source: opengl-game/new-game.cpp@ 046ce72

feature/imgui-sdl points-test
Last change on this file since 046ce72 was 046ce72, checked in by Dmitry Portnoy <dmp1488@…>, 7 years ago

Add an FPS counter.

  • Property mode set to 100644
File size: 20.1 KB
Line 
1#include "logger.h"
2
3#include "stb_image.h"
4
5#define _USE_MATH_DEFINES
6#define GLM_SWIZZLE
7
8// This is to fix a non-alignment issue when passing vec4 params.
9// Check if it got fixed in a later version of GLM
10#define GLM_FORCE_PURE
11
12#include <glm/mat4x4.hpp>
13#include <glm/gtc/matrix_transform.hpp>
14#include <glm/gtc/type_ptr.hpp>
15
16#include <GL/glew.h>
17#include <GLFW/glfw3.h>
18
19#include <cstdio>
20#include <iostream>
21#include <fstream>
22#include <cmath>
23#include <string>
24#include <array>
25#include <vector>
26
27using namespace std;
28using namespace glm;
29
30#define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
31
32/*
33 * If I use one array to store the points for all the object faces in the scene, I'll probably remove the ObjectFace object,
34 * and store the start and end indices of a given object's point coordinates in that array in the SceneObject.
35 *
36 * Should probably do something similar with colors and texture coordinates, once I figure out the best way to store tex coords
37 * for all objects in one array.
38 */
39
40
41// might also want to store the shader to be used for the object
42struct SceneObject {
43 mat4 model_mat;
44};
45
46struct ObjectFace {
47 unsigned int object_id;
48 array<vec3, 3> points;
49};
50
51const bool FULLSCREEN = false;
52int width = 640;
53int height = 480;
54
55vec3 cam_pos;
56
57mat4 view_mat;
58mat4 proj_mat;
59
60vector<SceneObject> objects;
61vector<ObjectFace> faces;
62
63SceneObject* clickedObject = NULL;
64SceneObject* selectedObject = NULL;
65
66double fps;
67
68bool faceClicked(ObjectFace* face, vec4 world_ray, vec4 cam, vec4& click_point);
69bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
70
71GLuint loadShader(GLenum type, string file);
72GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
73unsigned char* loadImage(string file_name, int* x, int* y);
74
75void printVector(string label, vec3 v);
76void print4DVector(string label, vec4 v);
77
78float NEAR_CLIP = 0.1f;
79float FAR_CLIP = 100.0f;
80
81void glfw_error_callback(int error, const char* description) {
82 gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
83}
84
85void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
86 double mouse_x, mouse_y;
87 glfwGetCursorPos(window, &mouse_x, &mouse_y);
88
89 if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
90 cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
91 selectedObject = NULL;
92
93 float x = (2.0f*mouse_x) / width - 1.0f;
94 float y = 1.0f - (2.0f*mouse_y) / height;
95
96 cout << "x: " << x << ", y: " << y << endl;
97
98 vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
99 vec4 ray_eye = inverse(proj_mat) * ray_clip;
100 ray_eye = vec4(ray_eye.xy(), -1.0f, 1.0f);
101 vec4 ray_world = inverse(view_mat) * ray_eye;
102
103 vec4 cam_pos_temp = vec4(cam_pos, 1.0f);
104
105 vec4 click_point;
106 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
107 int closest_face_id = -1;
108
109 for (int i = 0; i<faces.size(); i++) {
110 if (faceClicked(&faces[i], ray_world, cam_pos_temp, click_point)) {
111 click_point = view_mat * click_point;
112
113 if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
114 closest_point = click_point.xyz();
115 closest_face_id = i;
116 }
117 }
118 }
119
120 if (closest_face_id == -1) {
121 cout << "No object was clicked" << endl;
122 } else {
123 clickedObject = &objects[faces[closest_face_id].object_id];
124 cout << "Clicked object: " << faces[closest_face_id].object_id << endl;
125 }
126 }
127}
128
129int main(int argc, char* argv[]) {
130 cout << "New OpenGL Game" << endl;
131
132 if (!restart_gl_log()) {}
133 gl_log("starting GLFW\n%s\n", glfwGetVersionString());
134
135 glfwSetErrorCallback(glfw_error_callback);
136 if (!glfwInit()) {
137 fprintf(stderr, "ERROR: could not start GLFW3\n");
138 return 1;
