
---|
619 | 0.0f, 0.0f, 0.3f,
|
---|
620 | 0.0f, 0.0f, 0.3f,
|
---|
621 | 0.0f, 0.0f, 0.3f,
|
---|
622 | 0.0f, 0.0f, 0.3f,
|
---|
623 | 0.0f, 0.0f, 0.3f,
|
---|
624 |
|
---|
625 | 0.0f, 0.0f, 0.3f,
|
---|
626 | 0.0f, 0.0f, 0.3f,
|
---|
627 | 0.0f, 0.0f, 0.3f,
|
---|
628 | 0.0f, 0.0f, 0.3f,
|
---|
629 | 0.0f, 0.0f, 0.3f,
|
---|
630 | 0.0f, 0.0f, 0.3f,
|
---|
631 |
|
---|
632 | 0.0f, 0.0f, 0.3f,
|
---|
633 | 0.0f, 0.0f, 0.3f,
|
---|
634 | 0.0f, 0.0f, 0.3f,
|
---|
635 | 0.0f, 0.0f, 0.3f,
|
---|
636 | 0.0f, 0.0f, 0.3f,
|
---|
637 | 0.0f, 0.0f, 0.3f,
|
---|
638 |
|
---|
639 | 0.0f, 0.0f, 0.3f,
|
---|
640 | 0.0f, 0.0f, 0.3f,
|
---|
641 | 0.0f, 0.0f, 0.3f,
|
---|
642 | 0.0f, 0.0f, 0.3f,
|
---|
643 | 0.0f, 0.0f, 0.3f,
|
---|
644 | 0.0f, 0.0f, 0.3f,
|
---|
645 |
|
---|
646 | 0.0f, 0.0f, 1.0f,
|
---|
647 | 0.0f, 0.0f, 1.0f,
|
---|
648 | 0.0f, 0.0f, 1.0f,
|
---|
649 |
|
---|
650 | 0.0f, 0.0f, 1.0f,
|
---|
651 | 0.0f, 0.0f, 1.0f,
|
---|
652 | 0.0f, 0.0f, 1.0f,
|
---|
653 |
|
---|
654 | 0.0f, 0.0f, 1.0f,
|
---|
655 | 0.0f, 0.0f, 1.0f,
|
---|
656 | 0.0f, 0.0f, 1.0f,
|
---|
657 | 0.0f, 0.0f, 1.0f,
|
---|
658 | 0.0f, 0.0f, 1.0f,
|
---|
659 | 0.0f, 0.0f, 1.0f,
|
---|
660 |
|
---|
661 | 0.0f, 0.0f, 1.0f,
|
---|
662 | 0.0f, 0.0f, 1.0f,
|
---|
663 | 0.0f, 0.0f, 1.0f,
|
---|
664 | 0.0f, 0.0f, 1.0f,
|
---|
665 | 0.0f, 0.0f, 1.0f,
|
---|
666 | 0.0f, 0.0f, 1.0f,
|
---|
667 |
|
---|
668 | 0.0f, 0.0f, 1.0f,
|
---|
669 | 0.0f, 0.0f, 1.0f,
|
---|
670 | 0.0f, 0.0f, 1.0f,
|
---|
671 | 0.0f, 0.0f, 1.0f,
|
---|
672 | 0.0f, 0.0f, 1.0f,
|
---|
673 | 0.0f, 0.0f, 1.0f,
|
---|
674 |
|
---|
675 | 0.0f, 0.0f, 1.0f,
|
---|
676 | 0.0f, 0.0f, 1.0f,
|
---|
677 | 0.0f, 0.0f, 1.0f,
|
---|
678 | 0.0f, 0.0f, 1.0f,
|
---|
679 | 0.0f, 0.0f, 1.0f,
|
---|
680 | 0.0f, 0.0f, 1.0f,
|
---|
681 |
|
---|
682 | 0.0f, 0.0f, 0.3f,
|
---|
683 | 0.0f, 0.0f, 0.3f,
|
---|
684 | 0.0f, 0.0f, 0.3f,
|
---|
685 |
|
---|
686 | 0.0f, 0.0f, 0.3f,
|
---|
687 | 0.0f, 0.0f, 0.3f,
|
---|
688 | 0.0f, 0.0f, 0.3f,
|
---|
689 |
|
---|
690 | 0.0f, 0.0f, 0.3f,
|
---|
691 | 0.0f, 0.0f, 0.3f,
|
---|
692 | 0.0f, 0.0f, 0.3f,
|
---|
693 | 0.0f, 0.0f, 0.3f,
|
---|
694 | 0.0f, 0.0f, 0.3f,
|
---|
695 | 0.0f, 0.0f, 0.3f,
|
---|
696 |
|
---|
697 | 0.0f, 0.0f, 0.3f,
|
---|
698 | 0.0f, 0.0f, 0.3f,
|
---|
699 | 0.0f, 0.0f, 0.3f,
|
---|
700 | 0.0f, 0.0f, 0.3f,
|
---|
701 | 0.0f, 0.0f, 0.3f,
|
---|
702 | 0.0f, 0.0f, 0.3f,
|
---|
703 |
|
---|
704 | 0.0f, 0.0f, 0.3f,
|
---|
705 | 0.0f, 0.0f, 0.3f,
|
---|
706 | 0.0f, 0.0f, 0.3f,
|
---|
707 | 0.0f, 0.0f, 0.3f,
|
---|
708 | 0.0f, 0.0f, 0.3f,
|
---|
709 | 0.0f, 0.0f, 0.3f,
|
---|
710 |
|
---|
711 | 0.0f, 0.0f, 0.3f,
|
---|
712 | 0.0f, 0.0f, 0.3f,
|
---|
713 | 0.0f, 0.0f, 0.3f,
|
---|
714 | 0.0f, 0.0f, 0.3f,
|
---|
715 | 0.0f, 0.0f, 0.3f,
|
---|
716 | 0.0f, 0.0f, 0.3f,
|
---|
717 |
|
---|
718 | 0.0f, 0.0f, 0.3f,
|
---|
719 | 0.0f, 0.0f, 0.3f,
|
---|
720 | 0.0f, 0.0f, 0.3f,
|
---|
721 |
|
---|
722 | 0.0f, 0.0f, 0.3f,
|
---|
723 | 0.0f, 0.0f, 0.3f,
|
---|
724 | 0.0f, 0.0f, 0.3f,
|
---|
725 |
|
---|
726 | 0.0f, 0.0f, 0.3f,
|
---|
727 | 0.0f, 0.0f, 0.3f,
|
---|
728 | 0.0f, 0.0f, 0.3f,
|
---|
729 |
|
---|
730 | 0.0f, 0.0f, 0.3f,
|
---|
731 | 0.0f, 0.0f, 0.3f,
|
---|
732 | 0.0f, 0.0f, 0.3f,
|
---|
733 |
|
---|
734 | 0.0f, 0.0f, 0.3f,
|
---|
735 | 0.0f, 0.0f, 0.3f,
|
---|
736 | 0.0f, 0.0f, 0.3f,
|
---|
737 | 0.0f, 0.0f, 0.3f,
|
---|
738 | 0.0f, 0.0f, 0.3f,
|
---|
739 | 0.0f, 0.0f, 0.3f,
|
---|
740 |
|
---|
741 | 0.0f, 0.0f, 0.3f,
|
---|
742 | 0.0f, 0.0f, 0.3f,
|
---|
743 | 0.0f, 0.0f, 0.3f,
|
---|
744 | 0.0f, 0.0f, 0.3f,
|
---|
745 | 0.0f, 0.0f, 0.3f,
|
---|
746 | 0.0f, 0.0f, 0.3f,
|
---|
747 |
|
---|
748 | 0.0f, 0.0f, 0.3f,
|
---|
749 | 0.0f, 0.0f, 0.3f,
|
---|
750 | 0.0f, 0.0f, 0.3f,
|
---|
751 | 0.0f, 0.0f, 0.3f,
|
---|
752 | 0.0f, 0.0f, 0.3f,
|
---|
753 | 0.0f, 0.0f, 0.3f,
|
---|
754 |
|
---|
755 | 0.0f, 0.0f, 0.3f,
|
---|
756 | 0.0f, 0.0f, 0.3f,
|
---|
757 | 0.0f, 0.0f, 0.3f,
|
---|
758 | 0.0f, 0.0f, 0.3f,
|
---|
759 | 0.0f, 0.0f, 0.3f,
|
---|
760 | 0.0f, 0.0f, 0.3f,
|
---|
761 |
|
---|
762 | 0.0f, 0.0f, 0.3f,
|
---|
763 | 0.0f, 0.0f, 0.3f,
|
---|
764 | 0.0f, 0.0f, 0.3f,
|
---|
765 |
|
---|
766 | 0.0f, 0.0f, 0.3f,
|
---|
767 | 0.0f, 0.0f, 0.3f,
|
---|
768 | 0.0f, 0.0f, 0.3f,
|
---|
769 |
|
---|
770 | 0.0f, 0.0f, 0.3f,
|
---|
771 | 0.0f, 0.0f, 0.3f,
|
---|
772 | 0.0f, 0.0f, 0.3f,
|
---|
773 |
|
---|
774 | 0.0f, 0.0f, 0.3f,
|
---|
775 | 0.0f, 0.0f, 0.3f,
|
---|
776 | 0.0f, 0.0f, 0.3f,
|
---|
777 | };
|
---|
778 | obj.texcoords = { 0.0f };
|
---|
779 | obj.selected_colors = { 0.0f };
|
---|
780 |
|
---|
781 | T_model = translate(mat4(1.0f), vec3(0.0f, -1.2f, 1.65f));
|
---|
782 | //R_model = rotate(mat4(1.0f), 20.0f * (float)ONE_DEG_IN_RAD, vec3(1.0f, 0.0f, 0.0f));
|
---|
783 | R_model = mat4(1.0f);
|
---|
784 | obj.model_base = T_model * R_model * scale(mat4(1.0f), vec3(0.1f, 0.1f, 0.1f));
|
---|
785 |
|
---|
786 | obj.translate_mat = T_model;
|
---|
787 |
|
---|
788 | initObject(obj);
|
---|
789 | objects.push_back(obj);
|
---|
790 |
|
---|
791 | vector<SceneObject>::iterator obj_it;
|
---|
792 |
|
---|
793 | GLuint points_vbo, colors_vbo, selected_colors_vbo, texcoords_vbo,
|
---|
794 | normals_vbo, ubo, model_mat_idx_vbo;
|
---|
795 |
|
---|
796 | initializeBuffers(
|
---|
797 | &points_vbo,
|
---|
798 | &colors_vbo,
|
---|
799 | &selected_colors_vbo,
|
---|
800 | &texcoords_vbo,
|
---|
801 | &normals_vbo,
|
---|
802 | &ubo,
|
---|
803 | &model_mat_idx_vbo);
|
---|
804 |
|
---|
805 | populateBuffers(objects,
|
---|
806 | shaderBufferInfo,
|
---|
807 | points_vbo,
|
---|
808 | colors_vbo,
|
---|
809 | selected_colors_vbo,
|
---|
810 | texcoords_vbo,
|
---|
811 | normals_vbo,
|
---|
812 | ubo,
|
---|
813 | model_mat_idx_vbo);
|
---|
814 |
|
---|
815 | GLuint color_vao = 0;
|
---|
816 | glGenVertexArrays(1, &color_vao);
|
---|
817 | glBindVertexArray(color_vao);
|
---|
818 |
|
---|
819 | glEnableVertexAttribArray(0);
|
---|
820 | glEnableVertexAttribArray(1);
|
---|
821 | glEnableVertexAttribArray(2);
|
---|
822 | glEnableVertexAttribArray(3);
|
---|
823 |
|
---|
824 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
825 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
826 |
|
---|
827 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
828 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
829 |
|
---|
830 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
831 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
---|
832 |
|
---|
833 | GLuint texture_vao = 0;
|
---|
834 | glGenVertexArrays(1, &texture_vao);
|
---|
835 | glBindVertexArray(texture_vao);
|
---|
836 |
|
---|
837 | glEnableVertexAttribArray(0);
|
---|
838 | glEnableVertexAttribArray(1);
|
---|
839 | glEnableVertexAttribArray(2);
|
---|
840 | glEnableVertexAttribArray(3);
|
---|
841 |
|
---|
842 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
843 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
844 |
|
---|
845 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
846 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
847 |
|
---|
848 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
849 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
850 |
|
---|
851 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
852 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
---|
853 |
|
---|
854 | GLuint laser_vao = 0;
|
---|
855 | glGenVertexArrays(1, &laser_vao);
|
---|
856 | glBindVertexArray(laser_vao);
|
---|
857 |
|
---|
858 | glEnableVertexAttribArray(0);
|
---|
859 | glEnableVertexAttribArray(1);
|
---|
860 | glEnableVertexAttribArray(2);
|
---|
861 |
|
---|
862 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
863 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
864 |
|
---|
865 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
866 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
867 |
|
---|
868 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
869 | glVertexAttribIPointer(2, 1, GL_UNSIGNED_INT, 0, 0);
|
---|
870 |
|
---|
871 | float cam_speed = 1.0f;
|
---|
872 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
873 | float cam_pitch_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
874 |
|
---|
875 | // glm::lookAt can create the view matrix
|
---|
876 | // glm::perspective can create the projection matrix
|
---|
877 |
|
---|
878 | mat4 T = translate(mat4(1.0f), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
879 | mat4 yaw_mat = rotate(mat4(1.0f), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
880 | mat4 pitch_mat = rotate(mat4(1.0f), -cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
