1 | #include "logger.h"
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2 |
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3 | #include "stb_image.h"
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4 |
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5 | // I think this was for the OpenGL 4 book font file tutorial
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6 | //#define STB_IMAGE_WRITE_IMPLEMENTATION
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7 | //#include "stb_image_write.h"
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8 |
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9 | #define _USE_MATH_DEFINES
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10 |
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11 | #include <glm/mat4x4.hpp>
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12 | #include <glm/gtc/matrix_transform.hpp>
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13 | #include <glm/gtc/type_ptr.hpp>
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14 |
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15 | #include "IMGUI/imgui.h"
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16 | #include "imgui_impl_glfw_gl3.h"
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17 |
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18 | #include <GL/glew.h>
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19 | #include <GLFW/glfw3.h>
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20 |
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21 | #include <cstdio>
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22 | #include <cstdlib>
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23 | #include <ctime>
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24 | #include <iostream>
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25 | #include <fstream>
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26 | #include <sstream>
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27 | #include <cmath>
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28 | #include <string>
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29 | #include <array>
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30 | #include <vector>
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31 | #include <queue>
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32 | #include <map>
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33 |
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34 | using namespace std;
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35 | using namespace glm;
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36 |
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37 | enum State {
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38 | STATE_MAIN_MENU,
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39 | STATE_GAME,
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40 | };
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41 |
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42 | enum Event {
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43 | EVENT_GO_TO_MAIN_MENU,
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44 | EVENT_GO_TO_GAME,
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45 | EVENT_QUIT,
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46 | };
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47 |
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48 | enum ObjectType {
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49 | TYPE_SHIP,
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50 | TYPE_ASTEROID,
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51 | TYPE_LASER,
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52 | TYPE_EXPLOSION,
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53 | };
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54 |
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55 | enum AttribType {
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56 | ATTRIB_UNIFORM,
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57 | ATTRIB_OBJECT_VARYING,
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58 | ATTRIB_POINT_VARYING,
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59 | };
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60 |
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61 | // Add more types as I need them
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62 | enum UniformType {
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63 | UNIFORM_NONE,
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64 | UNIFORM_MATRIX_4F,
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65 | UNIFORM_1F,
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66 | UNIFORM_3F,
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67 | };
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68 |
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69 | enum UIValueType {
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70 | UIVALUE_INT,
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71 | UIVALUE_DOUBLE,
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72 | };
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73 |
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74 | struct SceneObject {
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75 | unsigned int id;
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76 | ObjectType type;
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77 |
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78 | // Currently, model_transform should only have translate, and rotation and scale need to be done in model_base since
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79 | // they need to be done when the object is at the origin. I should change this to have separate scale, rotate, and translate
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80 | // matrices for each object that can be updated independently and then applied to the object in that order.
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81 | // TODO: Actually, to make this as generic as possible, each object should have a matrix stack to support,
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82 | // for instance, applying a rotate, then a translate, then another rotate. Think about and implement the best approach.
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83 | mat4 model_mat, model_base, model_transform;
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84 | mat4 translate_mat; // beginning of doing what's mentioned above
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85 | unsigned int num_points;
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86 | GLuint vertex_vbo_offset;
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87 | GLuint ubo_offset;
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88 | vector<GLfloat> points;
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89 | vector<GLfloat> colors;
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90 | vector<GLfloat> texcoords;
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91 | vector<GLfloat> normals;
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92 | bool deleted;
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93 | vec3 bounding_center;
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94 | GLfloat bounding_radius;
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95 | };
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96 |
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97 | struct Asteroid : SceneObject {
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98 | float hp;
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99 | };
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100 |
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101 | struct Laser : SceneObject {
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102 | Asteroid* targetAsteroid;
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103 | };
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104 |
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105 | struct EffectOverTime {
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106 | float& effectedValue;
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107 | float startValue;
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108 | double startTime;
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109 | float changePerSecond;
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110 | bool deleted;
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111 | SceneObject* effectedObject;
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112 |
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113 | // TODO: Why not just use an initializer list for all the instance variables
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114 | // TODO: Maybe pass in startTime instead of calling glfwGetTime() here
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115 | EffectOverTime(float& effectedValue, float changePerSecond, SceneObject* object)
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116 | : effectedValue(effectedValue), changePerSecond(changePerSecond), effectedObject(object) {
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117 | startValue = effectedValue;
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118 | startTime = glfwGetTime();
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119 | deleted = false;
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120 | }
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121 | };
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122 |
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123 | struct BufferInfo {
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124 | unsigned int vbo_base;
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125 | unsigned int ubo_base;
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126 | unsigned int ubo_offset;
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127 | unsigned int ubo_capacity;
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128 | };
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129 |
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130 | struct AttribInfo {
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131 | AttribType attribType;
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132 | GLuint index;
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133 | GLint size;
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134 | GLenum type;
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135 | UniformType uniType;
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136 | GLuint buffer; // For uniforms, this is the uniform location
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137 | size_t fieldOffset;
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138 | GLfloat* data; // pointer to data source for uniform attributes
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139 | };
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140 |
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141 | struct ShaderModelGroup {
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142 | GLuint shaderProgram;
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143 | GLuint vao;
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144 | map<string, AttribInfo> attribs;
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145 | unsigned int numPoints;
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146 | unsigned int vboCapacity;
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147 | };
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148 |
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149 | struct UIValue {
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150 | UIValueType type;
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151 | string label;
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152 | void* value;
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153 |
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154 | UIValue(UIValueType _type, string _label, void* _value) : type(_type), label(_label), value(_value) {}
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155 | };
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156 |
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157 | void glfw_error_callback(int error, const char* description);
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158 |
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159 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
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160 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
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161 |
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162 | void APIENTRY debugGlCallback(
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163 | GLenum source,
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164 | GLenum type,
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165 | GLuint id,
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166 | GLenum severity,
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167 | GLsizei length,
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168 | const GLchar* message,
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169 | const void* userParam
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170 | );
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171 |
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172 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point);
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173 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
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174 |
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175 | GLuint loadShader(GLenum type, string file);
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176 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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177 | unsigned char* loadImage(string file_name, int* x, int* y);
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178 |
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179 | void printVector(string label, vec3& v);
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180 | void print4DVector(string label, vec4& v);
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181 |
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182 | void initObject(SceneObject* obj);
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183 | void addObjectToScene(SceneObject* obj,
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184 | map<GLuint, BufferInfo>& shaderBufferInfo,
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185 | map<ObjectType, ShaderModelGroup>& modelGroups,
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186 | GLuint points_vbo,
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187 | GLuint colors_vbo,
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188 | GLuint texcoords_vbo,
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189 | GLuint normals_vbo,
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190 | GLuint ubo,
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191 | GLuint model_mat_idx_vbo);
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192 | void removeObjectFromScene(SceneObject& obj, GLuint ubo);
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193 |
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194 | ShaderModelGroup createModelGroup(GLuint shaderProgram);
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195 | void removeModelFromGroup(ShaderModelGroup& modelGroup, SceneObject& model);
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196 | void addModelToGroup(ShaderModelGroup& modelGroup, SceneObject& model);
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197 |
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198 | void defineModelGroupAttrib(ShaderModelGroup& modelGroup, string name, AttribType attribType, GLint size, GLenum type, size_t fieldOffset);
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199 | void defineModelGroupUniform(ShaderModelGroup& modelGroup, string name, AttribType attribType, GLint size, UniformType type, GLfloat* data);
