1 | #include "logger.h"
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2 |
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3 | #include "stb_image.h"
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4 |
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5 | #define _USE_MATH_DEFINES
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6 | #define GLM_SWIZZLE
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7 |
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8 | #include <glm/mat4x4.hpp>
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9 | #include <glm/gtc/matrix_transform.hpp>
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10 | #include <glm/gtc/type_ptr.hpp>
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11 |
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12 | #include <GL/glew.h>
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13 | #include <GLFW/glfw3.h>
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14 |
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15 | #include <cstdio>
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16 | #include <iostream>
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17 | #include <fstream>
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18 | #include <cmath>
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19 | #include <string>
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20 | #include <array>
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21 |
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22 | using namespace std;
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23 | using namespace glm;
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24 |
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25 | #define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
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26 |
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27 | const bool FULLSCREEN = false;
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28 | int width = 640;
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29 | int height = 480;
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30 |
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31 | vec3 cam_pos;
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32 |
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33 | array<vec3, 3> triangle_face;
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34 |
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35 | array<vec3,3> colored_triangle;
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36 | array<vec3, 3> square_triangle1;
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37 | array<vec3, 3> square_triangle2;
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38 |
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39 | bool clicked = false;
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40 | int colors_i = 0;
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41 |
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42 | bool clicked_square = false;
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43 |
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44 | mat4 model_mat;
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45 | mat4 model_mat2;
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46 |
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47 | mat4 view_mat;
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48 | mat4 proj_mat;
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49 |
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50 | bool insideTriangle(vec3 p, array<vec3, 3> triangle);
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51 |
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52 | GLuint loadShader(GLenum type, string file);
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53 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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54 | unsigned char* loadImage(string file_name, int* x, int* y);
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55 |
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56 | void printVector(string label, vec3 v);
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57 |
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58 | float NEAR_CLIP = 0.1f;
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59 | float FAR_CLIP = 100.0f;
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60 |
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61 | void glfw_error_callback(int error, const char* description) {
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62 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
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63 | }
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64 |
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65 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
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66 | double mouse_x, mouse_y;
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67 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
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68 |
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69 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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70 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
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71 |
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72 | float x = (2.0f*mouse_x) / width - 1.0f;
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73 | float y = 1.0f - (2.0f*mouse_y) / height;
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74 | cout << "x: " << x << ", y: " << y << endl;
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75 |
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76 | // Since the projection matrix gets applied before the view matrix,
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77 | // treat the initial camera position (aka origin of the ray) as (0, 0, 0)
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78 |
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79 | // When getting the ray direction, you can use near and fov to get the
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80 | // coordinates
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81 |
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82 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f); // this should have a z equal to the near clipping plane
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83 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
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84 | ray_eye = vec4(ray_eye.xy(), -1.0f, 0.0f);
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85 | vec3 ray_world = normalize((inverse(view_mat) * ray_eye).xyz());
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86 |
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87 | /* LATEST NOTES:
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88 | *
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89 | * Normalizing the world ray caused issues, although it should make sense with the projection
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90 | * matrix, since the z coordinate has meaning there.