---|
881 | mat4 R = pitch_mat * yaw_mat;
|
---|
882 | view_mat = R*T;
|
---|
883 |
|
---|
884 | // TODO: Create a function to construct the projection matrix
|
---|
885 | // (Maybe I should just use glm::perspective, after making sure it matches what I have now)
|
---|
886 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
---|
887 | float aspect = (float)width / (float)height;
|
---|
888 |
|
---|
889 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
---|
890 | float Sx = NEAR_CLIP / (range * aspect);
|
---|
891 | float Sy = NEAR_CLIP / range;
|
---|
892 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
893 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
894 |
|
---|
895 | float proj_arr[] = {
|
---|
896 | Sx, 0.0f, 0.0f, 0.0f,
|
---|
897 | 0.0f, Sy, 0.0f, 0.0f,
|
---|
898 | 0.0f, 0.0f, Sz, -1.0f,
|
---|
899 | 0.0f, 0.0f, Pz, 0.0f,
|
---|
900 | };
|
---|
901 | proj_mat = make_mat4(proj_arr);
|
---|
902 |
|
---|
903 | GLuint ub_binding_point = 0;
|
---|
904 |
|
---|
905 | // TODO: Replace test_loc and mat_loc with more descriptive names
|
---|
906 | GLuint view_test_loc = glGetUniformLocation(color_sp, "view");
|
---|
907 | GLuint proj_test_loc = glGetUniformLocation(color_sp, "proj");
|
---|
908 | GLuint color_sp_ub_index = glGetUniformBlockIndex(color_sp, "models");
|
---|
909 |
|
---|
910 | GLuint view_mat_loc = glGetUniformLocation(texture_sp, "view");
|
---|
911 | GLuint proj_mat_loc = glGetUniformLocation(texture_sp, "proj");
|
---|
912 | GLuint texture_sp_ub_index = glGetUniformBlockIndex(texture_sp, "models");
|
---|
913 |
|
---|
914 | GLuint laser_view_mat_loc = glGetUniformLocation(laser_sp, "view");
|
---|
915 | GLuint laser_proj_mat_loc = glGetUniformLocation(laser_sp, "proj");
|
---|
916 | GLuint laser_color_loc = glGetUniformLocation(laser_sp, "laser_color");
|
---|
917 | GLuint laser_sp_ub_index = glGetUniformBlockIndex(laser_sp, "models");
|
---|
918 |
|
---|
919 |
|
---|
920 | glUseProgram(color_sp);
|
---|
921 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
922 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
923 |
|
---|
924 | glUniformBlockBinding(color_sp, color_sp_ub_index, ub_binding_point);
|
---|
925 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
926 |
|
---|
927 |
|
---|
928 | glUseProgram(texture_sp);
|
---|
929 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
930 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
931 |
|
---|
932 | glUniformBlockBinding(texture_sp, texture_sp_ub_index, ub_binding_point);
|
---|
933 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
934 |
|
---|
935 |
|
---|
936 | glUseProgram(laser_sp);
|
---|
937 | glUniformMatrix4fv(laser_view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
938 | glUniformMatrix4fv(laser_proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
939 | glUniform3f(laser_color_loc, 0.2f, 1.0f, 0.2f);
|
---|
940 |
|
---|
941 | glUniformBlockBinding(laser_sp, laser_sp_ub_index, ub_binding_point);
|
---|
942 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
943 |
|
---|
944 |
|
---|
945 | bool cam_moved = false;
|
---|
946 |
|
---|
947 | int frame_count = 0;
|
---|
948 | double elapsed_seconds_fps = 0.0f;
|
---|
949 | double elapsed_seconds_spawn = 0.0f;
|
---|
950 | double previous_seconds = glfwGetTime();
|
---|
951 |
|
---|
952 | // This draws wireframes. Useful for seeing separate faces and occluded objects.
|
---|
953 | //glPolygonMode(GL_FRONT, GL_LINE);
|
---|
954 |
|
---|
955 | if (DISABLE_VSYNC && SHOW_FPS) {
|
---|
956 | glfwSwapInterval(0);
|
---|
957 | }
|
---|
958 |
|
---|
959 | State curState = STATE_MAIN_MENU;
|
---|
960 |
|
---|
961 | while (!glfwWindowShouldClose(window) && isRunning) {
|
---|
962 | double current_seconds = glfwGetTime();
|
---|
963 | double elapsed_seconds = current_seconds - previous_seconds;
|
---|
964 | previous_seconds = current_seconds;
|
---|
965 |
|
---|
966 | if (SHOW_FPS) {
|
---|
967 | elapsed_seconds_fps += elapsed_seconds;
|
---|
968 | if (elapsed_seconds_fps > 0.25f) {
|
---|
969 | fps = (double)frame_count / elapsed_seconds_fps;
|
---|
970 | cout << "FPS: " << fps << endl;
|
---|
971 |
|
---|
972 | frame_count = 0;
|
---|
973 | elapsed_seconds_fps = 0.0f;
|
---|
974 | }
|
---|
975 |
|
---|
976 | frame_count++;
|
---|
977 | }
|
---|
978 |
|
---|
979 | // Handle events
|
---|
980 |
|
---|
981 | clickedObject = NULL;
|
---|
982 |
|
---|
983 | // reset the all key states to KEY_STATE_UNCHANGED (something the GLFW key callback can never return)
|
---|
984 | // so that GLFW_PRESS and GLFW_RELEASE are only detected once
|
---|
985 | // TODO: Change this if we ever need to act on GLFW_REPEAT (which is when a key is held down
|
---|
986 | // continuously for a period of time)
|
---|
987 | fill(key_state, key_state + NUM_KEYS, KEY_STATE_UNCHANGED);
|
---|
988 |
|
---|
989 | glfwPollEvents();
|
---|
990 |
|
---|
991 | while (!events.empty()) {
|
---|
992 | switch (events.front()) {
|
---|
993 | case EVENT_GO_TO_MAIN_MENU:
|
---|
994 | curState = STATE_MAIN_MENU;
|
---|
995 | break;
|
---|
996 | case EVENT_GO_TO_GAME:
|
---|
997 | curState = STATE_GAME;
|
---|
998 | break;
|
---|
999 | case EVENT_QUIT:
|
---|
1000 | isRunning = false;
|
---|
1001 | break;
|
---|
1002 | }
|
---|
1003 | events.pop();
|
---|
1004 | }
|
---|
1005 |
|
---|
1006 | if (curState == STATE_GAME) {
|
---|
1007 |
|
---|
1008 | elapsed_seconds_spawn += elapsed_seconds;
|
---|
1009 | if (elapsed_seconds_spawn > 0.5f) {
|
---|
1010 | //spawnAsteroid(vec3(getRandomNum(-1.3f, 1.3f), getRandomNum(-3.0f, -1.0f), getRandomNum(-5.5f, -4.5f)), color_sp,
|
---|
1011 | spawnAsteroid(vec3(getRandomNum(-1.3f, 1.3f), -1.2f, getRandomNum(-5.5f, -4.5f)), color_sp,
|
---|
1012 | shaderBufferInfo,
|
---|
1013 | points_vbo,
|
---|
1014 | colors_vbo,
|
---|
1015 | selected_colors_vbo,
|
---|
1016 | texcoords_vbo,
|
---|
1017 | normals_vbo,
|
---|
1018 | ubo,
|
---|
1019 | model_mat_idx_vbo);
|
---|
1020 |
|
---|
1021 | elapsed_seconds_spawn -= 0.5f;
|
---|
1022 | }
|
---|
1023 |
|
---|
1024 | /*
|
---|
1025 | if (clickedObject == &objects[0]) {
|
---|
1026 | selectedObject = &objects[0];
|
---|
1027 | }
|
---|
1028 | if (clickedObject == &objects[1]) {
|
---|
1029 | selectedObject = &objects[1];
|
---|
1030 | }
|
---|
1031 | */
|
---|
1032 |
|
---|
1033 | /*
|
---|
1034 | if (key_state[GLFW_KEY_SPACE] == GLFW_PRESS) {
|
---|
1035 | transformObject(objects[1], translate(mat4(1.0f), vec3(0.3f, 0.0f, 0.0f)), ubo);
|
---|
1036 | }
|
---|
1037 | if (key_down[GLFW_KEY_RIGHT]) {
|
---|
1038 | transformObject(objects[2], translate(mat4(1.0f), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
---|
1039 | }
|
---|
1040 | if (key_down[GLFW_KEY_LEFT]) {
|
---|
1041 | transformObject(objects[2], translate(mat4(1.0f), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
---|
1042 | }
|
---|
1043 | */
|
---|
1044 |
|
---|
1045 | if (key_down[GLFW_KEY_RIGHT]) {
|
---|
1046 | transformObject(objects[0], translate(mat4(1.0f), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
---|
1047 |
|
---|
1048 | if (leftLaserIdx != -1 && !objects[leftLaserIdx].deleted) {
|
---|
1049 | translateLaser(objects[leftLaserIdx], vec3(0.01f, 0.0f, 0.0f), ubo);
|
---|
1050 | }
|
---|
1051 | if (rightLaserIdx != -1 && !objects[rightLaserIdx].deleted) {
|
---|
1052 | translateLaser(objects[rightLaserIdx], vec3(0.01f, 0.0f, 0.0f), ubo);
|
---|
1053 | }
|
---|
1054 | }
|
---|
1055 | if (key_down[GLFW_KEY_LEFT]) {
|
---|
1056 | transformObject(objects[0], translate(mat4(1.0f), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
---|
1057 |
|
---|
1058 | if (leftLaserIdx != -1 && !objects[leftLaserIdx].deleted) {
|
---|
1059 | translateLaser(objects[leftLaserIdx], vec3(-0.01f, 0.0f, 0.0f), ubo);
|
---|
1060 | }
|
---|
1061 | if (rightLaserIdx != -1 && !objects[rightLaserIdx].deleted) {
|
---|
1062 | translateLaser(objects[rightLaserIdx], vec3(-0.01f, 0.0f, 0.0f), ubo);
|
---|
1063 | }
|
---|
1064 | }
|
---|
1065 |
|
---|
1066 | if (key_state[GLFW_KEY_Z] == GLFW_PRESS) {
|
---|
1067 | vec3 offset(objects[0].model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
---|
1068 | leftLaserIdx = objects.size();
|
---|
1069 |
|
---|
1070 | SceneObject obj = createLaser(vec3(-0.21f, -1.19f, 1.76f)+offset, vec3(-0.21f, -1.19f, -3.0f)+offset,
|
---|
1071 | vec3(0.0f, 1.0f, 0.0f), 0.03f, laser_sp);
|
---|
1072 | addObjectToScene(obj, shaderBufferInfo,
|
---|
1073 | points_vbo,
|
---|
1074 | colors_vbo,
|
---|
1075 | selected_colors_vbo,
|
---|