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200 | void initModelGroupAttribs(ShaderModelGroup& modelGroup);
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201 | void bindUniformData(AttribInfo& attrib);
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202 | void bindUniformData(AttribInfo& attrib, GLfloat* data);
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203 |
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204 | size_t GLsizeof(GLenum);
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205 | GLvoid* getVectorAttribPtr(SceneObject& obj, size_t attribOffset);
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206 | GLvoid* getScalarAttribPtr(SceneObject& obj, size_t attribOffset);
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207 |
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208 | void calculateObjectBoundingBox(SceneObject* obj);
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209 |
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210 | void initializeBuffers(
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211 | GLuint* points_vbo,
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212 | GLuint* colors_vbo,
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213 | GLuint* texcoords_vbo,
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214 | GLuint* normals_vbo,
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215 | GLuint* ubo,
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216 | GLuint* model_mat_idx_vbo);
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217 |
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218 | void initializeParticleEffectBuffers(vec3 origin,
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219 | map<GLuint, BufferInfo>& shaderBufferInfo,
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220 | map<ObjectType, ShaderModelGroup>& modelGroups,
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221 | GLuint points_vbo,
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222 | GLuint colors_vbo,
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223 | GLuint texcoords_vbo,
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224 | GLuint normals_vbo,
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225 | GLuint ubo,
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226 | GLuint model_mat_idx_vbo);
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227 |
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228 | void populateBuffers(vector<SceneObject*>& objects,
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229 | map<GLuint, BufferInfo>& shaderBufferInfo,
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230 | map<ObjectType, ShaderModelGroup>& modelGroups,
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231 | GLuint points_vbo,
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232 | GLuint colors_vbo,
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233 | GLuint texcoords_vbo,
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234 | GLuint normals_vbo,
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235 | GLuint ubo,
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236 | GLuint model_mat_idx_vbo);
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237 |
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238 | void copyObjectDataToBuffers(SceneObject& obj,
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239 | map<GLuint, BufferInfo>& shaderBufferInfo,
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240 | map<ObjectType, ShaderModelGroup>& modelGroups,
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241 | GLuint ubo);
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242 |
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243 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo);
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244 |
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245 | // TODO: instead of using these methods, create constructors for these
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246 | SceneObject* createShip();
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247 | Asteroid* createAsteroid(vec3 pos);
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248 | Laser* createLaser(vec3 start, vec3 end, vec3 color, GLfloat width);
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249 | SceneObject* createExplosion();
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250 |
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251 | void translateLaser(Laser* laser, const vec3& translation, GLuint ubo);
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252 | void updateLaserTarget(Laser* laser, vector<SceneObject*>& objects, ShaderModelGroup& laserSmg, GLuint asteroid_sp);
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253 | bool getLaserAndAsteroidIntersection(vec3& start, vec3& end, SceneObject& asteroid, vec3& intersection);
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254 |
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255 | void renderMainMenu();
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256 | void renderMainMenuGui();
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257 |
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258 | void renderScene(map<GLuint, BufferInfo>& shaderBufferInfo,
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259 | map<ObjectType, ShaderModelGroup>& modelGroups, GLuint ubo);
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260 |
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261 | void renderSceneGui(map<string, vector<UIValue>> valueLists);
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262 |
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263 | void renderGuiValueList(vector<UIValue>& values);
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264 |
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265 | float getRandomNum(float low, float high);
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266 |
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267 | #define NUM_KEYS (512)
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268 | #define ONE_DEG_IN_RAD ((2.0f * M_PI) / 360.0f) // 0.017444444 (maybe make this a const instead)
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269 | #define TARGET_FPS 60.0f
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270 |
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271 | const int KEY_STATE_UNCHANGED = -1;
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272 | const bool FULLSCREEN = false;
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273 | const int EXPLOSION_PARTICLE_COUNT = 300;
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274 | unsigned int MAX_UNIFORMS = 0; // Requires OpenGL constants only available at runtime, so it can't be const
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275 |
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276 | int key_state[NUM_KEYS];
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277 | bool key_down[NUM_KEYS];
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278 |
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279 | int width = 640;
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280 | int height = 480;
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281 |
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282 | vec3 cam_pos;
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283 |
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284 | mat4 view_mat;
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285 | mat4 proj_mat;
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286 |
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287 | vector<SceneObject*> objects;
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288 | queue<Event> events;
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289 | vector<EffectOverTime*> effects;
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290 |
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291 | SceneObject* clickedObject = NULL;
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292 | SceneObject* selectedObject = NULL;
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293 |
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294 | float NEAR_CLIP = 0.1f;
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295 | float FAR_CLIP = 100.0f;
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296 |
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297 | // TODO: Should really have some array or struct of UI-related variables
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298 | bool isRunning = true;
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299 |
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300 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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301 |
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302 | Laser* leftLaser = NULL;
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303 | EffectOverTime* leftLaserEffect = NULL;
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304 |
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305 | Laser* rightLaser = NULL;
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306 | EffectOverTime* rightLaserEffect = NULL;
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307 |
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308 | SceneObject* objExplosion;
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309 | SceneObject* objFirst;
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310 |
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311 | /*
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312 | * TODO: Asteroid and ship movement currently depend on framerate, fix this in a generic/reusable way
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313 | * Disabling vsync is a great way to test this
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314 | */
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315 |
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316 | int main(int argc, char* argv[]) {
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317 | cout << "New OpenGL Game" << endl;
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318 |
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319 | if (!restart_gl_log()) {}
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320 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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321 |
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322 | glfwSetErrorCallback(glfw_error_callback);
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323 | if (!glfwInit()) {
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324 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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325 | return 1;
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326 | }
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327 |
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328 | #ifdef __APPLE__
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329 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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330 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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331 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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332 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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333 | #else
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334 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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335 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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336 | #endif
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337 |
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338 | GLFWwindow* window = NULL;
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339 | GLFWmonitor* mon = NULL;
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340 |
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341 | glfwWindowHint(GLFW_SAMPLES, 16);
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342 | glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true);
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343 |
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344 | if (FULLSCREEN) {
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345 | mon = glfwGetPrimaryMonitor();
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346 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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347 |
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348 | width = vmode->width;
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349 | height = vmode->height;
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350 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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351 | }
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352 | window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL);
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353 |
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354 | if (!window) {
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355 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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356 | glfwTerminate();
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357 | return 1;
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358 | }
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359 |
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360 | glfwMakeContextCurrent(window);
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361 | glewExperimental = GL_TRUE;
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362 | glewInit();
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363 |
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364 | if (GLEW_KHR_debug) {
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365 | cout << "FOUND GLEW debug extension" << endl;
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366 | glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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367 | glDebugMessageCallback((GLDEBUGPROC)debugGlCallback, nullptr);
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368 | cout << "Bound debug callback" << endl;
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369 | } else {
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370 | cout << "OpenGL debugg message callback is not supported" << endl;
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371 | }
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372 |
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373 | srand(time(0));
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374 |
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375 | /*
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376 | * RENDERING ALGORITHM NOTES:
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377 | *
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378 | * Basically, I need to split my objects into groups, so that each group fits into
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379 | * GL_MAX_UNIFORM_BLOCK_SIZE. I need to have an offset and a size for each group.
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380 | * Getting the offset is straitforward. The size may as well be GL_MAX_UNIFORM_BLOCK_SIZE
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381 | * for each group, since it seems that smaller sizes just round up to the nearest GL_MAX_UNIFORM_BLOCK_SIZE
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382 | *
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383 | * I'll need to have a loop inside my render loop that calls glBindBufferRange(GL_UNIFORM_BUFFER, ...
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384 | * for every 1024 objects and then draws all those objects with one glDraw call.
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385 | *
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386 | * Since I currently have very few objects, I'll wait to implement this until I have
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387 | * a reasonable number of objects always using the same shader.