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91 | *
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92 | * Now, I need to figure out the correct intersection test in 2D space
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93 | * Also, need to check that the global triangle points are correct
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94 | */
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95 |
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96 | // since ray_world is the end result we want anyway, we probably don't need to add cam_pos to
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97 | // it, only to subtract it later
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98 |
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99 | vec3 click_point = cam_pos + ray_world;
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100 |
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101 | /* Now, we need to generate the constants for the equations describing
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102 | * a 3D line:
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103 | * (x - x0) / a = (y - y0) / b = (z - z0) / c
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104 | *
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105 | * The line goes through the camera position, so
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106 | * cam_pos = <x0, y0, z0>
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107 | */
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108 |
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109 | // upper right corner is 1, 1 in opengl
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110 |
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111 | cout << "Converted -> (" << ray_world.x << "," << ray_world.y << "," << ray_world.z << ")" << endl << endl;;
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112 | cout << "Camera -> (" << cam_pos.x << "," << cam_pos.y << "," << cam_pos.z << ")" << endl;
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113 | cout << "Click point -> (" << click_point.x << "," << click_point.y << "," << click_point.z << ")" << endl;
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114 |
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115 | float a = 1.0f;
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116 | float b = a * (click_point.y - cam_pos.y) / (click_point.x - cam_pos.x);
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117 | float c = a * (click_point.z - cam_pos.z) / (click_point.x - cam_pos.x);
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118 |
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119 | cout << "(x - " << cam_pos.x << ") / " << a << " = ";
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120 | cout << "(y - " << cam_pos.y << ") / " << b << " = ";
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121 | cout << "(z - " << cam_pos.z << ") / " << c << endl;;
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122 |
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123 | /* Now, we need to generate the constants for the equations describing
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124 | * a 3D plane:
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125 | * dx + ey +fz +g = 0
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126 | */
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127 |
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128 | vec3 fp1 = triangle_face[0];
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129 | vec3 fp2 = triangle_face[1];
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130 | vec3 fp3 = triangle_face[2];
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131 |
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132 | cout << "Points on the plane" << endl;
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133 | cout << "(" << fp1.x << ", " << fp1.y << ", " << fp1.z << ")" << endl;
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134 | cout << "(" << fp2.x << ", " << fp2.y << ", " << fp2.z << ")" << endl;
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135 | cout << "(" << fp3.x << ", " << fp3.y << ", " << fp3.z << ")" << endl;
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136 |
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137 | float pa = (fp2.y-fp1.y)*(fp3.z-fp1.z) - (fp3.y-fp1.y)*(fp2.z-fp1.z);
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138 | float pb = (fp2.z-fp1.z)*(fp3.x-fp1.x) - (fp3.z-fp1.z)*(fp2.x-fp1.x);
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139 | float pc = (fp2.x-fp1.x)*(fp3.y-fp1.y) - (fp3.x-fp1.x)*(fp2.y-fp1.y);
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140 | float pd = -(pa*fp1.x+pb*fp1.y+pc*fp1.z);
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141 |
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142 | cout << pa << "x+" << pb << "y+" << pc << "z+" << pd << "=0" << endl;
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143 |
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144 | // get intersection
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145 |
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146 | // the intersection this computes is incorrect
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147 | // it doesn't match the equation of the plane
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148 | vec3 i;
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149 | i.z = -cam_pos.z - pc*pd/(pa*a+pb*b);
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150 | i.x = cam_pos.x + a * (i.z-cam_pos.z) / c;
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151 | i.y = cam_pos.y + b * (i.z-cam_pos.z) / c;