139 }
140
141#ifdef __APPLE__
142 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
143 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
144 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
145 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
146#endif
147
148 glfwWindowHint(GLFW_SAMPLES, 4);
149
150 GLFWwindow* window = NULL;
151 GLFWmonitor* mon = NULL;
152
153 if (FULLSCREEN) {
154 mon = glfwGetPrimaryMonitor();
155 const GLFWvidmode* vmode = glfwGetVideoMode(mon);
156
157 width = vmode->width;
158 height = vmode->height;
159 cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
160 }
161 window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL);
162
163 if (!window) {
164 fprintf(stderr, "ERROR: could not open window with GLFW3\n");
165 glfwTerminate();
166 return 1;
167 }
168
169 glfwSetMouseButtonCallback(window, mouse_button_callback);
170
171 glfwMakeContextCurrent(window);
172 glewExperimental = GL_TRUE;
173 glewInit();
174
175 const GLubyte* renderer = glGetString(GL_RENDERER);
176 const GLubyte* version = glGetString(GL_VERSION);
177 printf("Renderer: %s\n", renderer);
178 printf("OpenGL version supported %s\n", version);
179
180 glEnable(GL_DEPTH_TEST);
181 glDepthFunc(GL_LESS);
182
183 glEnable(GL_CULL_FACE);
184 // glCullFace(GL_BACK);
185 // glFrontFace(GL_CW);
186
187 int x, y;
188 unsigned char* texImage = loadImage("test.png", &x, &y);
189 if (texImage) {
190 cout << "Yay, I loaded an image!" << endl;
191 cout << x << endl;
192 cout << y << endl;
193 printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
194 }
195
196 GLuint tex = 0;
197 glGenTextures(1, &tex);
198 glActiveTexture(GL_TEXTURE0);
199 glBindTexture(GL_TEXTURE_2D, tex);
200 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
201
202 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
203 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
204 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
205 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
206
207 GLfloat points[] = {
208 0.0f, 0.5f, 0.0f,
209 -0.5f, -0.5f, 0.0f,
210 0.5f, -0.5f, 0.0f,
211 0.5f, -0.5f, 0.0f,
212 -0.5f, -0.5f, 0.0f,
213 0.0f, 0.5f, 0.0f,
214 };
215
216 GLfloat colors[] = {
217 1.0, 0.0, 0.0,
218 0.0, 0.0, 1.0,
219 0.0, 1.0, 0.0,
220 0.0, 1.0, 0.0,
221 0.0, 0.0, 1.0,
222 1.0, 0.0, 0.0,
223 };
224
225 GLfloat colors_new[] = {
226 0.0, 1.0, 0.0,
227 0.0, 1.0, 0.0,
228 0.0, 1.0, 0.0,
229 0.0, 1.0, 0.0,
230 0.0, 1.0, 0.0,
231 0.0, 1.0, 0.0,
232 };
233
234 // Each point is made of 3 floats
235 int numPoints = (sizeof(points) / sizeof(float)) / 3;
236
237 GLfloat points2[] = {
238 0.5f, 0.5f, 0.0f,
239 -0.5f, 0.5f, 0.0f,
240 -0.5f, -0.5f, 0.0f,
241 0.5f, 0.5f, 0.0f,
242 -0.5f, -0.5f, 0.0f,
243 0.5f, -0.5f, 0.0f,
244 };
245
246 GLfloat colors2[] = {
247 0.0, 0.9, 0.9,
248 0.0, 0.9, 0.9,
249 0.0, 0.9, 0.9,
250 0.0, 0.9, 0.9,
251 0.0, 0.9, 0.9,
252 0.0, 0.9, 0.9,
253 };
254
255 GLfloat texcoords[] = {
256 1.0f, 1.0f,
257 0.0f, 1.0f,
258 0.0, 0.0,
259 1.0, 1.0,
260 0.0, 0.0,
261 1.0, 0.0
262 };
263
264 // Each point is made of 3 floats
265 int numPoints2 = (sizeof(points2) / sizeof(float)) / 3;
266
267 mat4 T_model, R_model;
268
269 // triangle
270 objects.push_back(SceneObject());
271
272 T_model = translate(mat4(), vec3(0.25f, 0.0f, 0.0f));
273 R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
274 objects[0].model_mat = T_model*R_model;
275
276 faces.push_back(ObjectFace());
277 faces[0].object_id = 0;
278 faces[0].points = {
279 vec3(points[0], points[1], points[2]),
280 vec3(points[3], points[4], points[5]),
281 vec3(points[6], points[7], points[8]),
282 };
283
284 // square
285 objects.push_back(SceneObject());
286
287 T_model = translate(mat4(), vec3(-0.5f, 0.0f, -1.00f));
288 R_model = rotate(mat4(), 0.5f, vec3(0.0f, 1.0f, 0.0f));
289 objects[1].model_mat = T_model*R_model;
290
291 faces.push_back(ObjectFace());
292 faces[1].object_id = 1;
293 faces[1].points = {
294 vec3(points2[0], points2[1], points2[2]),
295 vec3(points2[3], points2[4], points2[5]),
296 vec3(points2[6], points2[7], points2[8]),
297 };
298