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388 | */
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389 |
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390 | GLint UNIFORM_BUFFER_OFFSET_ALIGNMENT, MAX_UNIFORM_BLOCK_SIZE;
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391 | glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &UNIFORM_BUFFER_OFFSET_ALIGNMENT);
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392 | glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &MAX_UNIFORM_BLOCK_SIZE);
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393 |
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394 | MAX_UNIFORMS = MAX_UNIFORM_BLOCK_SIZE / sizeof(mat4);
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395 |
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396 | cout << "UNIFORM_BUFFER_OFFSET_ALIGNMENT: " << UNIFORM_BUFFER_OFFSET_ALIGNMENT << endl;
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397 | cout << "MAX_UNIFORMS: " << MAX_UNIFORMS << endl;
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398 |
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399 | // Setup Dear ImGui binding
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400 | IMGUI_CHECKVERSION();
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401 | ImGui::CreateContext();
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402 | ImGuiIO& io = ImGui::GetIO(); (void)io;
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403 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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404 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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405 | ImGui_ImplGlfwGL3_Init(window, true);
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406 |
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407 | // Setup style
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408 | ImGui::StyleColorsDark();
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409 | //ImGui::StyleColorsClassic();
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410 |
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411 | glfwSetMouseButtonCallback(window, mouse_button_callback);
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412 | glfwSetKeyCallback(window, key_callback);
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413 |
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414 | const GLubyte* renderer = glGetString(GL_RENDERER);
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415 | const GLubyte* version = glGetString(GL_VERSION);
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416 | cout << "Renderer: " << renderer << endl;
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417 | cout << "OpenGL version supported " << version << endl;
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418 |
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419 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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420 |
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421 | glEnable(GL_DEPTH_TEST);
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422 | glDepthFunc(GL_LESS);
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423 |
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424 | glEnable(GL_CULL_FACE);
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425 | // glCullFace(GL_BACK);
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426 | // glFrontFace(GL_CW);
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427 |
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428 | /*
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429 | int x, y;
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430 | unsigned char* texImage = loadImage("test.png", &x, &y);
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431 | if (texImage) {
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432 | cout << "Yay, I loaded an image!" << endl;
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433 | cout << x << endl;
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434 | cout << y << endl;
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435 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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436 | }
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437 |
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438 | GLuint testTex = 0;
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439 | glGenTextures(1, &testTex);
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440 | glActiveTexture(GL_TEXTURE0);
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441 | glBindTexture(GL_TEXTURE_2D, testTex);
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442 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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443 |
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444 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
445 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
446 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
447 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
---|
448 | */
|
---|
449 |
|
---|
450 | int x, y;
|
---|
451 | unsigned char* texImage = loadImage("laser.png", &x, &y);
|
---|
452 | if (texImage) {
|
---|
453 | cout << "Laser texture loaded successfully!" << endl;
|
---|
454 | cout << x << endl;
|
---|
455 | cout << y << endl;
|
---|
456 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
|
---|
457 | }
|
---|
458 |
|
---|
459 | GLuint laserTex = 0;
|
---|
460 | glGenTextures(1, &laserTex);
|
---|
461 | glActiveTexture(GL_TEXTURE0);
|
---|
462 | glBindTexture(GL_TEXTURE_2D, laserTex);
|
---|
463 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
|
---|
464 |
|
---|
465 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
466 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
467 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
468 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
---|
469 |
|
---|
470 | /* RENDERING ALGORITHM
|
---|
471 | *
|
---|
472 | * Create a separate vbo for each of the following things:
|
---|
473 | * - points
|
---|
474 | * - colors
|
---|
475 | * - texture coordinates
|
---|
476 | * - selected colors
|
---|
477 | * - normals
|
---|
478 | * - indices into a ubo that stores a model matrix for each object
|
---|
479 | *
|
---|
480 | * Also, make a model matrix ubo, the entirety of which will be passed to the vertex shader.
|
---|
481 | * The vbo containing the correct index into the ubo (mentioned above) will be used to select
|
---|
482 | * the right model matrix for each point. The index in the vbo will be the saem for all points
|
---|
483 | * of any given object.
|
---|
484 | *
|
---|
485 | * Right now, the currently selected object is drawn using one color (specified in the selected
|
---|
486 | * colors vbo) regardless of whether it is normally rendering using colors or a texture. The selected
|
---|
487 | * object is rendering by binding the selected colors vbo in place of the colors vbo and using the colors
|
---|
488 | * shader. Then, the selected object is redrawn along with all other objects, but the depth buffer test
|
---|
489 | * prevents the unselected version of the object from appearing on the screen. This lets me render all the
|
---|
490 | * objects that use a particular shader using one glDrawArrays() call.
|
---|
491 | */
|
---|
492 |
|
---|
493 | GLfloat laserColor[3] = {0.2f, 1.0f, 0.2f};
|
---|
494 | GLfloat curTime, prevTime, elapsedTime;
|
---|
495 |
|
---|
496 | GLuint
|
---|
497 | points_vbo,
|
---|
498 | colors_vbo,
|
---|
499 | texcoords_vbo,
|
---|
500 | normals_vbo,
|
---|
501 | ubo,
|
---|
502 | model_mat_idx_vbo;
|
---|
503 |
|
---|
504 | initializeBuffers(
|
---|
505 | &points_vbo,
|
---|
506 | &colors_vbo,
|
---|
507 | &texcoords_vbo,
|
---|
508 | &normals_vbo,
|
---|
509 | &ubo,
|
---|
510 | &model_mat_idx_vbo);
|
---|
511 |
|
---|
512 | map<GLuint, BufferInfo> shaderBufferInfo;
|
---|
513 | map<ObjectType, ShaderModelGroup> modelGroups;
|
---|
514 |
|
---|
515 | modelGroups[TYPE_SHIP] = createModelGroup(
|
---|
516 | loadShaderProgram("./ship.vert", "./ship.frag"));
|
---|
517 | shaderBufferInfo[modelGroups[TYPE_SHIP].shaderProgram] = BufferInfo(); // temporary
|
---|
518 |
|
---|
519 | defineModelGroupAttrib(modelGroups[TYPE_SHIP], "vertex_position", ATTRIB_POINT_VARYING,
|
---|
520 | 3, GL_FLOAT, offsetof(SceneObject, points));
|
---|
521 | defineModelGroupAttrib(modelGroups[TYPE_SHIP], "vertex_color", ATTRIB_POINT_VARYING,
|
---|
522 | 3, GL_FLOAT, offsetof(SceneObject, colors));
|
---|
523 | defineModelGroupAttrib(modelGroups[TYPE_SHIP], "vertex_normal", ATTRIB_POINT_VARYING,
|
---|
524 | 3, GL_FLOAT, offsetof(SceneObject, normals));
|
---|
525 | defineModelGroupAttrib(modelGroups[TYPE_SHIP], "ubo_index", ATTRIB_OBJECT_VARYING,
|
---|