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152 |
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153 | cout << "The holy grail?" << endl;
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154 | cout << "(" << i.x << "," << i.y << "," << i.z << ")" << endl;
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155 |
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156 | clicked = insideTriangle(i, triangle_face);
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157 | cout << (clicked ? "true" : "false") << endl;
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158 | }
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159 | }
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160 |
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161 | /* REFACTORING PLAN:
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162 | *
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163 | * Have an array of object structs
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164 | * Each object struct has:
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165 | * -a model matrix
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166 | * -a selected boolean
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167 | *
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168 | * Have an array of face structs
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169 | * Each face struct has
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170 | * -an object index indicating which object it is a part of
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171 | * -an array of three points
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172 | *
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173 | * The mouse button callback will:
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174 | * -Set all selected flags in the objects array to false
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175 | * -iterate through the faces array
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176 | * -For each face, it will call faceClicked() with the following params:
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177 | * -An array of 3 points representing the face
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178 | * -The object struct represnting the object the face is a part of
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179 | */
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180 |
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181 | void mouse_button_callback_new(GLFWwindow* window, int button, int action, int mods) {
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182 | double mouse_x, mouse_y;
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183 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
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184 |
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185 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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186 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
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187 |
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188 | float x = (2.0f*mouse_x) / width - 1.0f;
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189 | float y = 1.0f - (2.0f*mouse_y) / height;
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190 |
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191 | cout << "x: " << x << ", y: " << y << endl;
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192 |
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193 | // CHECK: Looks good up to here
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194 |
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195 | // Since the projection matrix gets applied before the view matrix,
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196 | // treat the initial camera position (aka origin of the ray) as (0, 0, 0)
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197 |
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198 | // When getting the ray direction, you can use near and fov to get the
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199 | // coordinates
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200 |
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201 | // vec4 ray_clip = vec4(x, y, -1.0f, 1.0f); // this should have a z equal to the near clipping plane
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202 | // vec4 ray_eye = inverse(proj_mat) * ray_clip;
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203 | // ray_eye = vec4(ray_eye.xy(), -1.0f, 0.0f);
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204 | // vec3 ray_world = normalize((inverse(view_mat) * ray_eye).xyz());
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205 |
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206 | vec4 ray_clip = vec4(x, y, NEAR_CLIP, 1.0f); // this should have a z equal to the near clipping plane
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207 | vec4 ray_eye = ray_clip;
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208 | vec3 ray_world = (inverse(model_mat) * inverse(view_mat) * ray_eye).xyz();
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209 |
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210 | /* LATEST NOTES:
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211 | *
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212 | * Normalizing the world ray caused issues, although it should make sense with the projection
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213 | * matrix, since the z coordinate has meaning there.