299 faces.push_back(ObjectFace());
300 faces[2].object_id = 1;
301 faces[2].points = {
302 vec3(points2[9], points2[10], points2[11]),
303 vec3(points2[12], points2[13], points2[14]),
304 vec3(points2[15], points2[16], points2[17]),
305 };
306
307 GLuint points_vbo = 0;
308 glGenBuffers(1, &points_vbo);
309 glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
310 glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
311
312 GLuint colors_vbo = 0;
313 glGenBuffers(1, &colors_vbo);
314 glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
315 glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
316
317 GLuint vao = 0;
318 glGenVertexArrays(1, &vao);
319 glBindVertexArray(vao);
320 glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
321 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
322 glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
323 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
324
325 glEnableVertexAttribArray(0);
326 glEnableVertexAttribArray(1);
327
328 GLuint points2_vbo = 0;
329 glGenBuffers(1, &points2_vbo);
330 glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
331 glBufferData(GL_ARRAY_BUFFER, sizeof(points2), points2, GL_STATIC_DRAW);
332
333 GLuint colors2_vbo = 0;
334 glGenBuffers(1, &colors2_vbo);
335 glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
336 glBufferData(GL_ARRAY_BUFFER, sizeof(colors2), colors2, GL_STATIC_DRAW);
337
338 GLuint vt_vbo;
339 glGenBuffers(1, &vt_vbo);
340 glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
341 glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW);
342
343 GLuint vao2 = 0;
344 glGenVertexArrays(1, &vao2);
345 glBindVertexArray(vao2);
346 glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
347 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
348 // glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
349 // glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
350 glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
351 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
352
353 glEnableVertexAttribArray(0);
354 glEnableVertexAttribArray(1);
355
356 GLuint shader_program = loadShaderProgram("./color.vert", "./color.frag");
357 GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag");
358
359 float speed = 1.0f;
360 float last_position = 0.0f;
361
362 float cam_speed = 1.0f;
363 float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
364
365 // glm::lookAt can create the view matrix
366 // glm::perspective can create the projection matrix
367
368 cam_pos = vec3(0.0f, 0.0f, 2.0f);
369 float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
370
371 mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
372 mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
373 view_mat = R*T;
374
375 float fov = 67.0f * ONE_DEG_IN_RAD;
376 float aspect = (float)width / (float)height;
377
378 float range = tan(fov * 0.5f) * NEAR_CLIP;
379 float Sx = NEAR_CLIP / (range * aspect);
380 float Sy = NEAR_CLIP / range;
381 float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
382 float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
383
384 float proj_arr[] = {
385 Sx, 0.0f, 0.0f, 0.0f,
386 0.0f, Sy, 0.0f, 0.0f,
387 0.0f, 0.0f, Sz, -1.0f,
388 0.0f, 0.0f, Pz, 0.0f,
389 };
390 proj_mat = make_mat4(proj_arr);
391
392 GLint model_test_loc = glGetUniformLocation(shader_program, "model");
393 GLint view_test_loc = glGetUniformLocation(shader_program, "view");
394 GLint proj_test_loc = glGetUniformLocation(shader_program, "proj");
395
396 GLint model_mat_loc = glGetUniformLocation(shader_program2, "model");
397 GLint view_mat_loc = glGetUniformLocation(shader_program2, "view");
398 GLint proj_mat_loc = glGetUniformLocation(shader_program2, "proj");
399
400 glUseProgram(shader_program);
401 glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[0].model_mat));
402 glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
403 glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
404
405 glUseProgram(shader_program2);
406 glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(objects[1].model_mat));