526 | 1, GL_UNSIGNED_INT, offsetof(SceneObject, ubo_offset));
|
---|
527 |
|
---|
528 | defineModelGroupUniform(modelGroups[TYPE_SHIP], "view", ATTRIB_UNIFORM,
|
---|
529 | 1, UNIFORM_MATRIX_4F, value_ptr(view_mat));
|
---|
530 | defineModelGroupUniform(modelGroups[TYPE_SHIP], "proj", ATTRIB_UNIFORM,
|
---|
531 | 1, UNIFORM_MATRIX_4F, value_ptr(proj_mat));
|
---|
532 |
|
---|
533 | initModelGroupAttribs(modelGroups[TYPE_SHIP]);
|
---|
534 |
|
---|
535 | modelGroups[TYPE_ASTEROID] = createModelGroup(
|
---|
536 | loadShaderProgram("./asteroid.vert", "./asteroid.frag"));
|
---|
537 | shaderBufferInfo[modelGroups[TYPE_ASTEROID].shaderProgram] = BufferInfo(); // temporary
|
---|
538 |
|
---|
539 | defineModelGroupAttrib(modelGroups[TYPE_ASTEROID], "vertex_position", ATTRIB_POINT_VARYING,
|
---|
540 | 3, GL_FLOAT, offsetof(SceneObject, points));
|
---|
541 | defineModelGroupAttrib(modelGroups[TYPE_ASTEROID], "vertex_color", ATTRIB_POINT_VARYING,
|
---|
542 | 3, GL_FLOAT, offsetof(SceneObject, colors));
|
---|
543 | defineModelGroupAttrib(modelGroups[TYPE_ASTEROID], "vertex_normal", ATTRIB_POINT_VARYING,
|
---|
544 | 3, GL_FLOAT, offsetof(SceneObject, normals));
|
---|
545 | defineModelGroupAttrib(modelGroups[TYPE_ASTEROID], "ubo_index", ATTRIB_OBJECT_VARYING,
|
---|
546 | 1, GL_UNSIGNED_INT, offsetof(SceneObject, ubo_offset));
|
---|
547 |
|
---|
548 | defineModelGroupUniform(modelGroups[TYPE_ASTEROID], "view", ATTRIB_UNIFORM,
|
---|
549 | 1, UNIFORM_MATRIX_4F, value_ptr(view_mat));
|
---|
550 | defineModelGroupUniform(modelGroups[TYPE_ASTEROID], "proj", ATTRIB_UNIFORM,
|
---|
551 | 1, UNIFORM_MATRIX_4F, value_ptr(proj_mat));
|
---|
552 |
|
---|
553 | initModelGroupAttribs(modelGroups[TYPE_ASTEROID]);
|
---|
554 |
|
---|
555 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
556 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
557 | modelGroups[TYPE_ASTEROID].attribs["vertex_position"].buffer = points_vbo;
|
---|
558 |
|
---|
559 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
560 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
561 | modelGroups[TYPE_ASTEROID].attribs["vertex_color"].buffer = colors_vbo;
|
---|
562 |
|
---|
563 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
564 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
565 | modelGroups[TYPE_ASTEROID].attribs["vertex_normal"].buffer = normals_vbo;
|
---|
566 |
|
---|
567 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
568 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, NULL);
|
---|
569 | modelGroups[TYPE_ASTEROID].attribs["ubo_index"].buffer = model_mat_idx_vbo;
|
---|
570 |
|
---|
571 | modelGroups[TYPE_LASER] = createModelGroup(
|
---|
572 | loadShaderProgram("./laser.vert", "./laser.frag"));
|
---|
573 | shaderBufferInfo[modelGroups[TYPE_LASER].shaderProgram] = BufferInfo(); // temporary
|
---|
574 |
|
---|
575 | defineModelGroupAttrib(modelGroups[TYPE_LASER], "vertex_position", ATTRIB_POINT_VARYING,
|
---|
576 | 3, GL_FLOAT, offsetof(SceneObject, points));
|
---|
577 | defineModelGroupAttrib(modelGroups[TYPE_LASER], "vt", ATTRIB_POINT_VARYING,
|
---|
578 | 2, GL_FLOAT, offsetof(SceneObject, texcoords));
|
---|
579 | defineModelGroupAttrib(modelGroups[TYPE_LASER], "ubo_index", ATTRIB_OBJECT_VARYING,
|
---|
580 | 1, GL_UNSIGNED_INT, offsetof(SceneObject, ubo_offset));
|
---|
581 |
|
---|
582 | defineModelGroupUniform(modelGroups[TYPE_LASER], "view", ATTRIB_UNIFORM,
|
---|
583 | 1, UNIFORM_MATRIX_4F, value_ptr(view_mat));
|
---|
584 | defineModelGroupUniform(modelGroups[TYPE_LASER], "proj", ATTRIB_UNIFORM,
|
---|
585 | 1, UNIFORM_MATRIX_4F, value_ptr(proj_mat));
|
---|
586 | defineModelGroupUniform(modelGroups[TYPE_LASER], "laser_color", ATTRIB_UNIFORM,
|
---|
587 | 1, UNIFORM_3F, laserColor);
|
---|
588 |
|
---|
589 | initModelGroupAttribs(modelGroups[TYPE_LASER]);
|
---|
590 |
|
---|
591 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
592 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
593 | modelGroups[TYPE_LASER].attribs["vertex_position"].buffer = points_vbo;
|
---|
594 |
|
---|
595 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
596 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
|
---|
597 | modelGroups[TYPE_LASER].attribs["vt"].buffer = texcoords_vbo;
|
---|
598 |
|
---|
599 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
600 | glVertexAttribIPointer(2, 1, GL_UNSIGNED_INT, 0, NULL);
|
---|
601 | modelGroups[TYPE_LASER].attribs["ubo_index"].buffer = model_mat_idx_vbo;
|
---|
602 |
|
---|
603 | modelGroups[TYPE_EXPLOSION] = createModelGroup(
|
---|
604 | loadShaderProgram("./explosion.vert", "./explosion.frag"));
|
---|
605 | shaderBufferInfo[modelGroups[TYPE_EXPLOSION].shaderProgram] = BufferInfo(); // temporary
|
---|
606 |
|
---|
607 | // The last parameter (offset) is only used for populating the buffers since the distance
|
---|
608 | // between each item is needed there. However, that code isn't run for explosions right now anyway,
|
---|
609 | // so I may as well pass in 0 here.
|
---|
610 | defineModelGroupAttrib(modelGroups[TYPE_EXPLOSION], "v_i", ATTRIB_POINT_VARYING,
|
---|
611 | 3, GL_FLOAT, 0);
|
---|
612 | defineModelGroupAttrib(modelGroups[TYPE_EXPLOSION], "start_time", ATTRIB_POINT_VARYING,
|
---|
613 | 1, GL_FLOAT, 0);
|
---|
614 |
|
---|
615 | defineModelGroupUniform(modelGroups[TYPE_EXPLOSION], "explosion_start_time", ATTRIB_UNIFORM,
|
---|
616 | 1, UNIFORM_1F, &curTime);
|
---|
617 | defineModelGroupUniform(modelGroups[TYPE_EXPLOSION], "cur_time", ATTRIB_UNIFORM,
|
---|
618 | 1, UNIFORM_1F, &curTime);
|
---|
619 | defineModelGroupUniform(modelGroups[TYPE_EXPLOSION], "model_mat", ATTRIB_UNIFORM,
|
---|
620 | 1, UNIFORM_MATRIX_4F, NULL);
|
---|
621 | defineModelGroupUniform(modelGroups[TYPE_EXPLOSION], "view", ATTRIB_UNIFORM,
|
---|
622 | 1, UNIFORM_MATRIX_4F, value_ptr(view_mat));
|
---|
623 | defineModelGroupUniform(modelGroups[TYPE_EXPLOSION], "proj", ATTRIB_UNIFORM,
|
---|
624 | 1, UNIFORM_MATRIX_4F, value_ptr(proj_mat));
|
---|
625 |
|
---|
626 | initModelGroupAttribs(modelGroups[TYPE_EXPLOSION]);
|
---|
627 |
|
---|
628 | cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
---|
629 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
|
---|
630 | float cam_pitch = -50.0f * 2.0f * 3.14159f / 360.0f;
|
---|
631 |
|
---|
632 | // player ship
|
---|
633 | objects.push_back(createShip());
|
---|
634 |
|
---|
635 | vector<SceneObject>::iterator obj_it;
|
---|
636 |
|
---|
637 | populateBuffers(objects,
|
---|
638 | shaderBufferInfo, modelGroups,
|
---|
639 | points_vbo,
|
---|
640 | colors_vbo,
|
---|
641 | texcoords_vbo,
|
---|
642 | normals_vbo,
|
---|
643 | ubo,
|
---|
644 | model_mat_idx_vbo);
|
---|
645 |
|
---|
646 | float cam_speed = 1.0f;
|
---|
647 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
648 | float cam_pitch_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
649 |
|
---|
650 | // glm::lookAt can create the view matrix
|
---|
651 | // glm::perspective can create the projection matrix
|
---|
652 |
|
---|
653 | mat4 T = translate(mat4(1.0f), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
654 | mat4 yaw_mat = rotate(mat4(1.0f), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
655 | mat4 pitch_mat = rotate(mat4(1.0f), -cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
---|
656 | mat4 R = pitch_mat * yaw_mat;
|
---|
657 | view_mat = R*T;
|
---|
658 |
|
---|
659 | // TODO: Create a function to construct the projection matrix
|
---|
660 | // (Maybe I should just use glm::perspective, after making sure it matches what I have now)
|
---|
661 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
---|
662 | float aspect = (float)width / (float)height;
|
---|
663 |
|
---|
664 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
---|
665 | float Sx = NEAR_CLIP / (range * aspect);
|
---|
666 | float Sy = NEAR_CLIP / range;
|
---|
667 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
668 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
669 |
|
---|
670 | float proj_arr[] = {
|
---|
671 | Sx, 0.0f, 0.0f, 0.0f,
|
---|
672 | 0.0f, Sy, 0.0f, 0.0f,
|
---|
673 | 0.0f, 0.0f, Sz, -1.0f,
|
---|
674 | 0.0f, 0.0f, Pz, 0.0f,
|
---|
675 | };
|
---|
676 | proj_mat = make_mat4(proj_arr);
|
---|
677 |
|
---|
678 | initializeParticleEffectBuffers(vec3(0.0f, -1.2f, 0.65f),
|
---|
679 | shaderBufferInfo,
|
---|
680 | modelGroups,
|
---|
681 | points_vbo,
|
---|
682 | colors_vbo,
|
---|
683 | texcoords_vbo,
|
---|
684 | normals_vbo,
|
---|
685 | ubo,
|
---|
686 | model_mat_idx_vbo);
|
---|
687 |
|
---|
688 | /* TODO: Fix the UBO binding code based on the following forum post (in order to support multiple ubos):
|
---|
689 |
|
---|
690 | No, you're misunderstanding how this works. UBO binding works exactly like texture object binding.
|
---|
691 |
|
---|
692 | The OpenGL context has a number of slots for binding UBOs. There are GL_MAX_UNIFORM_BUFFER_BINDINGS number of
|
---|
693 | slots for UBO binding.