1076 | texcoords_vbo,
|
---|
1077 | normals_vbo,
|
---|
1078 | ubo,
|
---|
1079 | model_mat_idx_vbo);
|
---|
1080 | } else if (key_state[GLFW_KEY_Z] == GLFW_RELEASE) {
|
---|
1081 | removeObjectFromScene(objects[leftLaserIdx], ubo);
|
---|
1082 | }
|
---|
1083 |
|
---|
1084 | if (key_state[GLFW_KEY_X] == GLFW_PRESS) {
|
---|
1085 | vec3 offset(objects[0].model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
---|
1086 | rightLaserIdx = objects.size();
|
---|
1087 |
|
---|
1088 | SceneObject obj = createLaser(vec3(0.21f, -1.19f, 1.76f) + offset, vec3(0.21f, -1.19f, -3.0f) + offset,
|
---|
1089 | vec3(0.0f, 1.0f, 0.0f), 0.03f, laser_sp);
|
---|
1090 | addObjectToScene(obj, shaderBufferInfo,
|
---|
1091 | points_vbo,
|
---|
1092 | colors_vbo,
|
---|
1093 | selected_colors_vbo,
|
---|
1094 | texcoords_vbo,
|
---|
1095 | normals_vbo,
|
---|
1096 | ubo,
|
---|
1097 | model_mat_idx_vbo);
|
---|
1098 | } else if (key_state[GLFW_KEY_X] == GLFW_RELEASE) {
|
---|
1099 | removeObjectFromScene(objects[rightLaserIdx], ubo);
|
---|
1100 | }
|
---|
1101 |
|
---|
1102 | // this code moves the asteroids
|
---|
1103 | for (int i = 0; i < objects.size(); i++) {
|
---|
1104 | if (objects[i].type == TYPE_ASTEROID && !objects[i].deleted) {
|
---|
1105 | transformObject(objects[i], translate(mat4(1.0f), vec3(0.0f, 0.0f, 0.04f)), ubo);
|
---|
1106 |
|
---|
1107 | vec3 obj_center = vec3(view_mat * vec4(objects[i].bounding_center, 1.0f));
|
---|
1108 |
|
---|
1109 | if ((obj_center.z - objects[i].bounding_radius) > -NEAR_CLIP) {
|
---|
1110 | removeObjectFromScene(objects[i], ubo);
|
---|
1111 | }
|
---|
1112 | }
|
---|
1113 | }
|
---|
1114 |
|
---|
1115 | if (leftLaserIdx != -1 && !objects[leftLaserIdx].deleted) {
|
---|
1116 | updateLaserTarget(objects[leftLaserIdx], objects, points_vbo);
|
---|
1117 | }
|
---|
1118 | if (rightLaserIdx != -1 && !objects[rightLaserIdx].deleted) {
|
---|
1119 | updateLaserTarget(objects[rightLaserIdx], objects, points_vbo);
|
---|
1120 | }
|
---|
1121 | }
|
---|
1122 |
|
---|
1123 | if (key_state[GLFW_KEY_ESCAPE] == GLFW_PRESS) {
|
---|
1124 | glfwSetWindowShouldClose(window, 1);
|
---|
1125 | }
|
---|
1126 |
|
---|
1127 | float dist = cam_speed * elapsed_seconds;
|
---|
1128 | if (key_down[GLFW_KEY_A]) {
|
---|
1129 | vec3 dir = vec3(inverse(R) * vec4(-1.0f, 0.0f, 0.0f, 1.0f));
|
---|
1130 | cam_pos += dir * dist;
|
---|
1131 |
|
---|
1132 | cam_moved = true;
|
---|
1133 | }
|
---|
1134 | if (key_down[GLFW_KEY_D]) {
|
---|
1135 | vec3 dir = vec3(inverse(R) * vec4(1.0f, 0.0f, 0.0f, 1.0f));
|
---|
1136 | cam_pos += dir * dist;
|
---|
1137 |
|
---|
1138 | cam_moved = true;
|
---|
1139 | }
|
---|
1140 | if (key_down[GLFW_KEY_W]) {
|
---|
1141 | vec3 dir = vec3(inverse(R) * vec4(0.0f, 0.0f, -1.0f, 1.0f));
|
---|
1142 | cam_pos += dir * dist;
|
---|
1143 |
|
---|
1144 | cam_moved = true;
|
---|
1145 | }
|
---|
1146 | if (key_down[GLFW_KEY_S]) {
|
---|
1147 | vec3 dir = vec3(inverse(R) * vec4(0.0f, 0.0f, 1.0f, 1.0f));
|
---|
1148 | cam_pos += dir * dist;
|
---|
1149 |
|
---|
1150 | cam_moved = true;
|
---|
1151 | }
|
---|
1152 | /*
|
---|
1153 | if (key_down[GLFW_KEY_LEFT]) {
|
---|
1154 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
---|
1155 | cam_moved = true;
|
---|
1156 | }
|
---|
1157 | if (key_down[GLFW_KEY_RIGHT]) {
|
---|
1158 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
---|
1159 | cam_moved = true;
|
---|
1160 | }
|
---|
1161 | if (key_down[GLFW_KEY_UP]) {
|
---|
1162 | cam_pitch += cam_pitch_speed * elapsed_seconds;
|
---|
1163 | cam_moved = true;
|
---|
1164 | }
|
---|
1165 | if (key_down[GLFW_KEY_DOWN]) {
|
---|
1166 | cam_pitch -= cam_pitch_speed * elapsed_seconds;
|
---|
1167 | cam_moved = true;
|
---|
1168 | }
|
---|
1169 | */
|
---|
1170 | if (cam_moved) {
|
---|
1171 | T = translate(mat4(1.0f), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
1172 |
|
---|
1173 | mat4 yaw_mat = rotate(mat4(1.0f), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
1174 | mat4 pitch_mat = rotate(mat4(1.0f), -cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
---|
1175 | R = pitch_mat * yaw_mat;
|
---|
1176 |
|
---|
1177 | view_mat = R * T;
|
---|
1178 |
|
---|
1179 | //printVector("cam pos", cam_pos);
|
---|
1180 |
|
---|
1181 | glUseProgram(color_sp);
|
---|
1182 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
1183 |
|
---|
1184 | glUseProgram(texture_sp);
|
---|
1185 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
1186 |
|
---|
1187 | glUseProgram(laser_sp);
|
---|
1188 | glUniformMatrix4fv(laser_view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
1189 |
|
---|
1190 | cam_moved = false;
|
---|
1191 | }
|
---|
1192 |
|
---|
1193 | // Render scene
|
---|
1194 |
|
---|
1195 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
1196 |
|
---|
1197 | switch (curState) {
|
---|
1198 | case STATE_MAIN_MENU:
|
---|
1199 | renderMainMenu();
|
---|
1200 | renderMainMenuGui();
|
---|
1201 | break;
|
---|
1202 | case STATE_GAME:
|
---|
1203 | renderScene(shaderBufferInfo,
|
---|
1204 | color_sp, texture_sp, laser_sp,
|
---|
1205 | color_vao, texture_vao, laser_vao,
|
---|
1206 | colors_vbo, selected_colors_vbo,
|
---|
1207 | selectedObject);
|
---|
1208 | renderSceneGui();
|
---|
1209 | break;
|
---|
1210 | }
|
---|
1211 |
|
---|
1212 | glfwSwapBuffers(window);
|
---|
1213 | }
|
---|
1214 |
|
---|
1215 | ImGui_ImplGlfwGL3_Shutdown();
|
---|
1216 | ImGui::DestroyContext();
|
---|
1217 |
|
---|
1218 | glfwDestroyWindow(window);
|
---|
1219 | glfwTerminate();
|
---|
1220 |
|
---|
1221 | return 0;
|
---|
1222 | }
|
---|
1223 |
|
---|
1224 | void glfw_error_callback(int error, const char* description) {
|
---|
1225 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
|
---|
1226 | }
|
---|
1227 |
|
---|
1228 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
|
---|
1229 | double mouse_x, mouse_y;
|
---|
1230 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
---|
1231 |
|
---|
1232 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
|
---|
1233 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
|
---|
1234 | selectedObject = NULL;
|
---|
1235 |
|
---|
1236 | float x = (2.0f*mouse_x) / width - 1.0f;
|
---|
1237 | float y = 1.0f - (2.0f*mouse_y) / height;
|
---|
1238 |
|
---|
1239 | cout << "x: " << x << ", y: " << y << endl;
|
---|
1240 |
|
---|
1241 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
|
---|
1242 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
|
---|
1243 | ray_eye = vec4(vec2(ray_eye), -1.0f, 1.0f);
|
---|
1244 | vec4 ray_world = inverse(view_mat) * ray_eye;
|
---|
1245 |
|
---|
1246 | vec4 click_point;
|
---|
1247 | 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
|
---|
1248 | SceneObject* closest_object = NULL;
|
---|
1249 |
|
---|
1250 | for (vector<SceneObject>::iterator it = objects.begin(); it != objects.end(); it++) {
|
---|
1251 | if (it->type == TYPE_LASER) continue;
|
---|
1252 | for (unsigned int p_idx = 0; p_idx < it->points.size(); p_idx += 9) {
|
---|
1253 | if (faceClicked(
|
---|
1254 | {
|
---|
1255 | vec3(it->points[p_idx], it->points[p_idx + 1], it->points[p_idx + 2]),
|
---|
1256 | vec3(it->points[p_idx + 3], it->points[p_idx + 4], it->points[p_idx + 5]),
|
---|
1257 | vec3(it->points[p_idx + 6], it->points[p_idx + 7], it->points[p_idx + 8]),
|
---|
1258 | },
|
---|
1259 | &*it, ray_world, vec4(cam_pos, 1.0f), click_point
|
---|
1260 | )) {
|
---|
1261 | click_point = view_mat * click_point;
|
---|
1262 |
|
---|
1263 | if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
|
---|
1264 | closest_point = vec3(click_point);
|
---|
1265 | closest_object = &*it;
|
---|
1266 | }
|
---|
1267 | }
|
---|
1268 | }
|
---|
1269 | }
|
---|
1270 |
|
---|
1271 | if (closest_object == NULL) {
|
---|
1272 | cout << "No object was clicked" << endl;
|
---|
1273 | } else {
|
---|
1274 | clickedObject = closest_object;
|
---|
1275 | cout << "Clicked object: " << clickedObject->id << endl;
|
---|
1276 | }
|
---|
1277 | }
|
---|
1278 | }
|
---|
1279 |
|
---|
1280 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
|
---|
1281 | key_state[key] = action;
|
---|
1282 |
|
---|
1283 | // should be true for GLFW_PRESS and GLFW_REPEAT
|
---|
1284 | key_down[key] = (action != GLFW_RELEASE);
|
---|
1285 | }
|
---|
1286 |
|
---|
1287 |
|
---|
1288 | GLuint loadShader(GLenum type, string file) {
|
---|
1289 | cout << "Loading shader from file " << file << endl;
|
---|
1290 |
|
---|
1291 | ifstream shaderFile(file);
|
---|
1292 | GLuint shaderId = 0;
|
---|
1293 |
|
---|
1294 | if (shaderFile.is_open()) {
