source: opengl-game/new-game.cpp@ 267c4c5

feature/imgui-sdl points-test
Last change on this file since 267c4c5 was 267c4c5, checked in by Dmitry Portnoy <dmp1488@…>, 7 years ago

Re-enable movement controls

  • Property mode set to 100644
File size: 19.2 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
66bool faceClicked(ObjectFace* face, vec4 world_ray, vec4 cam, vec4& click_point);
67bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
68
69GLuint loadShader(GLenum type, string file);
70GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
71unsigned char* loadImage(string file_name, int* x, int* y);
72
73void printVector(string label, vec3 v);
74void print4DVector(string label, vec4 v);
75
76float NEAR_CLIP = 0.1f;
77float FAR_CLIP = 100.0f;
78
79void glfw_error_callback(int error, const char* description) {
80 gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
81}
82
83void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
84 double mouse_x, mouse_y;
85 glfwGetCursorPos(window, &mouse_x, &mouse_y);
86
87 if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
88 cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
89 selectedObject = NULL;
90
91 float x = (2.0f*mouse_x) / width - 1.0f;
92 float y = 1.0f - (2.0f*mouse_y) / height;
93
94 cout << "x: " << x << ", y: " << y << endl;
95
96 vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
97 vec4 ray_eye = inverse(proj_mat) * ray_clip;
98 ray_eye = vec4(ray_eye.xy(), -1.0f, 1.0f);
99 vec4 ray_world = inverse(view_mat) * ray_eye;
100
101 vec4 cam_pos_temp = vec4(cam_pos, 1.0f);
102
103 vec4 click_point;
104 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
105 int closest_face_id = -1;
106
107 for (int i = 0; i<faces.size(); i++) {
108 if (faceClicked(&faces[i], ray_world, cam_pos_temp, click_point)) {
109 click_point = view_mat * click_point;
110
111 if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
112 closest_point = click_point.xyz();
113 closest_face_id = i;
114 }
115 }
116 }
117
118 if (closest_face_id == -1) {
119 cout << "No object was clicked" << endl;
120 } else {
121 clickedObject = &objects[faces[closest_face_id].object_id];
122 cout << "Clicked object: " << faces[closest_face_id].object_id << endl;
123 }
124 }
125}
126
127int main(int argc, char* argv[]) {
128 cout << "New OpenGL Game" << endl;
129
130 if (!restart_gl_log()) {}
131 gl_log("starting GLFW\n%s\n", glfwGetVersionString());
132
133 glfwSetErrorCallback(glfw_error_callback);
134 if (!glfwInit()) {
135 fprintf(stderr, "ERROR: could not start GLFW3\n");
136 return 1;
137 }
138
139#ifdef __APPLE__
140 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
141 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
142 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
143 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
144#endif
145
146 glfwWindowHint(GLFW_SAMPLES, 4);
147
148 GLFWwindow* window = NULL;
149
150 if (FULLSCREEN) {
151 GLFWmonitor* mon = glfwGetPrimaryMonitor();
152 const GLFWvidmode* vmode = glfwGetVideoMode(mon);
153
154 cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
155 window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL);
156
157 width = vmode->width;
158 height = vmode->height;
159 } else {
160 window = glfwCreateWindow(width, height, "Hello Triangle", NULL, NULL);
161 }
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 // Check the extended initialization section of the book to learn how to use this
176 // Maybe move this and other OpenGL setup/settings code into a separate function
177 // glViewport(0, 0, width*2, height*2);
178
179 const GLubyte* renderer = glGetString(GL_RENDERER);
180 const GLubyte* version = glGetString(GL_VERSION);
181 printf("Renderer: %s\n", renderer);
182 printf("OpenGL version supported %s\n", version);
183
184 glEnable(GL_DEPTH_TEST);
185 glDepthFunc(GL_LESS);
186
187 glEnable(GL_CULL_FACE);
188 // glCullFace(GL_BACK);
189 // glFrontFace(GL_CW);
190
191 int x, y;
192 unsigned char* texImage = loadImage("test.png", &x, &y);
193 if (texImage) {
194 cout << "Yay, I loaded an image!" << endl;
195 cout << x << endl;
196 cout << y << endl;