|
---|
694 |
|
---|
695 | Uniform Blocks in a program can be set to use one of the slots in the context. You do this by first querying
|
---|
696 | the block index using the block name (glGetUniformBlockIndex). This is similar to how you need to use
|
---|
697 | glGetUniformLocation in order to set a uniform's value with glUniform. Block indices, like uniform locations,
|
---|
698 | are specific to a program.
|
---|
699 |
|
---|
700 | Once you have the block index, you use glUniformBlockBinding to set that specific program to use a particular
|
---|
701 | uniform buffer slot in the context.
|
---|
702 |
|
---|
703 | Let's say you have a global UBO that you want to use for every program. To make using it easier, you want to
|
---|
704 | bind it just once.
|
---|
705 |
|
---|
706 | So first, you pick a uniform buffer slot in the context, one that always will refer to this UBO. Let's say
|
---|
707 | you pick slot 8.
|
---|
708 |
|
---|
709 | When you build a program object that may use this global uniform buffer, what you do is quite simple. First,
|
---|
710 | after linking the program, call glGetUniformBlockIndex(program, "NameOfGlobalUniformBlock"). If you get back
|
---|
711 | GL_INVALID_INDEX, then you know that the global uniform block isn't used in that program. Otherwise you get
|
---|
712 | back a block index.
|
---|
713 |
|
---|
714 | If you got a valid block index, then you call glUniformBlockBinding(program, uniformBlockIndex, 8). Remember
|
---|
715 | that 8 is the uniform buffer context slot that we selected earlier. This causes this particular program to
|
---|
716 | use uniform buffer slot #8 to find the buffer for "NameOfGlobalUniformBlock".
|
---|
717 |
|
---|
718 | Finally, to set the actual buffer in the context, call glBindBufferRange(GL_UNIFORM_BUFFER, 8,
|
---|
719 | bufferObjectName, offset, size);
|
---|
720 | */
|
---|
721 |
|
---|
722 | GLuint ub_binding_point = 0;
|
---|
723 |
|
---|
724 | GLuint ship_sp_models_ub_index = glGetUniformBlockIndex(modelGroups[TYPE_SHIP].shaderProgram, "models");
|
---|
725 |
|
---|
726 | GLuint asteroid_sp_models_ub_index = glGetUniformBlockIndex(modelGroups[TYPE_ASTEROID].shaderProgram, "models");
|
---|
727 |
|
---|
728 | GLuint laser_sp_models_ub_index = glGetUniformBlockIndex(modelGroups[TYPE_LASER].shaderProgram, "models");
|
---|
729 |
|
---|
730 | GLuint explosion_sp_models_ub_index = glGetUniformBlockIndex(modelGroups[TYPE_EXPLOSION].shaderProgram, "models");
|
---|
731 |
|
---|
732 |
|
---|
733 | glUseProgram(modelGroups[TYPE_SHIP].shaderProgram);
|
---|
734 | bindUniformData(modelGroups[TYPE_SHIP].attribs["view"]);
|
---|
735 | bindUniformData(modelGroups[TYPE_SHIP].attribs["proj"]);
|
---|
736 |
|
---|
737 | glUniformBlockBinding(modelGroups[TYPE_SHIP].shaderProgram, ship_sp_models_ub_index, ub_binding_point);
|
---|
738 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
739 |
|
---|
740 |
|
---|
741 | glUseProgram(modelGroups[TYPE_ASTEROID].shaderProgram);
|
---|
742 | bindUniformData(modelGroups[TYPE_ASTEROID].attribs["view"]);
|
---|
743 | bindUniformData(modelGroups[TYPE_ASTEROID].attribs["proj"]);
|
---|
744 |
|
---|
745 | glUniformBlockBinding(modelGroups[TYPE_ASTEROID].shaderProgram, asteroid_sp_models_ub_index, ub_binding_point);
|
---|
746 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
747 |
|
---|
748 |
|
---|
749 | // may want to do initialization for basic_texture uniform here too
|
---|
750 | // Right now, I think I'm getting away without getting that uniform location because I'm only
|
---|
751 | // using one texture, so setting it to GL_TEXTURE0 once works
|
---|
752 | glUseProgram(modelGroups[TYPE_LASER].shaderProgram);
|
---|
753 | bindUniformData(modelGroups[TYPE_LASER].attribs["view"]);
|
---|
754 | bindUniformData(modelGroups[TYPE_LASER].attribs["proj"]);
|
---|
755 | bindUniformData(modelGroups[TYPE_LASER].attribs["laser_color"]);
|
---|
756 |
|
---|
757 | glUniformBlockBinding(modelGroups[TYPE_LASER].shaderProgram, laser_sp_models_ub_index, ub_binding_point);
|
---|
758 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
759 |
|
---|
760 |
|
---|
761 | glUseProgram(modelGroups[TYPE_EXPLOSION].shaderProgram);
|
---|
762 | glUniformBlockBinding(modelGroups[TYPE_EXPLOSION].shaderProgram, explosion_sp_models_ub_index, ub_binding_point);
|
---|
763 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
764 |
|
---|
765 |
|
---|
766 | double fps;
|
---|
767 | unsigned int score = 0;
|
---|
768 |
|
---|
769 | bool cam_moved = false;
|
---|
770 |
|
---|
771 | int frame_count = 0;
|
---|
772 | double elapsed_seconds_fps = 0.0f;
|
---|
773 | double elapsed_seconds_spawn = 0.0f;
|
---|
774 |
|
---|
775 | prevTime = glfwGetTime();
|
---|
776 |
|
---|
777 | // This draws wireframes. Useful for seeing separate faces and occluded objects.
|
---|
778 | //glPolygonMode(GL_FRONT, GL_LINE);
|
---|
779 |
|
---|
780 | // disable vsync to see real framerate
|
---|
781 | //glfwSwapInterval(0);
|
---|
782 |
|
---|
783 | State curState = STATE_MAIN_MENU;
|
---|
784 |
|
---|
785 | map<string, vector<UIValue>> valueLists;
|
---|
786 |
|
---|
787 | valueLists["stats value list"] = vector<UIValue>();
|
---|
788 | valueLists["stats value list"].push_back(UIValue(UIVALUE_INT, "Score", &score));
|
---|
789 | valueLists["stats value list"].push_back(UIValue(UIVALUE_DOUBLE, "FPS", &fps));
|
---|
790 |
|
---|
791 | valueLists["debug value list"] = vector<UIValue>();
|
---|
792 |
|
---|
793 | //valueLists["debug value list"].push_back(UIValue(UIVALUE_INT, "Buffer offset", &bufferOffset));
|
---|
794 |
|
---|
795 | while (!glfwWindowShouldClose(window) && isRunning) {
|
---|
796 | curTime = glfwGetTime();
|
---|
797 | elapsedTime = curTime - prevTime;
|
---|
798 |
|
---|
799 | // temporary code to get around vsync issue in OSX Sierra
|
---|
800 | if (elapsedTime < (1.0f / TARGET_FPS)) {
|
---|
801 | continue;
|
---|
802 | }
|
---|
803 |
|
---|
804 | prevTime = curTime;
|
---|
805 |
|
---|
806 | elapsed_seconds_fps += elapsedTime;
|
---|
807 | if (elapsed_seconds_fps > 0.25f) {
|
---|
808 | fps = (double)frame_count / elapsed_seconds_fps;
|
---|
809 |
|
---|
810 | frame_count = 0;
|
---|
811 | elapsed_seconds_fps = 0.0f;
|
---|
812 | }
|
---|
813 |
|
---|
814 | frame_count++;
|
---|
815 |
|
---|
816 | // Handle events
|
---|
817 |
|
---|
818 | clickedObject = NULL;
|
---|
819 |
|
---|
820 | // reset the all key states to KEY_STATE_UNCHANGED (something the GLFW key callback can never return)