|
---|
1295 | string line, shaderString;
|
---|
1296 |
|
---|
1297 | while(getline(shaderFile, line)) {
|
---|
1298 | shaderString += line + "\n";
|
---|
1299 | }
|
---|
1300 | shaderFile.close();
|
---|
1301 | const char* shaderCString = shaderString.c_str();
|
---|
1302 |
|
---|
1303 | shaderId = glCreateShader(type);
|
---|
1304 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
---|
1305 | glCompileShader(shaderId);
|
---|
1306 |
|
---|
1307 | cout << "Loaded successfully" << endl;
|
---|
1308 | } else {
|
---|
1309 | cout << "Failed to load the file" << endl;
|
---|
1310 | }
|
---|
1311 |
|
---|
1312 | return shaderId;
|
---|
1313 | }
|
---|
1314 |
|
---|
1315 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
---|
1316 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
---|
1317 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
---|
1318 |
|
---|
1319 | GLuint shader_program = glCreateProgram();
|
---|
1320 | glAttachShader(shader_program, vs);
|
---|
1321 | glAttachShader(shader_program, fs);
|
---|
1322 |
|
---|
1323 | glLinkProgram(shader_program);
|
---|
1324 |
|
---|
1325 | return shader_program;
|
---|
1326 | }
|
---|
1327 |
|
---|
1328 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
---|
1329 | int n;
|
---|
1330 | int force_channels = 4; // This forces RGBA (4 bytes per pixel)
|
---|
1331 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
---|
1332 |
|
---|
1333 | int width_in_bytes = *x * 4;
|
---|
1334 | unsigned char *top = NULL;
|
---|
1335 | unsigned char *bottom = NULL;
|
---|
1336 | unsigned char temp = 0;
|
---|
1337 | int half_height = *y / 2;
|
---|
1338 |
|
---|
1339 | // flip image upside-down to account for OpenGL treating lower-left as (0, 0)
|
---|
1340 | for (int row = 0; row < half_height; row++) {
|
---|
1341 | top = image_data + row * width_in_bytes;
|
---|
1342 | bottom = image_data + (*y - row - 1) * width_in_bytes;
|
---|
1343 | for (int col = 0; col < width_in_bytes; col++) {
|
---|
1344 | temp = *top;
|
---|
1345 | *top = *bottom;
|
---|
1346 | *bottom = temp;
|
---|
1347 | top++;
|
---|
1348 | bottom++;
|
---|
1349 | }
|
---|
1350 | }
|
---|
1351 |
|
---|
1352 | if (!image_data) {
|
---|
1353 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
---|
1354 | }
|
---|
1355 |
|
---|
1356 | // Not Power-of-2 check
|
---|
1357 | if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) {
|
---|
1358 | fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str());
|
---|
1359 | }
|
---|
1360 |
|
---|
1361 | return image_data;
|
---|
1362 | }
|
---|
1363 |
|
---|
1364 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point) {
|
---|
1365 | // LINE EQUATION: P = O + Dt
|
---|
1366 | // O = cam
|
---|
1367 | // D = ray_world
|
---|
1368 |
|
---|
1369 | // PLANE EQUATION: P dot n + d = 0
|
---|
1370 | // n is the normal vector
|
---|
1371 | // d is the offset from the origin
|
---|
1372 |
|
---|
1373 | // Take the cross-product of two vectors on the plane to get the normal
|
---|
1374 | vec3 v1 = points[1] - points[0];
|
---|
1375 | vec3 v2 = points[2] - points[0];
|
---|
1376 |
|
---|
1377 | 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);
|
---|
1378 |
|
---|
1379 | vec3 local_ray = vec3(inverse(obj->model_mat) * world_ray);
|
---|
1380 | vec3 local_cam = vec3(inverse(obj->model_mat) * cam);
|
---|
1381 |
|
---|
1382 | local_ray = local_ray - local_cam;
|
---|
1383 |
|
---|
1384 | float d = -glm::dot(points[0], normal);
|
---|
1385 | float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
|
---|
1386 |
|
---|
1387 | vec3 intersection = local_cam + t*local_ray;
|
---|
1388 |
|
---|
1389 | if (insideTriangle(intersection, points)) {
|
---|
1390 | click_point = obj->model_mat * vec4(intersection, 1.0f);
|
---|
1391 | return true;
|
---|
1392 | } else {
|
---|
1393 | return false;
|
---|
1394 | }
|
---|
1395 | }
|
---|
1396 |
|
---|
1397 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
|
---|
1398 | vec3 v21 = triangle_points[1] - triangle_points[0];
|
---|
1399 | vec3 v31 = triangle_points[2] - triangle_points[0];
|
---|
1400 | vec3 pv1 = p - triangle_points[0];
|
---|
1401 |
|
---|
1402 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
---|
1403 | float x = (pv1.x-y*v31.x) / v21.x;
|
---|
1404 |
|
---|
1405 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
---|
1406 | }
|
---|
1407 |
|
---|
1408 | void printVector(string label, vec3& v) {
|
---|
1409 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
|
---|
1410 | }
|
---|
1411 |
|
---|
1412 | void print4DVector(string label, vec4& v) {
|
---|
1413 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
|
---|
1414 | }
|
---|
1415 |
|
---|
1416 | void initObject(SceneObject& obj) {
|
---|
1417 | // Each objects must have at least 3 points, so the size of
|
---|
1418 | // the points array must be a positive multiple of 9
|
---|
1419 | if (obj.points.size() == 0 || (obj.points.size() % 9) != 0) {
|
---|
1420 | return;
|
---|
1421 | }
|
---|
1422 |
|
---|
1423 | obj.id = objects.size(); // currently unused
|
---|
1424 | obj.num_points = obj.points.size() / 3;
|
---|
1425 | obj.model_transform = mat4(1.0f);
|
---|
1426 | obj.deleted = false;
|
---|
1427 |
|
---|
1428 | obj.normals.reserve(obj.points.size());
|
---|
1429 | for (int i = 0; i < obj.points.size(); i += 9) {
|
---|
1430 | vec3 point1 = vec3(obj.points[i], obj.points[i + 1], obj.points[i + 2]);
|
---|
1431 | vec3 point2 = vec3(obj.points[i + 3], obj.points[i + 4], obj.points[i + 5]);
|
---|
1432 | vec3 point3 = vec3(obj.points[i + 6], obj.points[i + 7], obj.points[i + 8]);
|
---|
1433 |
|
---|
1434 | vec3 normal = normalize(cross(point2 - point1, point3 - point1));
|
---|
1435 |
|
---|
1436 | // Add the same normal for all 3 points
|
---|
1437 | for (int j = 0; j < 3; j++) {
|
---|
1438 | obj.normals.push_back(normal.x);
|
---|
1439 | obj.normals.push_back(normal.y);
|
---|
1440 | obj.normals.push_back(normal.z);
|
---|
1441 | }
|
---|
1442 | }
|
---|
1443 |
|
---|
1444 | if (obj.type != TYPE_LASER) {
|
---|
1445 | calculateObjectBoundingBox(obj);
|
---|
1446 |
|
---|
1447 | obj.bounding_center = vec3(obj.translate_mat * vec4(obj.bounding_center, 1.0f));
|
---|
1448 | }
|
---|
1449 | }
|
---|
1450 |
|
---|
1451 | void addObjectToScene(SceneObject& obj,
|
---|
1452 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
1453 | GLuint points_vbo,
|
---|
1454 | GLuint colors_vbo,
|
---|
1455 | GLuint selected_colors_vbo,
|
---|
1456 | GLuint texcoords_vbo,
|
---|
1457 | GLuint normals_vbo,
|
---|
1458 | GLuint ubo,
|
---|
1459 | GLuint model_mat_idx_vbo) {
|
---|
1460 | objects.push_back(obj);
|
---|
1461 |
|
---|
1462 | BufferInfo* bufferInfo = &shaderBufferInfo[obj.shader_program];
|
---|
1463 |
|
---|
1464 | // Check if the buffers aren't large enough to fit the new object and, if so, call
|
---|
1465 | // populateBuffers() to resize and repopupulate them
|
---|
1466 | if (bufferInfo->vbo_capacity < (bufferInfo->ubo_offset + obj.num_points) ||
|
---|
1467 | bufferInfo->ubo_capacity < (bufferInfo->ubo_offset + 1)) {
|
---|
1468 |
|
---|
1469 | if (leftLaserIdx != -1 && objects[leftLaserIdx].deleted) {
|
---|
1470 | leftLaserIdx = -1;
|
---|
1471 | }
|
---|
1472 | if (rightLaserIdx != -1 && objects[rightLaserIdx].deleted) {
|
---|
1473 | rightLaserIdx = -1;
|
---|
1474 | }
|
---|
1475 |
|
---|
1476 | populateBuffers(objects, shaderBufferInfo,
|
---|
1477 | points_vbo,
|
---|
1478 | colors_vbo,
|
---|
1479 | selected_colors_vbo,
|
---|
1480 | texcoords_vbo,
|
---|
1481 | normals_vbo,
|
---|
1482 | ubo,
|
---|
1483 | model_mat_idx_vbo);
|
---|
1484 | } else {
|
---|
1485 | copyObjectDataToBuffers(objects.back(), shaderBufferInfo,
|
---|
1486 | points_vbo,
|
---|
1487 | colors_vbo,
|
---|
1488 | selected_colors_vbo,
|
---|
1489 | texcoords_vbo,
|
---|
1490 | normals_vbo,
|
---|
1491 | ubo,
|
---|
1492 | model_mat_idx_vbo);
|
---|
1493 | }
|
---|
1494 | }
|
---|
1495 |
|
---|
1496 | void removeObjectFromScene(SceneObject& obj, GLuint ubo) {
|
---|
1497 | if (!obj.deleted) {
|
---|
1498 | // Move the object outside the render bounds of the scene so it doesn't get rendered
|
---|
1499 | // TODO: Find a better way of hiding the object until the next time buffers are repopulated
|
---|
1500 | transformObject(obj, translate(mat4(1.0f), vec3(0.0f, 0.0f, FAR_CLIP * 1000.0f)), ubo);
|
---|
1501 | obj.deleted = true;
|
---|
1502 | }
|
---|
1503 | }
|
---|
1504 |
|
---|
1505 | void calculateObjectBoundingBox(SceneObject& obj) {
|
---|
1506 | GLfloat min_x = obj.points[0];