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214 | * Plus, we really want to normalize it only once we recompute it below as the difference of two points,
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215 | * although doing so shouldn't effect the results. Check the book to see if there is a good reason for doing so.
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216 | */
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217 |
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218 | printVector("Initial world ray:", ray_world);
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219 |
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220 | vec4 cam_pos_origin = vec4(x, y, 0.0f, 1.0f);
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221 | vec3 cam_pos_temp = (inverse(model_mat) * inverse(view_mat) * cam_pos_origin).xyz();
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222 |
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223 | ray_world = ray_world-cam_pos_temp;
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224 |
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225 | cout << "Ray clip -> (" << ray_clip.x << "," << ray_clip.y << "," << ray_clip.z << ")" << endl << endl;;
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226 | cout << "Ray world -> (" << ray_world.x << "," << ray_world.y << "," << ray_world.z << ")" << endl << endl;;
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227 | cout << "Camera -> (" << cam_pos_temp.x << "," << cam_pos_temp.y << "," << cam_pos_temp.z << ")" << endl;
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228 |
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229 | vec3 fp1 = triangle_face[0];
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230 | vec3 fp2 = triangle_face[1];
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231 | vec3 fp3 = triangle_face[2];
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232 |
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233 | cout << "Points on the plane" << endl;
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234 | cout << "(" << fp1.x << ", " << fp1.y << ", " << fp1.z << ")" << endl;
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235 | cout << "(" << fp2.x << ", " << fp2.y << ", " << fp2.z << ")" << endl;
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236 | cout << "(" << fp3.x << ", " << fp3.y << ", " << fp3.z << ")" << endl;
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237 |
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238 | // LINE EQUATION: P = O + Dt
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239 | // O = cam_pos
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240 | // D = ray_world
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241 |
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242 | // PLANE EQUATION: P dot n + d = 0 (n is the normal vector and d is the offset from the origin)
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243 |
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244 | // Take the cross-product of two vectors on the plane to get the normal
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245 | vec3 v1 = fp2 - fp1;
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246 | vec3 v2 = fp3 - fp1;
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247 |
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248 | 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);
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249 | printVector("v1", v1);
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250 | printVector("v2", v2);
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251 | printVector("Cross", normal);
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252 | cout << "Test theory: " << glm::dot(cam_pos_temp, normal) << endl;
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253 | cout << "Test 2: " << glm::dot(ray_world, normal) << endl;
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254 |
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255 | float d = -glm::dot(fp1, normal);
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256 | cout << "d: " << d << endl;
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257 |
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258 | float t = - (glm::dot(cam_pos_temp, normal) + d) / glm::dot(ray_world, normal);
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259 | cout << "t: " << t << endl;
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260 |
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261 | vec3 intersection = cam_pos_temp+t*ray_world;
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262 | printVector("Intersection", intersection);
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263 |
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264 | clicked = insideTriangle(intersection, triangle_face);
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265 | cout << (clicked ? "true" : "false") << endl;
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266 |
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267 | clicked_square = !clicked_square;
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268 | }
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269 | }
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270 |
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271 | int main(int argc, char* argv[]) {
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272 | cout << "New OpenGL Game" << endl;
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273 |
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274 | if (!restart_gl_log()) {}
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275 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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276 |