197 printf ("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
198 }
199
200 GLuint tex = 0;
201 glGenTextures(1, &tex);
202 glActiveTexture(GL_TEXTURE0);
203 glBindTexture(GL_TEXTURE_2D, tex);
204 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
205
206 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
207 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
208 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
209 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
210
211 GLfloat points[] = {
212 0.0f, 0.5f, 0.0f,
213 -0.5f, -0.5f, 0.0f,
214 0.5f, -0.5f, 0.0f,
215 0.5f, -0.5f, 0.0f,
216 -0.5f, -0.5f, 0.0f,
217 0.0f, 0.5f, 0.0f,
218 };
219
220 GLfloat colors[] = {
221 1.0, 0.0, 0.0,
222 0.0, 0.0, 1.0,
223 0.0, 1.0, 0.0,
224 0.0, 1.0, 0.0,
225 0.0, 0.0, 1.0,
226 1.0, 0.0, 0.0,
227 };
228
229 GLfloat colors_new[] = {
230 0.0, 1.0, 0.0,
231 0.0, 1.0, 0.0,
232 0.0, 1.0, 0.0,
233 0.0, 1.0, 0.0,
234 0.0, 1.0, 0.0,
235 0.0, 1.0, 0.0,
236 };
237
238 // Each point is made of 3 floats
239 int numPoints = (sizeof(points) / sizeof(float)) / 3;
240
241 GLfloat points2[] = {
242 0.5f, 0.5f, 0.0f,
243 -0.5f, 0.5f, 0.0f,
244 -0.5f, -0.5f, 0.0f,
245 0.5f, 0.5f, 0.0f,
246 -0.5f, -0.5f, 0.0f,
247 0.5f, -0.5f, 0.0f,
248 };
249
250 GLfloat colors2[] = {
251 0.0, 0.9, 0.9,
252 0.0, 0.9, 0.9,
253 0.0, 0.9, 0.9,
254 0.0, 0.9, 0.9,
255 0.0, 0.9, 0.9,
256 0.0, 0.9, 0.9,
257 };
258
259 GLfloat texcoords[] = {
260 1.0f, 1.0f,
261 0.0f, 1.0f,
262 0.0, 0.0,
263 1.0, 1.0,
264 0.0, 0.0,
265 1.0, 0.0
266 };
267
268 // Each point is made of 3 floats
269 int numPoints2 = (sizeof(points2) / sizeof(float)) / 3;
270
271 mat4 T_model, R_model;
272
273 // triangle
274 objects.push_back(SceneObject());
275
276 T_model = translate(mat4(), vec3(0.25f, 0.0f, 0.0f));
277 R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
278 objects[0].model_mat = T_model*R_model;
279
280 faces.push_back(ObjectFace());
281 faces[0].object_id = 0;
282 faces[0].points = {
283 vec3(points[0], points[1], points[2]),
284 vec3(points[3], points[4], points[5]),
285 vec3(points[6], points[7], points[8]),
286 };
287
288 // square
289 objects.push_back(SceneObject());
290
291 T_model = translate(mat4(), vec3(-0.5f, 0.0f, -1.00f));
292 R_model = rotate(mat4(), 0.5f, vec3(0.0f, 1.0f, 0.0f));
293 objects[1].model_mat = T_model*R_model;
294
295 faces.push_back(ObjectFace());
296 faces[1].object_id = 1;
297 faces[1].points = {
298 vec3(points2[0], points2[1], points2[2]),
299 vec3(points2[3], points2[4], points2[5]),
300 vec3(points2[6], points2[7], points2[8]),
301 };
302
303 faces.push_back(ObjectFace());
304 faces[2].object_id = 1;
305 faces[2].points = {
306 vec3(points2[9], points2[10], points2[11]),
307 vec3(points2[12], points2[13], points2[14]),
308 vec3(points2[15], points2[16], points2[17]),
309 };
310
311 GLuint points_vbo = 0;
312 glGenBuffers(1, &points_vbo);
313 glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
314 glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
315
316 GLuint colors_vbo = 0;
317 glGenBuffers(1, &colors_vbo);
318 glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
319 glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
320
321 GLuint vao = 0;
322 glGenVertexArrays(1, &vao);
323 glBindVertexArray(vao);
324 glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
325 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
326 glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
327 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
328
329 glEnableVertexAttribArray(0);
330 glEnableVertexAttribArray(1);
331
332 GLuint points2_vbo = 0;
333 glGenBuffers(1, &points2_vbo);
334 glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
335 glBufferData(GL_ARRAY_BUFFER, sizeof(points2), points2, GL_STATIC_DRAW);
336
337 GLuint colors2_vbo = 0;
338 glGenBuffers(1, &colors2_vbo);
339 glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
340 glBufferData(GL_ARRAY_BUFFER, sizeof(colors2), colors2, GL_STATIC_DRAW);
341
342 GLuint vt_vbo;
343 glGenBuffers(1, &vt_vbo);
344 glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
345 glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW);
346
347 GLuint vao2 = 0;
348 glGenVertexArrays(1, &vao2);