|
---|
1507 | GLfloat max_x = obj.points[0];
|
---|
1508 | GLfloat min_y = obj.points[1];
|
---|
1509 | GLfloat max_y = obj.points[1];
|
---|
1510 | GLfloat min_z = obj.points[2];
|
---|
1511 | GLfloat max_z = obj.points[2];
|
---|
1512 |
|
---|
1513 | // start from the second point
|
---|
1514 | for (int i = 3; i < obj.points.size(); i += 3) {
|
---|
1515 | if (min_x > obj.points[i]) {
|
---|
1516 | min_x = obj.points[i];
|
---|
1517 | }
|
---|
1518 | else if (max_x < obj.points[i]) {
|
---|
1519 | max_x = obj.points[i];
|
---|
1520 | }
|
---|
1521 |
|
---|
1522 | if (min_y > obj.points[i + 1]) {
|
---|
1523 | min_y = obj.points[i + 1];
|
---|
1524 | }
|
---|
1525 | else if (max_y < obj.points[i + 1]) {
|
---|
1526 | max_y = obj.points[i + 1];
|
---|
1527 | }
|
---|
1528 |
|
---|
1529 | if (min_z > obj.points[i + 2]) {
|
---|
1530 | min_z = obj.points[i + 2];
|
---|
1531 | }
|
---|
1532 | else if (max_z < obj.points[i + 2]) {
|
---|
1533 | max_z = obj.points[i + 2];
|
---|
1534 | }
|
---|
1535 | }
|
---|
1536 |
|
---|
1537 | obj.bounding_center = vec3((min_x + max_x) / 2.0f, (min_y + max_y) / 2.0f, (min_z + max_z) / 2.0f);
|
---|
1538 |
|
---|
1539 | GLfloat radius_x = max_x - obj.bounding_center.x;
|
---|
1540 | GLfloat radius_y = max_y - obj.bounding_center.y;
|
---|
1541 | GLfloat radius_z = max_z - obj.bounding_center.z;
|
---|
1542 |
|
---|
1543 | // TODO: This actually underestimates the radius. Might need to be fixed at some point.
|
---|
1544 | // TODO: Does not take into account any scaling in the model matrix
|
---|
1545 | obj.bounding_radius = radius_x;
|
---|
1546 | if (obj.bounding_radius < radius_y)
|
---|
1547 | obj.bounding_radius = radius_y;
|
---|
1548 | if (obj.bounding_radius < radius_z)
|
---|
1549 | obj.bounding_radius = radius_z;
|
---|
1550 |
|
---|
1551 | for (int i = 0; i < obj.points.size(); i += 3) {
|
---|
1552 | obj.points[i] -= obj.bounding_center.x;
|
---|
1553 | obj.points[i + 1] -= obj.bounding_center.y;
|
---|
1554 | obj.points[i + 2] -= obj.bounding_center.z;
|
---|
1555 | }
|
---|
1556 |
|
---|
1557 | obj.bounding_center = vec3(0.0f, 0.0f, 0.0f);
|
---|
1558 | }
|
---|
1559 |
|
---|
1560 | /* LASER RENDERING/POSITIONING ALGORITHM
|
---|
1561 | * -Draw a thin rectangle for the laser beam, using the specified width and endpoints
|
---|
1562 | * -Texture the beam with a grayscale partially transparent image
|
---|
1563 | * -In the shader, blend the image with a color to support lasers of different colors
|
---|
1564 | *
|
---|
1565 | * The flat part of the textured rectangle needs to always face the camera, so the laser's width is constant
|
---|
1566 | * This is done as follows:
|
---|
1567 | * -Determine the length of the laser based on the start and end points
|
---|
1568 | * -Draw a rectangle along the z-axis and rotated upwards along the y-axis, with the correct final length and width
|
---|
1569 | * -Rotate the beam around the z-axis by the correct angle, sot that in its final position, the flat part faces the camera
|
---|
1570 | * -Rotate the beam along the x-axis and then along the y-axis and then translate it to put it into its final position
|
---|
1571 | */
|
---|
1572 | // TODO: Make the color parameter have an effect
|
---|
1573 | // TODO: Come up with a better way of passing the object back than copying it
|
---|
1574 | SceneObject createLaser(vec3 start, vec3 end, vec3 color, GLfloat width, GLuint laser_sp) {
|
---|
1575 | SceneObject obj = SceneObject();
|
---|
1576 | obj.type = TYPE_LASER;
|
---|
1577 | obj.shader_program = laser_sp;
|
---|
1578 |
|
---|
1579 | vec3 ray = end - start;
|
---|
1580 | float length = glm::length(ray);
|
---|
1581 |
|
---|
1582 | obj.points = {
|
---|
1583 | width / 2, 0.0f, -width / 2,
|
---|
1584 | -width / 2, 0.0f, -width / 2,
|
---|
1585 | -width / 2, 0.0f, 0.0f,
|
---|
1586 | width / 2, 0.0f, -width / 2,
|
---|
1587 | -width / 2, 0.0f, 0.0f,
|
---|
1588 | width / 2, 0.0f, 0.0f,
|
---|
1589 | width / 2, 0.0f, -length + width / 2,
|
---|
1590 | -width / 2, 0.0f, -length + width / 2,
|
---|
1591 | -width / 2, 0.0f, -width / 2,
|
---|
1592 | width / 2, 0.0f, -length + width / 2,
|
---|
1593 | -width / 2, 0.0f, -width / 2,
|
---|
1594 | width / 2, 0.0f, -width / 2,
|
---|
1595 | width / 2, 0.0f, -length,
|
---|
1596 | -width / 2, 0.0f, -length,
|
---|
1597 | -width / 2, 0.0f, -length + width / 2,
|
---|
1598 | width / 2, 0.0f, -length,
|
---|
1599 | -width / 2, 0.0f, -length + width / 2,
|
---|
1600 | width / 2, 0.0f, -length + width / 2,
|
---|
1601 | };
|
---|
1602 |
|
---|
1603 | obj.texcoords = {
|
---|
1604 | 1.0f, 0.5f,
|
---|
1605 | 0.0f, 0.5f,
|
---|
1606 | 0.0f, 0.0f,
|
---|
1607 | 1.0f, 0.5f,
|
---|
1608 | 0.0f, 0.0f,
|
---|
1609 | 1.0f, 0.0f,
|
---|
1610 | 1.0f, 0.51f,
|
---|
1611 | 0.0f, 0.51f,
|
---|
1612 | 0.0f, 0.49f,
|
---|
1613 | 1.0f, 0.51f,
|
---|
1614 | 0.0f, 0.49f,
|
---|
1615 | 1.0f, 0.49f,
|
---|
1616 | 1.0f, 1.0f,
|
---|
1617 | 0.0f, 1.0f,
|
---|
1618 | 0.0f, 0.5f,
|
---|
1619 | 1.0f, 1.0f,
|
---|
1620 | 0.0f, 0.5f,
|
---|
1621 | 1.0f, 0.5f,
|
---|
1622 | };
|
---|
1623 |
|
---|
1624 | float xAxisRotation = asin(ray.y / length);
|
---|
1625 | float yAxisRotation = atan2(-ray.x, -ray.z);
|
---|
1626 |
|
---|
1627 | vec3 normal(rotate(mat4(1.0f), yAxisRotation, vec3(0.0f, 1.0f, 0.0f)) *
|
---|
1628 | rotate(mat4(1.0f), xAxisRotation, vec3(1.0f, 0.0f, 0.0f)) *
|
---|
1629 | vec4(0.0f, 1.0f, 0.0f, 1.0f));
|
---|
1630 |
|
---|
1631 | // To project point P onto line AB:
|
---|
1632 | // projection = A + dot(AP,AB) / dot(AB,AB) * AB
|
---|
1633 | vec3 projOnLaser = start + glm::dot(cam_pos-start, ray) / (length*length) * ray;
|
---|
1634 | vec3 laserToCam = cam_pos - projOnLaser;
|
---|
1635 |
|
---|
1636 | float zAxisRotation = -atan2(glm::dot(glm::cross(normal, laserToCam), glm::normalize(ray)), glm::dot(normal, laserToCam));
|
---|
1637 |
|
---|
1638 | obj.model_base = rotate(mat4(1.0f), zAxisRotation, vec3(0.0f, 0.0f, 1.0f));
|
---|
1639 |
|
---|
1640 | initObject(obj);
|
---|
1641 |
|
---|
1642 | obj.model_transform = rotate(mat4(1.0f), xAxisRotation, vec3(1.0f, 0.0f, 0.0f)) * obj.model_transform;
|
---|
1643 | obj.model_transform = rotate(mat4(1.0f), yAxisRotation, vec3(0.0f, 1.0f, 0.0f)) * obj.model_transform;
|
---|
1644 | obj.model_transform = translate(mat4(1.0f), start) * obj.model_transform;
|
---|
1645 |
|
---|
1646 | return obj;
|
---|
1647 | }
|
---|
1648 |
|
---|
1649 | void initializeBuffers(
|
---|
1650 | GLuint* points_vbo,
|
---|
1651 | GLuint* colors_vbo,
|
---|
1652 | GLuint* selected_colors_vbo,
|
---|
1653 | GLuint* texcoords_vbo,
|
---|
1654 | GLuint* normals_vbo,
|
---|
1655 | GLuint* ubo,
|
---|
1656 | GLuint* model_mat_idx_vbo) {
|
---|
1657 | *points_vbo = 0;
|
---|
1658 | glGenBuffers(1, points_vbo);
|
---|
1659 |
|
---|
1660 | *colors_vbo = 0;
|
---|
1661 | glGenBuffers(1, colors_vbo);
|
---|
1662 |
|
---|
1663 | *selected_colors_vbo = 0;
|
---|
1664 | glGenBuffers(1, selected_colors_vbo);
|
---|
1665 |
|
---|
1666 | *texcoords_vbo = 0;
|
---|
1667 | glGenBuffers(1, texcoords_vbo);
|
---|
1668 |
|
---|
1669 | *normals_vbo = 0;
|
---|
1670 | glGenBuffers(1, normals_vbo);
|
---|
1671 |
|
---|
1672 | *ubo = 0;
|
---|
1673 | glGenBuffers(1, ubo);
|
---|
1674 |
|
---|
1675 | *model_mat_idx_vbo = 0;
|
---|
1676 | glGenBuffers(1, model_mat_idx_vbo);
|
---|
1677 | }
|
---|
1678 |
|
---|
1679 | void populateBuffers(vector<SceneObject>& objects,
|
---|
1680 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
1681 | GLuint points_vbo,
|
---|
1682 | GLuint colors_vbo,
|
---|
1683 | GLuint selected_colors_vbo,
|
---|
1684 | GLuint texcoords_vbo,
|
---|
1685 | GLuint normals_vbo,
|
---|
1686 | GLuint ubo,
|
---|
1687 | GLuint model_mat_idx_vbo) {
|
---|
1688 | GLsizeiptr points_buffer_size = 0;
|
---|
1689 | GLsizeiptr textures_buffer_size = 0;
|
---|
1690 | GLsizeiptr ubo_buffer_size = 0;
|
---|
1691 | GLsizeiptr model_mat_idx_buffer_size = 0;
|
---|
1692 |
|
---|
1693 | map<GLuint, unsigned int> shaderCounts;
|
---|
1694 | map<GLuint, unsigned int> shaderUboCounts;
|
---|
1695 |
|
---|
1696 | vector<SceneObject>::iterator it;
|
---|
1697 |
|
---|
1698 | /* Find all shaders that need to be used and the number of objects and
|
---|
1699 | * number of points for each shader. Construct a map from shader id to count
|
---|
1700 | * of points being drawn using that shader (for thw model matrix ubo, we
|
---|
1701 | * need object counts instead). These will be used to get offsets into the
|
---|
1702 | * vertex buffer for each shader.