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277 | glfwSetErrorCallback(glfw_error_callback);
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278 | if (!glfwInit()) {
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279 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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280 | return 1;
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281 | }
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282 |
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283 | #ifdef __APPLE__
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284 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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285 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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286 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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287 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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288 | #endif
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289 |
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290 | glfwWindowHint(GLFW_SAMPLES, 4);
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291 |
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292 | GLFWwindow* window = NULL;
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293 |
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294 | if (FULLSCREEN) {
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295 | GLFWmonitor* mon = glfwGetPrimaryMonitor();
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296 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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297 |
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298 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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299 | window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL);
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300 |
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301 | width = vmode->width;
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302 | height = vmode->height;
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303 | } else {
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304 | window = glfwCreateWindow(width, height, "Hello Triangle", NULL, NULL);
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305 | }
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306 |
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307 | if (!window) {
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308 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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309 | glfwTerminate();
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310 | return 1;
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311 | }
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312 |
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313 | glfwSetMouseButtonCallback(window, mouse_button_callback_new);
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314 |
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315 | glfwMakeContextCurrent(window);
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316 | glewExperimental = GL_TRUE;
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317 | glewInit();
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318 |
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319 | // glViewport(0, 0, width*2, height*2);
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320 |
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321 | const GLubyte* renderer = glGetString(GL_RENDERER);
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322 | const GLubyte* version = glGetString(GL_VERSION);
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323 | printf("Renderer: %s\n", renderer);
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324 | printf("OpenGL version supported %s\n", version);
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325 |
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326 | glEnable(GL_DEPTH_TEST);
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327 | glDepthFunc(GL_LESS);
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328 |
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329 | glEnable(GL_CULL_FACE);
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330 | // glCullFace(GL_BACK);
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331 | // glFrontFace(GL_CW);
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332 |
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333 | int x, y;
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334 | unsigned char* texImage = loadImage("test.png", &x, &y);
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335 | if (texImage) {
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336 | cout << "Yay, I loaded an image!" << endl;
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337 | cout << x << endl;
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338 | cout << y << endl;
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339 | printf ("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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340 | }
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341 |
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342 | GLuint tex = 0;
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343 | glGenTextures(1, &tex);
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344 | glActiveTexture(GL_TEXTURE0);
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345 | glBindTexture(GL_TEXTURE_2D, tex);