|
---|
821 | // so that GLFW_PRESS and GLFW_RELEASE are only detected once
|
---|
822 | // TODO: Change this if we ever need to act on GLFW_REPEAT (which is when a key is held down
|
---|
823 | // continuously for a period of time)
|
---|
824 | fill(key_state, key_state + NUM_KEYS, KEY_STATE_UNCHANGED);
|
---|
825 |
|
---|
826 | glfwPollEvents();
|
---|
827 |
|
---|
828 | while (!events.empty()) {
|
---|
829 | switch (events.front()) {
|
---|
830 | case EVENT_GO_TO_MAIN_MENU:
|
---|
831 | curState = STATE_MAIN_MENU;
|
---|
832 | break;
|
---|
833 | case EVENT_GO_TO_GAME:
|
---|
834 | curState = STATE_GAME;
|
---|
835 | break;
|
---|
836 | case EVENT_QUIT:
|
---|
837 | isRunning = false;
|
---|
838 | break;
|
---|
839 | }
|
---|
840 | events.pop();
|
---|
841 | }
|
---|
842 |
|
---|
843 | if (curState == STATE_GAME) {
|
---|
844 |
|
---|
845 | elapsed_seconds_spawn += elapsedTime;
|
---|
846 | if (elapsed_seconds_spawn > 0.5f) {
|
---|
847 | SceneObject* obj = createAsteroid(vec3(getRandomNum(-1.3f, 1.3f), -1.2f, getRandomNum(-5.5f, -4.5f)));
|
---|
848 | addObjectToScene(obj, shaderBufferInfo, modelGroups,
|
---|
849 | points_vbo,
|
---|
850 | colors_vbo,
|
---|
851 | texcoords_vbo,
|
---|
852 | normals_vbo,
|
---|
853 | ubo,
|
---|
854 | model_mat_idx_vbo);
|
---|
855 |
|
---|
856 | elapsed_seconds_spawn -= 0.5f;
|
---|
857 | }
|
---|
858 |
|
---|
859 | /*
|
---|
860 | if (clickedObject == &objects[0]) {
|
---|
861 | selectedObject = &objects[0];
|
---|
862 | }
|
---|
863 | if (clickedObject == &objects[1]) {
|
---|
864 | selectedObject = &objects[1];
|
---|
865 | }
|
---|
866 | */
|
---|
867 |
|
---|
868 | /*
|
---|
869 | if (key_state[GLFW_KEY_SPACE] == GLFW_PRESS) {
|
---|
870 | transformObject(objects[1], translate(mat4(1.0f), vec3(0.3f, 0.0f, 0.0f)), ubo);
|
---|
871 | }
|
---|
872 | if (key_down[GLFW_KEY_RIGHT]) {
|
---|
873 | transformObject(objects[2], translate(mat4(1.0f), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
---|
874 | }
|
---|
875 | if (key_down[GLFW_KEY_LEFT]) {
|
---|
876 | transformObject(objects[2], translate(mat4(1.0f), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
---|
877 | }
|
---|
878 | */
|
---|
879 |
|
---|
880 | if (key_down[GLFW_KEY_RIGHT]) {
|
---|
881 | transformObject(*objects[0], translate(mat4(1.0f), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
---|
882 |
|
---|
883 | if (leftLaser != NULL && !leftLaser->deleted) {
|
---|
884 | translateLaser(leftLaser, vec3(0.01f, 0.0f, 0.0f), ubo);
|
---|
885 | }
|
---|
886 | if (rightLaser != NULL && !rightLaser->deleted) {
|
---|
887 | translateLaser(rightLaser, vec3(0.01f, 0.0f, 0.0f), ubo);
|
---|
888 | }
|
---|
889 | }
|
---|
890 | if (key_down[GLFW_KEY_LEFT]) {
|
---|
891 | transformObject(*objects[0], translate(mat4(1.0f), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
---|
892 |
|
---|
893 | if (leftLaser != NULL && !leftLaser->deleted) {
|
---|
894 | translateLaser(leftLaser, vec3(-0.01f, 0.0f, 0.0f), ubo);
|
---|
895 | }
|
---|
896 | if (rightLaser != NULL && !rightLaser->deleted) {
|
---|
897 | translateLaser(rightLaser, vec3(-0.01f, 0.0f, 0.0f), ubo);
|
---|
898 | }
|
---|
899 | }
|
---|
900 |
|
---|
901 | if (key_state[GLFW_KEY_Z] == GLFW_PRESS) {
|
---|
902 | vec3 offset(objects[0]->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
---|
903 |
|
---|
904 | leftLaser = createLaser(
|
---|
905 | vec3(-0.21f, -1.19f, 1.76f)+offset,
|
---|
906 | vec3(-0.21f, -1.19f, -3.0f)+offset,
|
---|
907 | vec3(0.0f, 1.0f, 0.0f), 0.03f);
|
---|
908 | addObjectToScene(leftLaser, shaderBufferInfo, modelGroups,
|
---|
909 | points_vbo,
|
---|
910 | colors_vbo,
|
---|
911 | texcoords_vbo,
|
---|
912 | normals_vbo,
|
---|
913 | ubo,
|
---|
914 | model_mat_idx_vbo);
|
---|
915 | } else if (key_state[GLFW_KEY_Z] == GLFW_RELEASE) {
|
---|
916 | removeObjectFromScene(*leftLaser, ubo);
|
---|
917 | }
|
---|
918 |
|
---|
919 | if (key_state[GLFW_KEY_X] == GLFW_PRESS) {
|
---|
920 | vec3 offset(objects[0]->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
---|
921 |
|
---|
922 | rightLaser = createLaser(
|
---|
923 | vec3(0.21f, -1.19f, 1.76f) + offset,
|
---|
924 | vec3(0.21f, -1.19f, -3.0f) + offset,
|
---|
925 | vec3(0.0f, 1.0f, 0.0f), 0.03f);
|
---|
926 | addObjectToScene(rightLaser, shaderBufferInfo, modelGroups,
|
---|
927 | points_vbo,
|
---|
928 | colors_vbo,
|
---|
929 | texcoords_vbo,
|
---|
930 | normals_vbo,
|
---|
931 | ubo,
|
---|
932 | model_mat_idx_vbo);
|
---|
933 | } else if (key_state[GLFW_KEY_X] == GLFW_RELEASE) {
|
---|
934 | removeObjectFromScene(*rightLaser, ubo);
|
---|
935 | }
|
---|
936 |
|
---|
937 | // this code moves the asteroids
|
---|
938 | for (unsigned int i = 0; i < objects.size(); i++) {
|
---|
939 | if (objects[i]->type == TYPE_ASTEROID && !objects[i]->deleted) {
|
---|
940 | transformObject(*objects[i], translate(mat4(1.0f), vec3(0.0f, 0.0f, 0.04f)), ubo);
|
---|
941 |
|
---|
942 | vec3 obj_center = vec3(view_mat * vec4(objects[i]->bounding_center, 1.0f));
|
---|
943 |
|
---|
944 | if ((obj_center.z - objects[i]->bounding_radius) > -NEAR_CLIP) {
|
---|
945 | removeObjectFromScene(*objects[i], ubo);
|
---|
946 | }
|
---|
947 | if (((Asteroid*)objects[i])->hp <= 0) {
|
---|
948 | // TODO: Optimize this so I don't recalculate the camera rotation every time
|
---|
949 | float cam_pitch = -50.0f * 2.0f * 3.14159f / 360.0f;
|
---|
950 | mat4 pitch_mat = rotate(mat4(1.0f), cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
---|
951 | mat4 model_mat = translate(mat4(1.0f), objects[i]->bounding_center + vec3(0.0f, 0.0f, 0.0f)) * pitch_mat;
|
---|
952 |
|
---|
953 | removeObjectFromScene(*objects[i], ubo);
|
---|
954 | score++;
|
---|
955 |
|
---|
956 | objExplosion->model_mat = model_mat;
|
---|
957 |
|
---|
958 | // initiate an explosion
|
---|
959 | glUseProgram(modelGroups[TYPE_EXPLOSION].shaderProgram);
|
---|
960 |
|
---|
961 | bindUniformData(modelGroups[TYPE_EXPLOSION].attribs["explosion_start_time"]);
|
---|
962 | bindUniformData(modelGroups[TYPE_EXPLOSION].attribs["model_mat"], value_ptr(objExplosion->model_mat));
|
---|
963 | }
|
---|
964 | }
|
---|
965 | }
|
---|
966 |
|
---|
967 | if (leftLaser != NULL && !leftLaser->deleted) {
|
---|
968 | updateLaserTarget(leftLaser, objects, modelGroups[TYPE_LASER], modelGroups[TYPE_ASTEROID].shaderProgram);
|
---|
969 | }
|
---|
970 | if (rightLaser != NULL && !rightLaser->deleted) {
|
---|