|
---|
1703 | */
|
---|
1704 | for (it = objects.begin(); it != objects.end();) {
|
---|
1705 | if (it->deleted) {
|
---|
1706 | // terrible way of keeping track of the laser scene objects
|
---|
1707 | // TODO: Find a more robust way of doing this, one that would work well
|
---|
1708 | // for any objects in the scene
|
---|
1709 | if (leftLaserIdx > it - objects.begin()) {
|
---|
1710 | leftLaserIdx--;
|
---|
1711 | }
|
---|
1712 | if (rightLaserIdx > it - objects.begin()) {
|
---|
1713 | rightLaserIdx--;
|
---|
1714 | }
|
---|
1715 |
|
---|
1716 | it = objects.erase(it);
|
---|
1717 | } else {
|
---|
1718 | points_buffer_size += it->num_points * sizeof(GLfloat) * 3;
|
---|
1719 | textures_buffer_size += it->num_points * sizeof(GLfloat) * 2;
|
---|
1720 | ubo_buffer_size += 16 * sizeof(GLfloat);
|
---|
1721 | model_mat_idx_buffer_size += it->num_points * sizeof(GLuint);
|
---|
1722 |
|
---|
1723 | if (shaderCounts.count(it->shader_program) == 0) {
|
---|
1724 | shaderCounts[it->shader_program] = it->num_points;
|
---|
1725 | shaderUboCounts[it->shader_program] = 1;
|
---|
1726 | } else {
|
---|
1727 | shaderCounts[it->shader_program] += it->num_points;
|
---|
1728 | shaderUboCounts[it->shader_program]++;
|
---|
1729 | }
|
---|
1730 |
|
---|
1731 | it++;
|
---|
1732 | }
|
---|
1733 | }
|
---|
1734 |
|
---|
1735 | // double the buffer sizes to leave room for new objects
|
---|
1736 | points_buffer_size *= 2;
|
---|
1737 | textures_buffer_size *= 2;
|
---|
1738 | ubo_buffer_size *= 2;
|
---|
1739 | model_mat_idx_buffer_size *= 2;
|
---|
1740 |
|
---|
1741 | map<GLuint, unsigned int>::iterator shaderIt;
|
---|
1742 | unsigned int lastShaderCount = 0;
|
---|
1743 | unsigned int lastShaderUboCount = 0;
|
---|
1744 |
|
---|
1745 | /*
|
---|
1746 | * The counts calculated above can be used to get the starting offset of
|
---|
1747 | * each shader in the vertex buffer. Create a map of base offsets to mark
|
---|
1748 | * where the data for the first object using a given shader begins. Also,
|
---|
1749 | * create a map of current offsets to mark where to copy data for the next
|
---|
1750 | * object being added.
|
---|
1751 | */
|
---|
1752 | for (shaderIt = shaderCounts.begin(); shaderIt != shaderCounts.end(); shaderIt++) {
|
---|
1753 | shaderBufferInfo[shaderIt->first].vbo_base = lastShaderCount * 2;
|
---|
1754 | shaderBufferInfo[shaderIt->first].ubo_base = lastShaderUboCount * 2;
|
---|
1755 |
|
---|
1756 | /*
|
---|
1757 | cout << "shader: " << shaderIt->first << endl;
|
---|
1758 | cout << "point counts: " << shaderCounts[shaderIt->first] << endl;
|
---|
1759 | cout << "object counts: " << shaderUboCounts[shaderIt->first] << endl;
|
---|
1760 | cout << "vbo_base: " << shaderBufferInfo[shaderIt->first].vbo_base << endl;
|
---|
1761 | cout << "ubo_base: " << shaderBufferInfo[shaderIt->first].ubo_base << endl;
|
---|
1762 | */
|
---|
1763 |
|
---|
1764 | shaderBufferInfo[shaderIt->first].vbo_offset = 0;
|
---|
1765 | shaderBufferInfo[shaderIt->first].ubo_offset = 0;
|
---|
1766 |
|
---|
1767 | shaderBufferInfo[shaderIt->first].vbo_capacity = shaderCounts[shaderIt->first] * 2;
|
---|
1768 | shaderBufferInfo[shaderIt->first].ubo_capacity = shaderUboCounts[shaderIt->first] * 2;
|
---|
1769 |
|
---|
1770 | lastShaderCount += shaderCounts[shaderIt->first];
|
---|
1771 | lastShaderUboCount += shaderUboCounts[shaderIt->first];
|
---|
1772 | }
|
---|
1773 |
|
---|
1774 | // Allocate all the buffers using the counts calculated above
|
---|
1775 |
|
---|
1776 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
1777 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1778 |
|
---|
1779 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
1780 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1781 |
|
---|
1782 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
1783 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1784 |
|
---|
1785 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
1786 | glBufferData(GL_ARRAY_BUFFER, textures_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1787 |
|
---|
1788 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
1789 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1790 |
|
---|
1791 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
1792 | glBufferData(GL_UNIFORM_BUFFER, ubo_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1793 |
|
---|
1794 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
1795 | glBufferData(GL_ARRAY_BUFFER, model_mat_idx_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1796 |
|
---|
1797 | for (it = objects.begin(); it != objects.end(); it++) {
|
---|
1798 | copyObjectDataToBuffers(*it, shaderBufferInfo,
|
---|
1799 | points_vbo,
|
---|
1800 | colors_vbo,
|
---|
1801 | selected_colors_vbo,
|
---|
1802 | texcoords_vbo,
|
---|
1803 | normals_vbo,
|
---|
1804 | ubo,
|
---|
1805 | model_mat_idx_vbo);
|
---|
1806 | }
|
---|
1807 | }
|
---|
1808 |
|
---|
1809 | void copyObjectDataToBuffers(SceneObject& obj,
|
---|
1810 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
1811 | GLuint points_vbo,
|
---|
1812 | GLuint colors_vbo,
|
---|
1813 | GLuint selected_colors_vbo,
|
---|
1814 | GLuint texcoords_vbo,
|
---|
1815 | GLuint normals_vbo,
|
---|
1816 | GLuint ubo,
|
---|
1817 | GLuint model_mat_idx_vbo) {
|
---|
1818 | BufferInfo* bufferInfo = &shaderBufferInfo[obj.shader_program];
|
---|
1819 |
|
---|
1820 | obj.vertex_vbo_offset = bufferInfo->vbo_base + bufferInfo->vbo_offset;
|
---|
1821 | obj.ubo_offset = bufferInfo->ubo_base + bufferInfo->ubo_offset;
|
---|
1822 |
|
---|
1823 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
1824 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.points.size() * sizeof(GLfloat), &obj.points[0]);
|
---|
1825 |
|
---|
1826 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
1827 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 2, obj.texcoords.size() * sizeof(GLfloat), &obj.texcoords[0]);
|
---|
1828 |
|
---|
1829 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
1830 | for (int i = 0; i < obj.num_points; i++) {
|
---|
1831 | glBufferSubData(GL_ARRAY_BUFFER, (obj.vertex_vbo_offset + i) * sizeof(GLuint), sizeof(GLuint), &obj.ubo_offset);
|
---|
1832 | }
|
---|
1833 |
|
---|
1834 | if (obj.type != TYPE_LASER) {
|
---|
1835 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
1836 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.colors.size() * sizeof(GLfloat), &obj.colors[0]);
|
---|
1837 |
|
---|
1838 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
1839 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.selected_colors.size() * sizeof(GLfloat), &obj.selected_colors[0]);
|
---|
1840 |
|
---|
1841 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
1842 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.normals.size() * sizeof(GLfloat), &obj.normals[0]);
|
---|
1843 | }
|
---|
1844 |
|
---|
1845 | obj.model_mat = obj.model_transform * obj.model_base;
|
---|
1846 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
1847 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat));
|
---|
1848 |
|
---|
1849 | bufferInfo->vbo_offset += obj.num_points;
|
---|
1850 | bufferInfo->ubo_offset++;
|
---|
1851 | }
|
---|
1852 |
|
---|
1853 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo) {
|
---|
1854 | if (obj.deleted) return;
|
---|
1855 |
|
---|
1856 | obj.model_transform = transform * obj.model_transform;
|
---|
1857 | obj.model_mat = obj.model_transform * obj.model_base;
|
---|
1858 |
|
---|
1859 | obj.bounding_center = vec3(transform * vec4(obj.bounding_center, 1.0f));
|
---|
1860 |
|
---|
1861 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
1862 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat));
|
---|
1863 | }
|
---|
1864 |
|
---|
1865 | void translateLaser(SceneObject& laser, const vec3& translation, GLuint ubo) {
|
---|