407 glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
408 glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
409
410 bool cam_moved = false;
411
412 int frame_count = 0;
413 double elapsed_seconds_fps = 0.0f, previous_seconds_fps;
414
415 double previous_seconds = glfwGetTime();
416
417 while (!glfwWindowShouldClose(window)) {
418 double current_seconds = glfwGetTime();
419 double elapsed_seconds = current_seconds - previous_seconds;
420 previous_seconds = current_seconds;
421
422 elapsed_seconds_fps += elapsed_seconds;
423 if (elapsed_seconds_fps > 0.25f) {
424 fps = (double)frame_count / elapsed_seconds_fps;
425 cout << "FPS: " << fps << endl;
426
427 frame_count = 0;
428 elapsed_seconds_fps = 0.0f;
429 }
430
431 frame_count++;
432
433 if (fabs(last_position) > 1.0f) {
434 speed = -speed;
435 }
436
437 if (clickedObject == &objects[0]) {
438 selectedObject = &objects[0];
439 }
440
441 // At some point, I should change this to only rebind the buffer once per click, not once per frame
442 glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
443 if (selectedObject == &objects[0]) {
444 glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors_new, GL_STATIC_DRAW);
445 }
446 else {
447 glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
448 }
449
450 /*
451 model[12] = last_position + speed*elapsed_seconds;
452 last_position = model[12];
453 */
454
455 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
456
457 glUseProgram(shader_program);
458
459 // Since every object will have a different model matrix, maybe it shouldn't be a uniform
460
461 // this is temporary.
462 // It's needed to offset the code for the recoloring of the square working during click detection
463 glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[0].model_mat));
464
465 glBindVertexArray(vao);
466
467 glDrawArrays(GL_TRIANGLES, 0, numPoints);
468
469 if (clickedObject == &objects[1]) {
470 selectedObject = &objects[1];
471 }
472
473 if (selectedObject == &objects[1]) {
474 glUseProgram(shader_program);
475
476 // this is temporary.
477 // It's needed to get the recoloring of the square working during click detection
478 glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[1].model_mat));
479
480 glBindVertexArray(vao2);
481
482 glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
483 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
484 } else {
485 glUseProgram(shader_program2);
486
487 glBindVertexArray(vao2);
488
489 glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
490 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
491 }
492
493 glDrawArrays(GL_TRIANGLES, 0, numPoints2);
494
495 clickedObject = NULL;
496
497 glfwPollEvents();
498 glfwSwapBuffers(window);
499
500 if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
501 glfwSetWindowShouldClose(window, 1);
502 }
503
504 float dist = cam_speed * elapsed_seconds;
505 if (glfwGetKey(window, GLFW_KEY_A)) {
506 cam_pos.x -= cos(cam_yaw)*dist;
507 cam_pos.z += sin(cam_yaw)*dist;
508 cam_moved = true;
509 }
510 if (glfwGetKey(window, GLFW_KEY_D)) {
511 cam_pos.x += cos(cam_yaw)*dist;
512 cam_pos.z -= sin(cam_yaw)*dist;
513 cam_moved = true;
514 }
515 if (glfwGetKey(window, GLFW_KEY_W)) {
516 cam_pos.x -= sin(cam_yaw)*dist;
517 cam_pos.z -= cos(cam_yaw)*dist;
518 cam_moved = true;
519 }
520 if (glfwGetKey(window, GLFW_KEY_S)) {
521 cam_pos.x += sin(cam_yaw)*dist;
522 cam_pos.z += cos(cam_yaw)*dist;
523 cam_moved = true;
524 }
525 if (glfwGetKey(window, GLFW_KEY_LEFT)) {
526 cam_yaw += cam_yaw_speed * elapsed_seconds;
527 cam_moved = true;
528 }
529 if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
530 cam_yaw -= cam_yaw_speed * elapsed_seconds;
531 cam_moved = true;
532 }
533 if (cam_moved) {
534 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
535 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
536 view_mat = R*T;
537
538 glUseProgram(shader_program);
539 glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
540
541 glUseProgram(shader_program2);
542 glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
543
544 cam_moved = false;
545 }
546 }
547
