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