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346 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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347 |
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348 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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349 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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350 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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351 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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352 |
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353 | GLfloat points[] = {
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354 | 0.0f, 0.5f, 0.0f,
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355 | -0.5f, -0.5f, 0.0f,
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356 | 0.5f, -0.5f, 0.0f,
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357 | 0.5f, -0.5f, 0.0f,
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358 | -0.5f, -0.5f, 0.0f,
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359 | 0.0f, 0.5f, 0.0f,
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360 | };
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361 |
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362 | GLfloat colors[] = {
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363 | 1.0, 0.0, 0.0,
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364 | 0.0, 0.0, 1.0,
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365 | 0.0, 1.0, 0.0,
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366 | 0.0, 1.0, 0.0,
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367 | 0.0, 0.0, 1.0,
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368 | 1.0, 0.0, 0.0,
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369 | };
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370 |
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371 | GLfloat colors_new[] = {
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372 | 0.0, 1.0, 0.0,
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373 | 0.0, 1.0, 0.0,
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374 | 0.0, 1.0, 0.0,
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375 | 0.0, 1.0, 0.0,
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376 | 0.0, 1.0, 0.0,
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377 | 0.0, 1.0, 0.0,
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378 | };
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379 |
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380 | // Each point is made of 3 floats
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381 | int numPoints = (sizeof(points) / sizeof(float)) / 3;
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382 |
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383 | GLfloat points2[] = {
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384 | 0.5f, 0.5f, 0.0f,
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385 | -0.5f, 0.5f, 0.0f,
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386 | -0.5f, -0.5f, 0.0f,
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387 | 0.5f, 0.5f, 0.0f,
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388 | -0.5f, -0.5f, 0.0f,
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389 | 0.5f, -0.5f, 0.0f,
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390 | };
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391 |
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392 | GLfloat colors2[] = {
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393 | 0.0, 0.9, 0.9,
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394 | 0.0, 0.9, 0.9,
|
---|
395 | 0.0, 0.9, 0.9,
|
---|
396 | 0.0, 0.9, 0.9,
|
---|
397 | 0.0, 0.9, 0.9,
|
---|
398 | 0.0, 0.9, 0.9,
|
---|
399 | };
|
---|
400 |
|
---|
401 | GLfloat texcoords[] = {
|
---|
402 | 1.0f, 1.0f,
|
---|
403 | 0.0f, 1.0f,
|
---|
404 | 0.0, 0.0,
|
---|
405 | 1.0, 1.0,
|
---|
406 | 0.0, 0.0,
|
---|
407 | 1.0, 0.0
|
---|
408 | };
|
---|
409 |
|
---|
410 | // Each point is made of 3 floats
|
---|
411 | int numPoints2 = (sizeof(points2) / sizeof(float)) / 3;
|
---|
412 |
|
---|
413 | // initialize global variables for click intersection tests
|
---|
414 |
|
---|
415 | colored_triangle = {
|
---|
416 | vec3(points[0], points[1], points[2]),
|
---|
417 | vec3(points[3], points[4], points[5]),
|
---|
418 | vec3(points[6], points[7], points[8]),
|
---|
419 | };
|
---|
420 |
|
---|
421 | square_triangle1 = {
|
---|
422 | vec3(points2[0], points2[1], points2[2]),
|
---|
423 | vec3(points2[3], points2[4], points2[5]),
|
---|
424 | vec3(points2[6], points2[7], points2[8]),
|
---|
425 | };
|
---|
426 |
|
---|
427 | square_triangle2 = {
|
---|
428 | vec3(points2[9], points2[10], points2[11]),
|
---|
429 | vec3(points2[12], points2[13], points2[14]),
|
---|
430 | vec3(points2[15], points2[16], points2[17]),
|
---|
431 | };
|
---|
432 |
|
---|
433 | triangle_face = colored_triangle;
|
---|
434 |
|
---|
435 | /*
|
---|
436 | mat4 R_model = rotate(mat4(), 4.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
437 | */
|
---|
438 | mat4 T_model = translate(mat4(), vec3(0.5f, 0.0f, 0.0f));
|
---|
439 | mat4 R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
440 | model_mat = T_model*R_model;
|
---|
441 |
|
---|
442 | // mat4 T_model2 = translate(mat4(), vec3(-1.0f, 0.0f, 0.0f));
|
---|
443 | mat4 T_model2 = translate(mat4(), vec3(-0.5f, 0.0f, 0.0f));
|
---|
444 | mat4 R_model2 = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
445 | model_mat2 = T_model2*R_model2;
|
---|
446 |
|
---|
447 | GLuint points_vbo = 0;