548 glfwTerminate();
549 return 0;
550}
551
552GLuint loadShader(GLenum type, string file) {
553 cout << "Loading shader from file " << file << endl;
554
555 ifstream shaderFile(file);
556 GLuint shaderId = 0;
557
558 if (shaderFile.is_open()) {
559 string line, shaderString;
560
561 while(getline(shaderFile, line)) {
562 shaderString += line + "\n";
563 }
564 shaderFile.close();
565 const char* shaderCString = shaderString.c_str();
566
567 shaderId = glCreateShader(type);
568 glShaderSource(shaderId, 1, &shaderCString, NULL);
569 glCompileShader(shaderId);
570
571 cout << "Loaded successfully" << endl;
572 } else {
573 cout << "Failed to load the file" << endl;
574 }
575
576 return shaderId;
577}
578
579GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
580 GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
581 GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
582
583 GLuint shader_program = glCreateProgram();
584 glAttachShader(shader_program, vs);
585 glAttachShader(shader_program, fs);
586
587 glLinkProgram(shader_program);
588
589 return shader_program;
590}
591
592unsigned char* loadImage(string file_name, int* x, int* y) {
593 int n;
594 int force_channels = 4; // This forces RGBA (4 bytes per pixel)
595 unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
596
597 int width_in_bytes = *x * 4;
598 unsigned char *top = NULL;
599 unsigned char *bottom = NULL;
600 unsigned char temp = 0;
601 int half_height = *y / 2;
602
603 // flip image upside-down to account for OpenGL treating lower-left as (0, 0)
604 for (int row = 0; row < half_height; row++) {
605 top = image_data + row * width_in_bytes;
606 bottom = image_data + (*y - row - 1) * width_in_bytes;
607 for (int col = 0; col < width_in_bytes; col++) {
608 temp = *top;
609 *top = *bottom;
610 *bottom = temp;
611 top++;
612 bottom++;
613 }
614 }
615
616 if (!image_data) {
617 fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
618 }
619
620 // Not Power-of-2 check
621 if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) {
622 fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str());
623 }
624
625 return image_data;
626}
627
628bool faceClicked(ObjectFace* face, vec4 world_ray, vec4 cam, vec4& click_point) {
629 // LINE EQUATION: P = O + Dt
630 // O = cam
631 // D = ray_world
632
633 // PLANE EQUATION: P dot n + d = 0
634 // n is the normal vector
635 // d is the offset from the origin
636
637 // Take the cross-product of two vectors on the plane to get the normal
638 vec3 v1 = face->points[1] - face->points[0];
639 vec3 v2 = face->points[2] - face->points[0];
640
641 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);
642
643 print4DVector("Full world ray", world_ray);
644
645 SceneObject* obj = &objects[face->object_id];
646 vec3 local_ray = (inverse(obj->model_mat) * world_ray).xyz();
647 vec3 local_cam = (inverse(obj->model_mat) * cam).xyz();
648
649 local_ray = local_ray - local_cam;
650
651 float d = -glm::dot(face->points[0], normal);
652 cout << "d: " << d << endl;
653
654 float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
655 cout << "t: " << t << endl;
656
657 vec3 intersection = local_cam + t*local_ray;
658 printVector("Intersection", intersection);
659
660 if (insideTriangle(intersection, face->points)) {
661 click_point = obj->model_mat * vec4(intersection, 1.0f);
662 return true;
663 } else {
664 return false;
665 }
666}
667
668bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
669 vec3 v21 = triangle_points[1]- triangle_points[0];
670 vec3 v31 = triangle_points[2]- triangle_points[0];
671 vec3 pv1 = p- triangle_points[0];
672
673 float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
674 float x = (pv1.x-y*v31.x) / v21.x;
675
676 cout << "(" << x << ", " << y << ")" << endl;
677
678 return x > 0.0f && y > 0.0f && x+y < 1.0f;
679}
680
681void printVector(string label, vec3 v) {
682 cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
683}
684
685void print4DVector(string label, vec4 v) {
686 cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
687}
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