1866 | // TODO: A lot of the values calculated here can be calculated once and saved when the laser is created,
|
---|
1867 | // and then re-used here
|
---|
1868 |
|
---|
1869 | mat4 new_model_transform = translate(mat4(1.0f), translation) * laser.model_transform;
|
---|
1870 |
|
---|
1871 | vec3 start = vec3(laser.model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
---|
1872 | vec3 end = vec3(laser.model_transform * vec4(0.0f, 0.0f, laser.points[38], 1.0f));
|
---|
1873 |
|
---|
1874 | vec3 ray = end - start;
|
---|
1875 | float length = glm::length(ray);
|
---|
1876 |
|
---|
1877 | float xAxisRotation = asin(ray.y / length);
|
---|
1878 | float yAxisRotation = atan2(-ray.x, -ray.z);
|
---|
1879 |
|
---|
1880 | vec3 normal(rotate(mat4(1.0f), yAxisRotation, vec3(0.0f, 1.0f, 0.0f)) *
|
---|
1881 | rotate(mat4(1.0f), xAxisRotation, vec3(1.0f, 0.0f, 0.0f)) *
|
---|
1882 | vec4(0.0f, 1.0f, 0.0f, 1.0f));
|
---|
1883 |
|
---|
1884 | // To project point P onto line AB:
|
---|
1885 | // projection = A + dot(AP,AB) / dot(AB,AB) * AB
|
---|
1886 | vec3 projOnLaser = start + glm::dot(cam_pos - start, ray) / (length*length) * ray;
|
---|
1887 | vec3 laserToCam = cam_pos - projOnLaser;
|
---|
1888 |
|
---|
1889 | float zAxisRotation = -atan2(glm::dot(glm::cross(normal, laserToCam), glm::normalize(ray)), glm::dot(normal, laserToCam));
|
---|
1890 |
|
---|
1891 | laser.model_base = rotate(mat4(1.0f), zAxisRotation, vec3(0.0f, 0.0f, 1.0f));
|
---|
1892 |
|
---|
1893 | transformObject(laser, translate(mat4(1.0f), translation), ubo);
|
---|
1894 | }
|
---|
1895 |
|
---|
1896 | void updateLaserTarget(SceneObject& laser, vector<SceneObject>& objects, GLuint points_vbo) {
|
---|
1897 | // TODO: A lot of the values calculated here can be calculated once and saved when the laser is created,
|
---|
1898 | // and then re-used here
|
---|
1899 |
|
---|
1900 | vec3 start = vec3(laser.model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
---|
1901 | vec3 end = vec3(laser.model_transform * vec4(0.0f, 0.0f, laser.points[2] + laser.points[20], 1.0f));
|
---|
1902 |
|
---|
1903 | vec3 intersection(0.0f), closestIntersection(0.0f);
|
---|
1904 | SceneObject* closestAsteroid = NULL;
|
---|
1905 |
|
---|
1906 | for (vector<SceneObject>::iterator it = objects.begin(); it != objects.end(); it++) {
|
---|
1907 | if (it->type == TYPE_ASTEROID && !it->deleted && getLaserAndAsteroidIntersection(start, end, *it, intersection)) {
|
---|
1908 | // TODO: Implement a more generic algorithm for testing the closest object by getting the distance between the points
|
---|
1909 | if (closestAsteroid == NULL || intersection.z > closestIntersection.z) {
|
---|
1910 | // TODO: At this point, find the real intersection of the laser with one of the asteroid's sides
|
---|
1911 | closestAsteroid = &*it;
|
---|
1912 | closestIntersection = intersection;
|
---|
1913 | }
|
---|
1914 | }
|
---|
1915 | }
|
---|
1916 |
|
---|
1917 | float width = laser.points[0] - laser.points[2];
|
---|
1918 |
|
---|
1919 | float length = 5.24f;
|
---|
1920 | if (closestAsteroid != NULL) {
|
---|
1921 | length = glm::length(closestIntersection - start);
|
---|
1922 | }
|
---|
1923 |
|
---|
1924 | laser.points[20] = -length + width / 2;
|
---|
1925 | laser.points[23] = -length + width / 2;
|
---|
1926 | laser.points[29] = -length + width / 2;
|
---|
1927 | laser.points[38] = -length;
|
---|
1928 | laser.points[41] = -length;
|
---|
1929 | laser.points[44] = -length + width / 2;
|
---|
1930 | laser.points[47] = -length;
|
---|
1931 | laser.points[50] = -length + width / 2;
|
---|
1932 | laser.points[53] = -length + width / 2;
|
---|
1933 |
|
---|
1934 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
1935 | glBufferSubData(GL_ARRAY_BUFFER, laser.vertex_vbo_offset * sizeof(GLfloat) * 3, laser.points.size() * sizeof(GLfloat), &laser.points[0]);
|
---|
1936 | }
|
---|
1937 |
|
---|
1938 | bool getLaserAndAsteroidIntersection(vec3& start, vec3& end, SceneObject& asteroid, vec3& intersection) {
|
---|
1939 | /*
|
---|
1940 | ### LINE EQUATIONS ###
|
---|
1941 | x = x1 + u * (x2 - x1)
|
---|
1942 | y = y1 + u * (y2 - y1)
|
---|
1943 | z = z1 + u * (z2 - z1)
|
---|
1944 |
|
---|
1945 | ### SPHERE EQUATION ###
|
---|
1946 | (x - x3)^2 + (y - y3)^2 + (z - z3)^2 = r^2
|
---|
1947 |
|
---|
1948 | ### QUADRATIC EQUATION TO SOLVE ###
|
---|
1949 | a*u^2 + b*u + c = 0
|
---|
1950 | WHERE THE CONSTANTS ARE
|
---|
1951 | a = (x2 - x1)^2 + (y2 - y1)^2 + (z2 - z1)^2
|
---|
1952 | b = 2*( (x2 - x1)*(x1 - x3) + (y2 - y1)*(y1 - y3) + (z2 - z1)*(z1 - z3) )
|
---|
1953 | c = x3^2 + y3^2 + z3^2 + x1^2 + y1^2 + z1^2 - 2(x3*x1 + y3*y1 + z3*z1) - r^2
|
---|
1954 |
|
---|
1955 | u = (-b +- sqrt(b^2 - 4*a*c)) / 2a
|
---|
1956 |
|
---|
1957 | If the value under the root is >= 0, we got an intersection
|
---|
1958 | If the value > 0, there are two solutions. Take the one closer to 0, since that's the
|
---|
1959 | one closer to the laser start point
|
---|
1960 | */
|
---|
1961 |
|
---|
1962 | vec3& center = asteroid.bounding_center;
|
---|
1963 |
|
---|
1964 | float a = pow(end.x-start.x, 2) + pow(end.y-start.y, 2) + pow(end.z-start.z, 2);
|
---|
1965 | float b = 2*((start.x-end.x)*(start.x-center.x) + (end.y-start.y)*(start.y-center.y) + (end.z-start.z)*(start.z-center.z));
|
---|
1966 | float c = pow(center.x, 2) + pow(center.y, 2) + pow(center.z, 2) + pow(start.x, 2) + pow(start.y, 2) + pow(start.z, 2) - 2*(center.x*start.x + center.y*start.y + center.z*start.z) - pow(asteroid.bounding_radius, 2);
|
---|
1967 | float discriminant = pow(b, 2) - 4*a*c;
|
---|
1968 |
|
---|
1969 | if (discriminant >= 0.0f) {
|
---|
1970 | // In this case, the negative root will always give the point closer to the laser start point
|
---|
1971 | float u = (-b - sqrt(discriminant)) / (2 * a);
|
---|
1972 |
|
---|
1973 | // Check that the intersection is within the line segment corresponding to the laser
|
---|
1974 | if (0.0f <= u && u <= 1.0f) {
|
---|
1975 | intersection = start + u * (end - start);
|
---|
1976 | return true;
|
---|
1977 | }
|
---|
1978 | }
|
---|
1979 |
|
---|
1980 | return false;
|
---|
1981 | }
|
---|
1982 |
|
---|
1983 | void renderScene(map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
1984 | GLuint color_sp, GLuint texture_sp, GLuint laser_sp,
|
---|
1985 | GLuint color_vao, GLuint texture_vao, GLuint laser_vao,
|
---|
1986 | GLuint colors_vbo, GLuint selected_colors_vbo,
|
---|
1987 | SceneObject* selectedObject) {
|
---|
1988 |
|
---|
1989 | glUseProgram(color_sp);
|
---|
1990 | glBindVertexArray(color_vao);
|
---|
1991 |
|
---|
1992 | if (selectedObject != NULL) {
|
---|
1993 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
1994 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
1995 |
|
---|
1996 | glDrawArrays(GL_TRIANGLES, selectedObject->vertex_vbo_offset, selectedObject->num_points);
|
---|
1997 | }
|
---|
1998 |
|
---|
1999 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
2000 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
2001 |
|
---|
2002 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[color_sp].vbo_base, shaderBufferInfo[color_sp].vbo_offset);
|
---|
2003 |
|
---|
2004 | glUseProgram(texture_sp);
|
---|
2005 | glBindVertexArray(texture_vao);
|
---|
2006 |
|
---|
2007 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[texture_sp].vbo_base, shaderBufferInfo[texture_sp].vbo_offset);
|
---|
2008 |
|
---|
2009 | glEnable(GL_BLEND);
|
---|
2010 |
|
---|
2011 | glUseProgram(laser_sp);
|
---|
2012 | glBindVertexArray(laser_vao);
|
---|
2013 |
|
---|
2014 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[laser_sp].vbo_base, shaderBufferInfo[laser_sp].vbo_offset);
|
---|
2015 |
|
---|
2016 | glDisable(GL_BLEND);
|
---|
2017 | }
|
---|
2018 |
|
---|
2019 | void renderSceneGui() {
|
---|
2020 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
2021 |
|
---|
2022 | // 1. Show a simple window.