|
---|
448 | glGenBuffers(1, &points_vbo);
|
---|
449 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
450 | glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
|
---|
451 |
|
---|
452 | GLuint colors_vbo = 0;
|
---|
453 | glGenBuffers(1, &colors_vbo);
|
---|
454 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
455 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
|
---|
456 |
|
---|
457 | GLuint vao = 0;
|
---|
458 | glGenVertexArrays(1, &vao);
|
---|
459 | glBindVertexArray(vao);
|
---|
460 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
461 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
462 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
463 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
464 |
|
---|
465 | glEnableVertexAttribArray(0);
|
---|
466 | glEnableVertexAttribArray(1);
|
---|
467 |
|
---|
468 | GLuint points2_vbo = 0;
|
---|
469 | glGenBuffers(1, &points2_vbo);
|
---|
470 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
|
---|
471 | glBufferData(GL_ARRAY_BUFFER, sizeof(points2), points2, GL_STATIC_DRAW);
|
---|
472 |
|
---|
473 | GLuint colors2_vbo = 0;
|
---|
474 | glGenBuffers(1, &colors2_vbo);
|
---|
475 | glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
|
---|
476 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors2), colors2, GL_STATIC_DRAW);
|
---|
477 |
|
---|
478 | GLuint vt_vbo;
|
---|
479 | glGenBuffers(1, &vt_vbo);
|
---|
480 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
|
---|
481 | glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW);
|
---|
482 |
|
---|
483 | GLuint vao2 = 0;
|
---|
484 | glGenVertexArrays(1, &vao2);
|
---|
485 | glBindVertexArray(vao2);
|
---|
486 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
|
---|
487 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
488 | // glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
|
---|
489 | // glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
490 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
|
---|
491 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
492 |
|
---|
493 | glEnableVertexAttribArray(0);
|
---|
494 | glEnableVertexAttribArray(1);
|
---|
495 |
|
---|
496 | GLuint shader_program = loadShaderProgram("./color.vert", "./color.frag");
|
---|
497 | GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag");
|
---|
498 |
|
---|
499 | float speed = 1.0f;
|
---|
500 | float last_position = 0.0f;
|
---|
501 |
|
---|
502 | float cam_speed = 1.0f;
|
---|
503 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
504 |
|
---|
505 | //cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
---|
506 | cam_pos = vec3(0.0f, 0.0f, 0.3f);
|
---|
507 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
|
---|
508 |
|
---|
509 | mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
510 | mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
511 | /*
|
---|
512 | mat4 T = translate(mat4(), vec3(0.0f, 0.0f, 0.0f));
|
---|
513 | mat4 R = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
514 | */
|
---|
515 | view_mat = R*T;
|
---|
516 |
|
---|
517 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
---|
518 | float aspect = (float)width / (float)height;
|
---|
519 |
|
---|
520 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
---|
521 | float Sx = NEAR_CLIP / (range * aspect);
|
---|
522 | float Sy = NEAR_CLIP / range;
|
---|
523 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
524 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
525 |
|
---|
526 | /*
|
---|
527 | float proj_arr[] = {
|
---|
528 | Sx, 0.0f, 0.0f, 0.0f,
|
---|
529 | 0.0f, Sy, 0.0f, 0.0f,
|
---|
530 | 0.0f, 0.0f, Sz, -1.0f,
|
---|
531 | 0.0f, 0.0f, Pz, 0.0f,
|
---|
532 | };
|
---|
533 | */
|
---|
534 | float proj_arr[] = {
|
---|
535 | 1.0f, 0.0f, 0.0f, 0.0f,
|
---|
536 | 0.0f, 1.0f, 0.0f, 0.0f,
|
---|
537 | 0.0f, 0.0f, 1.0f, 0.0f,
|
---|
538 | 0.0f, 0.0f, 0.0f, 1.0f,
|
---|
539 | };
|
---|
540 | proj_mat = make_mat4(proj_arr);
|
---|
541 |
|
---|
542 | GLint model_test_loc = glGetUniformLocation(shader_program, "model");
|
---|
543 | GLint view_test_loc = glGetUniformLocation(shader_program, "view");
|
---|
544 | GLint proj_test_loc = glGetUniformLocation(shader_program, "proj");
|
---|
545 |
|
---|
546 | GLint model_mat_loc = glGetUniformLocation(shader_program2, "model");
|
---|
547 | GLint view_mat_loc = glGetUniformLocation(shader_program2, "view");
|
---|
548 | GLint proj_mat_loc = glGetUniformLocation(shader_program2, "proj");
|
---|
549 |
|
---|
550 | glUseProgram(shader_program);
|
---|
551 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(model_mat));
|
---|
552 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
553 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
554 |
|
---|
555 | glUseProgram(shader_program2);
|
---|
556 | glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(model_mat2));
|
---|
557 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
558 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
559 |
|
---|
560 | bool cam_moved = false;
|
---|
561 |
|
---|
562 | double previous_seconds = glfwGetTime();
|
---|
563 | while (!glfwWindowShouldClose(window)) {
|
---|
564 | double current_seconds = glfwGetTime();
|
---|
565 | double elapsed_seconds = current_seconds - previous_seconds;
|
---|
566 | previous_seconds = current_seconds;
|
---|
567 |
|
---|
568 | if (fabs(last_position) > 1.0f) {
|
---|
569 | speed = -speed;
|
---|
570 | }
|
---|
571 |
|
---|
572 | if (clicked) {
|
---|
573 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
574 |
|
---|
575 | if (colors_i == 0) {
|
---|
576 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors_new, GL_STATIC_DRAW);
|
---|
577 | colors_i = 1;
|
---|
578 | } else {
|
---|
579 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