971 | updateLaserTarget(rightLaser, objects, modelGroups[TYPE_LASER], modelGroups[TYPE_ASTEROID].shaderProgram);
|
---|
972 | }
|
---|
973 | }
|
---|
974 |
|
---|
975 | for (vector<EffectOverTime*>::iterator it = effects.begin(); it != effects.end(); ) {
|
---|
976 | if ((*it)->deleted || (*it)->effectedObject->deleted) {
|
---|
977 | delete *it;
|
---|
978 | it = effects.erase(it);
|
---|
979 | } else {
|
---|
980 | EffectOverTime* eot = *it;
|
---|
981 | eot->effectedValue = eot->startValue + (curTime - eot->startTime) * eot->changePerSecond;
|
---|
982 |
|
---|
983 | it++;
|
---|
984 | }
|
---|
985 | }
|
---|
986 |
|
---|
987 | if (key_state[GLFW_KEY_ESCAPE] == GLFW_PRESS) {
|
---|
988 | glfwSetWindowShouldClose(window, 1);
|
---|
989 | }
|
---|
990 |
|
---|
991 | float dist = cam_speed * elapsedTime;
|
---|
992 | if (key_down[GLFW_KEY_A]) {
|
---|
993 | vec3 dir = vec3(inverse(R) * vec4(-1.0f, 0.0f, 0.0f, 1.0f));
|
---|
994 | cam_pos += dir * dist;
|
---|
995 |
|
---|
996 | cam_moved = true;
|
---|
997 | }
|
---|
998 | if (key_down[GLFW_KEY_D]) {
|
---|
999 | vec3 dir = vec3(inverse(R) * vec4(1.0f, 0.0f, 0.0f, 1.0f));
|
---|
1000 | cam_pos += dir * dist;
|
---|
1001 |
|
---|
1002 | cam_moved = true;
|
---|
1003 | }
|
---|
1004 | if (key_down[GLFW_KEY_W]) {
|
---|
1005 | vec3 dir = vec3(inverse(R) * vec4(0.0f, 0.0f, -1.0f, 1.0f));
|
---|
1006 | cam_pos += dir * dist;
|
---|
1007 |
|
---|
1008 | cam_moved = true;
|
---|
1009 | }
|
---|
1010 | if (key_down[GLFW_KEY_S]) {
|
---|
1011 | vec3 dir = vec3(inverse(R) * vec4(0.0f, 0.0f, 1.0f, 1.0f));
|
---|
1012 | cam_pos += dir * dist;
|
---|
1013 |
|
---|
1014 | cam_moved = true;
|
---|
1015 | }
|
---|
1016 | /*
|
---|
1017 | if (key_down[GLFW_KEY_LEFT]) {
|
---|
1018 | cam_yaw += cam_yaw_speed * elapsedTime;
|
---|
1019 | cam_moved = true;
|
---|
1020 | }
|
---|
1021 | if (key_down[GLFW_KEY_RIGHT]) {
|
---|
1022 | cam_yaw -= cam_yaw_speed * elapsedTime;
|
---|
1023 | cam_moved = true;
|
---|
1024 | }
|
---|
1025 | if (key_down[GLFW_KEY_UP]) {
|
---|
1026 | cam_pitch += cam_pitch_speed * elapsedTime;
|
---|
1027 | cam_moved = true;
|
---|
1028 | }
|
---|
1029 | if (key_down[GLFW_KEY_DOWN]) {
|
---|
1030 | cam_pitch -= cam_pitch_speed * elapsedTime;
|
---|
1031 | cam_moved = true;
|
---|
1032 | }
|
---|
1033 | */
|
---|
1034 | if (cam_moved && false) { // disable camera movement
|
---|
1035 | T = translate(mat4(1.0f), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
1036 |
|
---|
1037 | mat4 yaw_mat = rotate(mat4(1.0f), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
1038 | mat4 pitch_mat = rotate(mat4(1.0f), -cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
---|
1039 | R = pitch_mat * yaw_mat;
|
---|
1040 |
|
---|
1041 | view_mat = R * T;
|
---|
1042 |
|
---|
1043 | glUseProgram(modelGroups[TYPE_SHIP].shaderProgram);
|
---|
1044 | bindUniformData(modelGroups[TYPE_SHIP].attribs["view"]);
|
---|
1045 |
|
---|
1046 | glUseProgram(modelGroups[TYPE_LASER].shaderProgram);
|
---|
1047 | bindUniformData(modelGroups[TYPE_LASER].attribs["view"]);
|
---|
1048 |
|
---|
1049 | cam_moved = false;
|
---|
1050 | }
|
---|
1051 |
|
---|
1052 | glUseProgram(modelGroups[TYPE_EXPLOSION].shaderProgram);
|
---|
1053 | bindUniformData(modelGroups[TYPE_EXPLOSION].attribs["cur_time"]);
|
---|
1054 |
|
---|
1055 | // Render scene
|
---|
1056 |
|
---|
1057 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
1058 |
|
---|
1059 | switch (curState) {
|
---|
1060 | case STATE_MAIN_MENU:
|
---|
1061 | renderMainMenu();
|
---|
1062 | renderMainMenuGui();
|
---|
1063 | break;
|
---|
1064 | case STATE_GAME:
|
---|
1065 | renderScene(shaderBufferInfo, modelGroups, ubo);
|
---|
1066 | renderSceneGui(valueLists);
|
---|
1067 | break;
|
---|
1068 | }
|
---|
1069 |
|
---|
1070 | glfwSwapBuffers(window);
|
---|
1071 | }
|
---|
1072 |
|
---|
1073 | ImGui_ImplGlfwGL3_Shutdown();
|
---|
1074 | ImGui::DestroyContext();
|
---|
1075 |
|
---|
1076 | glfwDestroyWindow(window);
|
---|
1077 | glfwTerminate();
|
---|
1078 |
|
---|
1079 | // free memory
|
---|
1080 |
|
---|
1081 | for (vector<SceneObject*>::iterator it = objects.begin(); it != objects.end(); it++) {
|
---|
1082 | delete *it;
|
---|
1083 | }
|
---|
1084 |
|
---|
1085 | return 0;
|
---|
1086 | }
|
---|
1087 |
|
---|
1088 | void glfw_error_callback(int error, const char* description) {
|
---|
1089 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
|
---|
1090 | }
|
---|
1091 |
|
---|
1092 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
|
---|
1093 | double mouse_x, mouse_y;
|
---|
1094 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
---|
1095 |
|
---|
1096 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
|
---|
1097 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
|
---|
1098 | selectedObject = NULL;
|
---|
1099 |
|
---|
1100 | float x = (2.0f*mouse_x) / width - 1.0f;
|
---|
1101 | float y = 1.0f - (2.0f*mouse_y) / height;
|
---|
1102 |
|
---|
1103 | cout << "x: " << x << ", y: " << y << endl;
|
---|
1104 |
|
---|
1105 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
|
---|
1106 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
|
---|
1107 | ray_eye = vec4(vec2(ray_eye), -1.0f, 1.0f);
|
---|
1108 | vec4 ray_world = inverse(view_mat) * ray_eye;
|
---|
1109 |
|
---|
1110 | vec4 click_point;
|
---|
1111 | 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
|
---|
1112 | SceneObject* closest_object = NULL;
|
---|
1113 |
|
---|
1114 | for (vector<SceneObject*>::iterator it = objects.begin(); it != objects.end(); it++) {
|
---|
1115 | if ((*it)->type == TYPE_LASER) continue;
|
---|
1116 | for (unsigned int p_idx = 0; p_idx < (*it)->points.size(); p_idx += 9) {
|
---|
1117 | if (faceClicked(
|
---|
1118 | {
|
---|
1119 | vec3((*it)->points[p_idx], (*it)->points[p_idx + 1], (*it)->points[p_idx + 2]),
|
---|
1120 | vec3((*it)->points[p_idx + 3], (*it)->points[p_idx + 4], (*it)->points[p_idx + 5]),
|
---|
1121 | vec3((*it)->points[p_idx + 6], (*it)->points[p_idx + 7], (*it)->points[p_idx + 8]),
|
---|
1122 | },
|
---|
1123 | *it, ray_world, vec4(cam_pos, 1.0f), click_point
|
---|
1124 | )) {
|
---|
1125 | click_point = view_mat * click_point;
|
---|
1126 |
|
---|
1127 | if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
|
---|
1128 | closest_point = vec3(click_point);
|
---|
1129 | closest_object = *it;
|
---|
1130 | }
|
---|
1131 | }
|
---|
1132 | }
|
---|
1133 | }
|
---|
1134 |
|
---|
1135 | if (closest_object == NULL) {
|
---|