349 glBindVertexArray(vao2);
350 glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
351 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
352 // glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
353 // glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
354 glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
355 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
356
357 glEnableVertexAttribArray(0);
358 glEnableVertexAttribArray(1);
359
360 GLuint shader_program = loadShaderProgram("./color.vert", "./color.frag");
361 GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag");
362
363 float speed = 1.0f;
364 float last_position = 0.0f;
365
366 float cam_speed = 1.0f;
367 float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
368
369 // glm::lookAt can create the view matrix
370 // glm::perspective can create the projection matrix
371
372 cam_pos = vec3(0.0f, 0.0f, 2.0f);
373 float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
374
375 mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
376 mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
377 view_mat = R*T;
378
379 float fov = 67.0f * ONE_DEG_IN_RAD;
380 float aspect = (float)width / (float)height;
381
382 float range = tan(fov * 0.5f) * NEAR_CLIP;
383 float Sx = NEAR_CLIP / (range * aspect);
384 float Sy = NEAR_CLIP / range;
385 float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
386 float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
387
388 float proj_arr[] = {
389 Sx, 0.0f, 0.0f, 0.0f,
390 0.0f, Sy, 0.0f, 0.0f,
391 0.0f, 0.0f, Sz, -1.0f,
392 0.0f, 0.0f, Pz, 0.0f,
393 };
394 proj_mat = make_mat4(proj_arr);
395
396 GLint model_test_loc = glGetUniformLocation(shader_program, "model");
397 GLint view_test_loc = glGetUniformLocation(shader_program, "view");
398 GLint proj_test_loc = glGetUniformLocation(shader_program, "proj");
399
400 GLint model_mat_loc = glGetUniformLocation(shader_program2, "model");
401 GLint view_mat_loc = glGetUniformLocation(shader_program2, "view");
402 GLint proj_mat_loc = glGetUniformLocation(shader_program2, "proj");
403
404 glUseProgram(shader_program);
405 glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[0].model_mat));
406 glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
407 glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
408
409 glUseProgram(shader_program2);
410 glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(objects[1].model_mat));
411 glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
412 glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
413
414 bool cam_moved = false;
415
416 double previous_seconds = glfwGetTime();
417 while (!glfwWindowShouldClose(window)) {
418 double current_seconds = glfwGetTime();
419 double elapsed_seconds = current_seconds - previous_seconds;
420 previous_seconds = current_seconds;
421
422 if (fabs(last_position) > 1.0f) {
423 speed = -speed;
424 }
425
426 if (clickedObject == &objects[0]) {
427 selectedObject = &objects[0];
428 }
429
430 // At some point, I should change this to only rebind the buffer once per click, not once per frame
431 glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
432 if (selectedObject == &objects[0]) {
433 glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors_new, GL_STATIC_DRAW);
434 }
435 else {
436 glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
437 }
438
439 /*
440 model[12] = last_position + speed*elapsed_seconds;
441 last_position = model[12];
442 */
443
444 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
445
446 glUseProgram(shader_program);
447
448 // Since every object will have a different model matrix, maybe it shouldn't be a uniform
449
450 // this is temporary.
451 // It's needed to offset the code for the recoloring of the square working during click detection
452 glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[0].model_mat));
453
454 glBindVertexArray(vao);
455
456 glDrawArrays(GL_TRIANGLES, 0, numPoints);
457
458 if (clickedObject == &objects[1]) {
459 selectedObject = &objects[1];
460 }
461
462 if (selectedObject == &objects[1]) {
463 glUseProgram(shader_program);
464
465 // this is temporary.