|
---|
580 | colors_i = 0;
|
---|
581 | }
|
---|
582 |
|
---|
583 | clicked = false;
|
---|
584 | }
|
---|
585 |
|
---|
586 | /*
|
---|
587 | model[12] = last_position + speed*elapsed_seconds;
|
---|
588 | last_position = model[12];
|
---|
589 | */
|
---|
590 |
|
---|
591 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
592 |
|
---|
593 | glUseProgram(shader_program);
|
---|
594 |
|
---|
595 | // this is temporary.
|
---|
596 | // It's needed to offset the code for the recoloring of the square working during click detection
|
---|
597 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(model_mat));
|
---|
598 |
|
---|
599 | glBindVertexArray(vao);
|
---|
600 |
|
---|
601 | glDrawArrays(GL_TRIANGLES, 0, numPoints);
|
---|
602 |
|
---|
603 | if (clicked_square) {
|
---|
604 | glUseProgram(shader_program);
|
---|
605 |
|
---|
606 | // this is temporary.
|
---|
607 | // It's needed to get the recoloring of the square working during click detection
|
---|
608 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(model_mat2));
|
---|
609 |
|
---|
610 | glBindVertexArray(vao2);
|
---|
611 |
|
---|
612 | glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
|
---|
613 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
614 | } else {
|
---|
615 | glUseProgram(shader_program2);
|
---|
616 |
|
---|
617 | glBindVertexArray(vao2);
|
---|
618 |
|
---|
619 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
|
---|
620 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
621 | }
|
---|
622 |
|
---|
623 | glDrawArrays(GL_TRIANGLES, 0, numPoints2);
|
---|
624 |
|
---|
625 | glfwPollEvents();
|
---|
626 | glfwSwapBuffers(window);
|
---|
627 |
|
---|
628 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
|
---|
629 | glfwSetWindowShouldClose(window, 1);
|
---|
630 | }
|
---|
631 |
|
---|
632 | float dist = cam_speed * elapsed_seconds;
|
---|
633 | if (glfwGetKey(window, GLFW_KEY_A)) {
|
---|
634 | cam_pos.x -= cos(cam_yaw)*dist;
|
---|
635 | cam_pos.z += sin(cam_yaw)*dist;
|
---|
636 | cam_moved = true;
|
---|
637 | }
|
---|
638 | if (glfwGetKey(window, GLFW_KEY_D)) {
|
---|
639 | cam_pos.x += cos(cam_yaw)*dist;
|
---|
640 | cam_pos.z -= sin(cam_yaw)*dist;
|
---|
641 | cam_moved = true;
|
---|
642 | }
|
---|
643 | if (glfwGetKey(window, GLFW_KEY_W)) {
|
---|
644 | cam_pos.x -= sin(cam_yaw)*dist;
|
---|
645 | cam_pos.z -= cos(cam_yaw)*dist;
|
---|
646 | cam_moved = true;
|
---|
647 | }
|
---|
648 | if (glfwGetKey(window, GLFW_KEY_S)) {
|
---|
649 | cam_pos.x += sin(cam_yaw)*dist;
|
---|
650 | cam_pos.z += cos(cam_yaw)*dist;
|
---|
651 | cam_moved = true;
|
---|
652 | }
|
---|
653 | if (glfwGetKey(window, GLFW_KEY_LEFT)) {
|
---|
654 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
---|
655 | cam_moved = true;
|
---|
656 | }
|
---|
657 | if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
|
---|
658 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
---|
659 | cam_moved = true;
|
---|
660 | }
|
---|
661 | if (cam_moved) {
|
---|
662 | T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
663 | R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
664 | // view_mat = R*T;
|
---|
665 |
|
---|
666 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
667 | cam_moved = false;
|
---|
668 | }
|
---|
669 | }
|
---|
670 |
|
---|
671 | glfwTerminate();
|
---|
672 | return 0;
|
---|
673 | }
|
---|
674 |
|
---|
675 | GLuint loadShader(GLenum type, string file) {
|
---|
676 | cout << "Loading shader from file " << file << endl;
|
---|
677 |
|
---|
678 | ifstream shaderFile(file);
|
---|
679 | GLuint shaderId = 0;
|
---|
680 |
|
---|
681 | if (shaderFile.is_open()) {
|
---|
682 | string line, shaderString;
|
---|
683 |
|
---|
684 | while(getline(shaderFile, line)) {
|
---|
685 | shaderString += line + "\n";
|
---|
686 | }
|
---|
687 | shaderFile.close();
|
---|
688 | const char* shaderCString = shaderString.c_str();
|
---|
689 |
|
---|
690 | shaderId = glCreateShader(type);
|
---|
691 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
---|
692 | glCompileShader(shaderId);
|
---|
693 |
|
---|
694 | cout << "Loaded successfully" << endl;
|
---|
695 | } else {
|
---|
696 | cout << "Failed to loade the file" << endl;
|
---|
697 | }
|
---|
698 |
|
---|
699 | return shaderId;
|
---|
700 | }
|
---|
701 |
|
---|
702 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
---|
703 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
---|
704 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
---|
705 |
|
---|
706 | GLuint shader_program = glCreateProgram();
|
---|
707 | glAttachShader(shader_program, vs);
|
---|
708 | glAttachShader(shader_program, fs);
|
---|
709 |
|
---|
710 | glLinkProgram(shader_program);
|
---|
711 |
|
---|
712 | return shader_program;
|
---|
713 | }
|
---|
714 |
|
---|
715 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
---|
716 | int n;
|
---|
717 | int force_channels = 4;
|
---|
718 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
---|
719 | if (!image_data) {
|
---|
720 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
---|
721 | }
|
---|
722 | return image_data;
|
---|
723 | }
|
---|
724 |
|
---|
725 | bool insideTriangle(vec3 p, array<vec3,3> triangle) {
|
---|
726 | vec3 v21 = triangle[1]-triangle[0];
|
---|
727 | vec3 v31 = triangle[2]-triangle[0];
|
---|
728 | vec3 pv1 = p-triangle[0];
|
---|
729 |
|
---|
730 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
---|
731 | float x = (pv1.x-y*v31.x) / v21.x;
|
---|
732 |
|
---|
733 | cout << "(" << x << ", " << y << ")" << endl;
|
---|
734 |
|
---|
735 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
---|
736 | }
|
---|
737 |
|
---|
738 | void printVector(string label, vec3 v) {
|
---|
739 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
|
---|
740 | }
|
---|