|
---|
2023 | // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
---|
2024 | /*
|
---|
2025 | {
|
---|
2026 | static float f = 0.0f;
|
---|
2027 | static int counter = 0;
|
---|
2028 | ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
---|
2029 | ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
---|
2030 | ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
---|
2031 |
|
---|
2032 | ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
---|
2033 | ImGui::Checkbox("Another Window", &show_another_window);
|
---|
2034 |
|
---|
2035 | if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
---|
2036 | counter++;
|
---|
2037 | ImGui::SameLine();
|
---|
2038 | ImGui::Text("counter = %d", counter);
|
---|
2039 |
|
---|
2040 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
---|
2041 | }
|
---|
2042 | */
|
---|
2043 |
|
---|
2044 | {
|
---|
2045 | ImGui::SetNextWindowSize(ImVec2(85, 22), ImGuiCond_Once);
|
---|
2046 | ImGui::SetNextWindowPos(ImVec2(10, 50), ImGuiCond_Once);
|
---|
2047 | ImGui::Begin("WndStats", NULL,
|
---|
2048 | ImGuiWindowFlags_NoTitleBar |
|
---|
2049 | ImGuiWindowFlags_NoResize |
|
---|
2050 | ImGuiWindowFlags_NoMove);
|
---|
2051 | ImGui::Text("Score: ???");
|
---|
2052 | ImGui::End();
|
---|
2053 | }
|
---|
2054 |
|
---|
2055 | {
|
---|
2056 | ImGui::SetNextWindowPos(ImVec2(380, 10), ImGuiCond_Once);
|
---|
2057 | ImGui::SetNextWindowSize(ImVec2(250, 35), ImGuiCond_Once);
|
---|
2058 | ImGui::Begin("WndMenubar", NULL,
|
---|
2059 | ImGuiWindowFlags_NoTitleBar |
|
---|
2060 | ImGuiWindowFlags_NoResize |
|
---|
2061 | ImGuiWindowFlags_NoMove);
|
---|
2062 | ImGui::InvisibleButton("", ImVec2(155, 18));
|
---|
2063 | ImGui::SameLine();
|
---|
2064 | if (ImGui::Button("Main Menu")) {
|
---|
2065 | events.push(EVENT_GO_TO_MAIN_MENU);
|
---|
2066 | }
|
---|
2067 | ImGui::End();
|
---|
2068 | }
|
---|
2069 |
|
---|
2070 | ImGui::Render();
|
---|
2071 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
2072 | }
|
---|
2073 |
|
---|
2074 | void renderMainMenu() {
|
---|
2075 | }
|
---|
2076 |
|
---|
2077 | void renderMainMenuGui() {
|
---|
2078 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
2079 |
|
---|
2080 | {
|
---|
2081 | int padding = 4;
|
---|
2082 | ImGui::SetNextWindowPos(ImVec2(-padding, -padding), ImGuiCond_Once);
|
---|
2083 | ImGui::SetNextWindowSize(ImVec2(width + 2 * padding, height + 2 * padding), ImGuiCond_Once);
|
---|
2084 | ImGui::Begin("WndMain", NULL,
|
---|
2085 | ImGuiWindowFlags_NoTitleBar |
|
---|
2086 | ImGuiWindowFlags_NoResize |
|
---|
2087 | ImGuiWindowFlags_NoMove);
|
---|
2088 |
|
---|
2089 | ImGui::InvisibleButton("", ImVec2(10, 80));
|
---|
2090 | ImGui::InvisibleButton("", ImVec2(285, 18));
|
---|
2091 | ImGui::SameLine();
|
---|
2092 | if (ImGui::Button("New Game")) {
|
---|
2093 | events.push(EVENT_GO_TO_GAME);
|
---|
2094 | }
|
---|
2095 |
|
---|
2096 | ImGui::InvisibleButton("", ImVec2(10, 15));
|
---|
2097 | ImGui::InvisibleButton("", ImVec2(300, 18));
|
---|
2098 | ImGui::SameLine();
|
---|
2099 | if (ImGui::Button("Quit")) {
|
---|
2100 | events.push(EVENT_QUIT);
|
---|
2101 | }
|
---|
2102 |
|
---|
2103 | ImGui::End();
|
---|
2104 | }
|
---|
2105 |
|
---|
2106 | ImGui::Render();
|
---|
2107 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
2108 | }
|
---|
2109 |
|
---|
2110 | void spawnAsteroid(vec3 pos, GLuint shader,
|
---|
2111 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
2112 | GLuint points_vbo,
|
---|
2113 | GLuint colors_vbo,
|
---|
2114 | GLuint selected_colors_vbo,
|
---|
2115 | GLuint texcoords_vbo,
|
---|
2116 | GLuint normals_vbo,
|
---|
2117 | GLuint ubo,
|
---|
2118 | GLuint model_mat_idx_vbo) {
|
---|
2119 | SceneObject obj = SceneObject();
|
---|
2120 | obj.type = TYPE_ASTEROID;
|
---|
2121 | obj.shader_program = shader;
|
---|
2122 |
|
---|
2123 | obj.points = {
|
---|
2124 | // front
|
---|
2125 | 1.0f, 1.0f, 1.0f,
|
---|
2126 | -1.0f, 1.0f, 1.0f,
|
---|
2127 | -1.0f, -1.0f, 1.0f,
|
---|
2128 | 1.0f, 1.0f, 1.0f,
|
---|
2129 | -1.0f, -1.0f, 1.0f,
|
---|
2130 | 1.0f, -1.0f, 1.0f,
|
---|
2131 |
|
---|
2132 | // top
|
---|
2133 | 1.0f, 1.0f, -1.0f,
|
---|
2134 | -1.0f, 1.0f, -1.0f,
|
---|
2135 | -1.0f, 1.0f, 1.0f,
|
---|
2136 | 1.0f, 1.0f, -1.0f,
|
---|
2137 | -1.0f, 1.0f, 1.0f,
|
---|
2138 | 1.0f, 1.0f, 1.0f,
|
---|
2139 |
|
---|
2140 | // bottom
|
---|
2141 | 1.0f, -1.0f, 1.0f,
|
---|
2142 | -1.0f, -1.0f, 1.0f,
|
---|
2143 | -1.0f, -1.0f, -1.0f,
|
---|
2144 | 1.0f, -1.0f, 1.0f,
|
---|
2145 | -1.0f, -1.0f, -1.0f,
|
---|
2146 | 1.0f, -1.0f, -1.0f,
|
---|
2147 |
|
---|
2148 | // back
|
---|
2149 | 1.0f, 1.0f, -1.0f,
|
---|
2150 | -1.0f, -1.0f, -1.0f,
|
---|
2151 | -1.0f, 1.0f, -1.0f,
|
---|
2152 | 1.0f, 1.0f, -1.0f,
|
---|
2153 | 1.0f, -1.0f, -1.0f,
|
---|
2154 | -1.0f, -1.0f, -1.0f,
|
---|
2155 |
|
---|
2156 | // right
|
---|
2157 | 1.0f, 1.0f, -1.0f,
|
---|
2158 | 1.0f, 1.0f, 1.0f,
|
---|
2159 | 1.0f, -1.0f, 1.0f,
|
---|
2160 | 1.0f, 1.0f, -1.0f,
|
---|
2161 | 1.0f, -1.0f, 1.0f,
|
---|
2162 | 1.0f, -1.0f, -1.0f,
|
---|
2163 |
|
---|
2164 | // left
|
---|
2165 | -1.0f, 1.0f, 1.0f,
|
---|
2166 | -1.0f, 1.0f, -1.0f,
|
---|
2167 | -1.0f, -1.0f, -1.0f,
|
---|
2168 | -1.0f, 1.0f, 1.0f,
|
---|
2169 | -1.0f, -1.0f, -1.0f,
|
---|
2170 | -1.0f, -1.0f, 1.0f,
|
---|
2171 | };
|
---|
2172 | obj.colors = {
|
---|
2173 | // front
|
---|
2174 | 0.8f, 0.0f, 0.0f,
|
---|
2175 | 0.8f, 0.0f, 0.0f,
|
---|
2176 | 0.8f, 0.0f, 0.0f,
|
---|
2177 | 0.8f, 0.0f, 0.0f,
|
---|
2178 | 0.8f, 0.0f, 0.0f,
|
---|
2179 | 0.8f, 0.0f, 0.0f,
|
---|
2180 |
|
---|
2181 | // top
|
---|
2182 | 0.8f, 0.0f, 0.0f,
|
---|
2183 | 0.8f, 0.0f, 0.0f,
|
---|
2184 | 0.8f, 0.0f, 0.0f,
|
---|
2185 | 0.8f, 0.0f, 0.0f,
|
---|
2186 | 0.8f, 0.0f, 0.0f,
|
---|
2187 | 0.8f, 0.0f, 0.0f,
|
---|
2188 |
|
---|
2189 | // bottom
|
---|
2190 | 0.8f, 0.0f, 0.0f,
|
---|
2191 | 0.8f, 0.0f, 0.0f,
|
---|
2192 | 0.8f, 0.0f, 0.0f,
|
---|
2193 | 0.8f, 0.0f, 0.0f,
|
---|
2194 | 0.8f, 0.0f, 0.0f,
|
---|
2195 | 0.8f, 0.0f, 0.0f,
|
---|
2196 |
|
---|
2197 | // back
|
---|
2198 | 0.8f, 0.0f, 0.0f,
|
---|
2199 | 0.8f, 0.0f, 0.0f,
|
---|
2200 | 0.8f, 0.0f, 0.0f,
|
---|
2201 | 0.8f, 0.0f, 0.0f,
|
---|
2202 | 0.8f, 0.0f, 0.0f,
|
---|
2203 | 0.8f, 0.0f, 0.0f,
|
---|
2204 |
|
---|
2205 | // right
|
---|
2206 | 0.8f, 0.0f, 0.0f,
|
---|
2207 | 0.8f, 0.0f, 0.0f,
|
---|
2208 | 0.8f, 0.0f, 0.0f,
|
---|
2209 | 0.8f, 0.0f, 0.0f,
|
---|
2210 | 0.8f, 0.0f, 0.0f,
|
---|
2211 | 0.8f, 0.0f, 0.0f,
|
---|
2212 |
|
---|
2213 | // left
|
---|
2214 | 0.8f, 0.0f, 0.0f,
|
---|
2215 | 0.8f, 0.0f, 0.0f,
|
---|
2216 | 0.8f, 0.0f, 0.0f,
|
---|
2217 | 0.8f, 0.0f, 0.0f,
|
---|
2218 | 0.8f, 0.0f, 0.0f,
|
---|
2219 | 0.8f, 0.0f, 0.0f,
|
---|
2220 | };
|
---|
2221 | obj.texcoords = { 0.0f };
|
---|
2222 | obj.selected_colors = { 0.0f };
|
---|
2223 |
|
---|
2224 | mat4 T = translate(mat4(1.0f), pos);
|
---|
2225 | mat4 R = rotate(mat4(1.0f), 60.0f * (float)ONE_DEG_IN_RAD, vec3(1.0f, 1.0f, -1.0f));
|
---|
2226 | obj.model_base = T * R * scale(mat4(1.0f), vec3(0.1f, 0.1f, 0.1f));
|
---|
2227 |
|
---|
2228 | obj.translate_mat = T;
|
---|
2229 |
|
---|
2230 | initObject(obj);
|
---|
2231 | // This accounts for the scaling in model_base.
|
---|
2232 | // Dividing by 8 instead of 10 since the bounding radius algorithm
|
---|
2233 | // under-calculates the true value.
|
---|
2234 | // TODO: Once the intersection check with the sides of the asteroid is done,
|
---|
2235 | // this can be removed.
|
---|
2236 | obj.bounding_radius /= 8.0f;
|
---|
2237 |
|
---|
2238 | addObjectToScene(obj, shaderBufferInfo,
|
---|
2239 | points_vbo,
|
---|
2240 | colors_vbo,
|
---|
2241 | selected_colors_vbo,
|
---|
2242 | texcoords_vbo,
|
---|
2243 | normals_vbo,
|
---|
2244 | ubo,
|
---|
2245 | model_mat_idx_vbo);
|
---|
2246 | }
|
---|
2247 |
|
---|
2248 | float getRandomNum(float low, float high) {
|
---|
2249 | return low + ((float)rand()/RAND_MAX) * (high-low);
|
---|
2250 | } |
---|