466 // It's needed to get the recoloring of the square working during click detection
467 glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[1].model_mat));
468
469 glBindVertexArray(vao2);
470
471 glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
472 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
473 } else {
474 glUseProgram(shader_program2);
475
476 glBindVertexArray(vao2);
477
478 glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
479 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
480 }
481
482 glDrawArrays(GL_TRIANGLES, 0, numPoints2);
483
484 clickedObject = NULL;
485
486 glfwPollEvents();
487 glfwSwapBuffers(window);
488
489 if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
490 glfwSetWindowShouldClose(window, 1);
491 }
492
493 float dist = cam_speed * elapsed_seconds;
494 if (glfwGetKey(window, GLFW_KEY_A)) {
495 cam_pos.x -= cos(cam_yaw)*dist;
496 cam_pos.z += sin(cam_yaw)*dist;
497 cam_moved = true;
498 }
499 if (glfwGetKey(window, GLFW_KEY_D)) {
500 cam_pos.x += cos(cam_yaw)*dist;
501 cam_pos.z -= sin(cam_yaw)*dist;
502 cam_moved = true;
503 }
504 if (glfwGetKey(window, GLFW_KEY_W)) {
505 cam_pos.x -= sin(cam_yaw)*dist;
506 cam_pos.z -= cos(cam_yaw)*dist;
507 cam_moved = true;
508 }
509 if (glfwGetKey(window, GLFW_KEY_S)) {
510 cam_pos.x += sin(cam_yaw)*dist;
511 cam_pos.z += cos(cam_yaw)*dist;
512 cam_moved = true;
513 }
514 if (glfwGetKey(window, GLFW_KEY_LEFT)) {
515 cam_yaw += cam_yaw_speed * elapsed_seconds;
516 cam_moved = true;
517 }
518 if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
519 cam_yaw -= cam_yaw_speed * elapsed_seconds;
520 cam_moved = true;
521 }
522 if (cam_moved) {
523 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
524 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
525 view_mat = R*T;
526
527 glUseProgram(shader_program);
528 glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
529
530 glUseProgram(shader_program2);
531 glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
532
533 cam_moved = false;
534 }
535 }
536
537 glfwTerminate();
538 return 0;
539}
540
541GLuint loadShader(GLenum type, string file) {
542 cout << "Loading shader from file " << file << endl;
543
544 ifstream shaderFile(file);
545 GLuint shaderId = 0;
546
547 if (shaderFile.is_open()) {
548 string line, shaderString;
549
550 while(getline(shaderFile, line)) {
551 shaderString += line + "\n";
552 }
553 shaderFile.close();
554 const char* shaderCString = shaderString.c_str();
555
556 shaderId = glCreateShader(type);
557 glShaderSource(shaderId, 1, &shaderCString, NULL);
558 glCompileShader(shaderId);
559
560 cout << "Loaded successfully" << endl;
561 } else {
562 cout << "Failed to loade the file" << endl;
563 }
564
565 return shaderId;
566}
567
568GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
569 GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
570 GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
571
572 GLuint shader_program = glCreateProgram();
573 glAttachShader(shader_program, vs);
574 glAttachShader(shader_program, fs);
575
576 glLinkProgram(shader_program);
577
578 return shader_program;
579}
580
581unsigned char* loadImage(string file_name, int* x, int* y) {
582 int n;
583 int force_channels = 4;
584 unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
585 if (!image_data) {
586 fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
587 }
588 return image_data;
589}
590
591bool faceClicked(ObjectFace* face, vec4 world_ray, vec4 cam, vec4& click_point) {
592 // LINE EQUATION: P = O + Dt
593 // O = cam
594 // D = ray_world
595
596 // PLANE EQUATION: P dot n + d = 0
597 // n is the normal vector
598 // d is the offset from the origin
599
600 // Take the cross-product of two vectors on the plane to get the normal
601 vec3 v1 = face->points[1] - face->points[0];
602 vec3 v2 = face->points[2] - face->points[0];
603
604 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);
605
606 print4DVector("Full world ray", world_ray);
607
608 SceneObject* obj = &objects[face->object_id];
609 vec3 local_ray = (inverse(obj->model_mat) * world_ray).xyz();
610 vec3 local_cam = (inverse(obj->model_mat) * cam).xyz();
611
612 local_ray = local_ray - local_cam;
613
614 float d = -glm::dot(face->points[0], normal);
615 cout << "d: " << d << endl;
616
617 float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
618 cout << "t: " << t << endl;
619
620 vec3 intersection = local_cam + t*local_ray;
621 printVector("Intersection", intersection);
622
623 if (insideTriangle(intersection, face->points)) {
624 click_point = obj->model_mat * vec4(intersection, 1.0f);
625 return true;
626 } else {
627 return false;
628 }
629}
630
631bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
632 vec3 v21 = triangle_points[1]- triangle_points[0];
633 vec3 v31 = triangle_points[2]- triangle_points[0];
634 vec3 pv1 = p- triangle_points[0];
635
636 float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
637 float x = (pv1.x-y*v31.x) / v21.x;
638
639 cout << "(" << x << ", " << y << ")" << endl;
640
641 return x > 0.0f && y > 0.0f && x+y < 1.0f;
642}
643
644void printVector(string label, vec3 v) {
645 cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
646}
647
648void print4DVector(string label, vec4 v) {
649 cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
650}
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