1136 | cout << "No object was clicked" << endl;
|
---|
1137 | } else {
|
---|
1138 | clickedObject = closest_object;
|
---|
1139 | cout << "Clicked object: " << clickedObject->id << endl;
|
---|
1140 | }
|
---|
1141 | }
|
---|
1142 | }
|
---|
1143 |
|
---|
1144 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
|
---|
1145 | key_state[key] = action;
|
---|
1146 |
|
---|
1147 | // should be true for GLFW_PRESS and GLFW_REPEAT
|
---|
1148 | key_down[key] = (action != GLFW_RELEASE);
|
---|
1149 | }
|
---|
1150 |
|
---|
1151 | void APIENTRY debugGlCallback(
|
---|
1152 | GLenum source,
|
---|
1153 | GLenum type,
|
---|
1154 | GLuint id,
|
---|
1155 | GLenum severity,
|
---|
1156 | GLsizei length,
|
---|
1157 | const GLchar* message,
|
---|
1158 | const void* userParam
|
---|
1159 | ) {
|
---|
1160 | string strMessage(message);
|
---|
1161 |
|
---|
1162 | // TODO: Use C++ strings directly
|
---|
1163 | char source_str[2048];
|
---|
1164 | char type_str[2048];
|
---|
1165 | char severity_str[2048];
|
---|
1166 |
|
---|
1167 | switch (source) {
|
---|
1168 | case 0x8246:
|
---|
1169 | strcpy(source_str, "API");
|
---|
1170 | break;
|
---|
1171 | case 0x8247:
|
---|
1172 | strcpy(source_str, "WINDOW_SYSTEM");
|
---|
1173 | break;
|
---|
1174 | case 0x8248:
|
---|
1175 | strcpy(source_str, "SHADER_COMPILER");
|
---|
1176 | break;
|
---|
1177 | case 0x8249:
|
---|
1178 | strcpy(source_str, "THIRD_PARTY");
|
---|
1179 | break;
|
---|
1180 | case 0x824A:
|
---|
1181 | strcpy(source_str, "APPLICATION");
|
---|
1182 | break;
|
---|
1183 | case 0x824B:
|
---|
1184 | strcpy(source_str, "OTHER");
|
---|
1185 | break;
|
---|
1186 | default:
|
---|
1187 | strcpy(source_str, "undefined");
|
---|
1188 | break;
|
---|
1189 | }
|
---|
1190 |
|
---|
1191 | switch (type) {
|
---|
1192 | case 0x824C:
|
---|
1193 | strcpy(type_str, "ERROR");
|
---|
1194 | break;
|
---|
1195 | case 0x824D:
|
---|
1196 | strcpy(type_str, "DEPRECATED_BEHAVIOR");
|
---|
1197 | break;
|
---|
1198 | case 0x824E:
|
---|
1199 | strcpy(type_str, "UNDEFINED_BEHAVIOR");
|
---|
1200 | break;
|
---|
1201 | case 0x824F:
|
---|
1202 | strcpy(type_str, "PORTABILITY");
|
---|
1203 | break;
|
---|
1204 | case 0x8250:
|
---|
1205 | strcpy(type_str, "PERFORMANCE");
|
---|
1206 | break;
|
---|
1207 | case 0x8251:
|
---|
1208 | strcpy(type_str, "OTHER");
|
---|
1209 | break;
|
---|
1210 | case 0x8268:
|
---|
1211 | strcpy(type_str, "MARKER");
|
---|
1212 | break;
|
---|
1213 | case 0x8269:
|
---|
1214 | strcpy(type_str, "PUSH_GROUP");
|
---|
1215 | break;
|
---|
1216 | case 0x826A:
|
---|
1217 | strcpy(type_str, "POP_GROUP");
|
---|
1218 | break;
|
---|
1219 | default:
|
---|
1220 | strcpy(type_str, "undefined");
|
---|
1221 | break;
|
---|
1222 | }
|
---|
1223 | switch (severity) {
|
---|
1224 | case 0x9146:
|
---|
1225 | strcpy(severity_str, "HIGH");
|
---|
1226 | break;
|
---|
1227 | case 0x9147:
|
---|
1228 | strcpy(severity_str, "MEDIUM");
|
---|
1229 | break;
|
---|
1230 | case 0x9148:
|
---|
1231 | strcpy(severity_str, "LOW");
|
---|
1232 | break;
|
---|
1233 | case 0x826B:
|
---|
1234 | strcpy(severity_str, "NOTIFICATION");
|
---|
1235 | break;
|
---|
1236 | default:
|
---|
1237 | strcpy(severity_str, "undefined");
|
---|
1238 | break;
|
---|
1239 | }
|
---|
1240 |
|
---|
1241 | if (string(severity_str) != "NOTIFICATION") {
|
---|
1242 | cout << "OpenGL Error!!!" << endl;
|
---|
1243 | cout << "Source: " << string(source_str) << endl;
|
---|
1244 | cout << "Type: " << string(type_str) << endl;
|
---|
1245 | cout << "Severity: " << string(severity_str) << endl;
|
---|
1246 | cout << strMessage << endl;
|
---|
1247 | }
|
---|
1248 | }
|
---|
1249 |
|
---|
1250 |
|
---|
1251 | GLuint loadShader(GLenum type, string file) {
|
---|
1252 | cout << "Loading shader from file " << file << endl;
|
---|
1253 |
|
---|
1254 | ifstream shaderFile(file);
|
---|
1255 | GLuint shaderId = 0;
|
---|
1256 |
|
---|
1257 | if (shaderFile.is_open()) {
|
---|
1258 | string line, shaderString;
|
---|
1259 |
|
---|
1260 | while(getline(shaderFile, line)) {
|
---|
1261 | shaderString += line + "\n";
|
---|
1262 | }
|
---|
1263 | shaderFile.close();
|
---|
1264 | const char* shaderCString = shaderString.c_str();
|
---|
1265 |
|
---|
1266 | shaderId = glCreateShader(type);
|
---|
1267 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
---|
1268 | glCompileShader(shaderId);
|
---|
1269 |
|
---|
1270 | cout << "Loaded successfully" << endl;
|
---|
1271 | } else {
|
---|
1272 | cout << "Failed to load the file" << endl;
|
---|
1273 | }
|
---|
1274 |
|
---|
1275 | return shaderId;
|
---|
1276 | }
|
---|
1277 |
|
---|
1278 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
---|
1279 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
---|
1280 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
---|
1281 |
|
---|
1282 | GLuint shader_program = glCreateProgram();
|
---|
1283 | glAttachShader(shader_program, vs);
|
---|
1284 | glAttachShader(shader_program, fs);
|
---|
1285 |
|
---|
1286 | glLinkProgram(shader_program);
|
---|
1287 |
|
---|
1288 | return shader_program;
|
---|
1289 | }
|
---|
1290 |
|
---|
1291 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
---|
1292 | int n;
|
---|
1293 | int force_channels = 4; // This forces RGBA (4 bytes per pixel)
|
---|
1294 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
---|
1295 |
|
---|
1296 | int width_in_bytes = *x * 4;
|
---|
1297 | unsigned char *top = NULL;
|
---|
1298 | unsigned char *bottom = NULL;
|
---|
1299 | unsigned char temp = 0;
|
---|
1300 | int half_height = *y / 2;
|
---|
1301 |
|
---|
1302 | // flip image upside-down to account for OpenGL treating lower-left as (0, 0)
|
---|
1303 | for (int row = 0; row < half_height; row++) {
|
---|
1304 | top = image_data + row * width_in_bytes;
|
---|
1305 | bottom = image_data + (*y - row - 1) * width_in_bytes;
|
---|
1306 | for (int col = 0; col < width_in_bytes; col++) {
|
---|
1307 | temp = *top;
|
---|
1308 | *top = *bottom;
|
---|
1309 | *bottom = temp;
|
---|
1310 | top++;
|
---|
1311 | bottom++;
|
---|
1312 | }
|
---|
1313 | }
|
---|
1314 |
|
---|
1315 | if (!image_data) {
|
---|
1316 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
---|
1317 | }
|
---|
1318 |
|
---|
1319 | // Not Power-of-2 check
|
---|
1320 | if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) {
|
---|
1321 | fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str());
|
---|
1322 | }
|
---|
1323 |
|
---|
1324 | return image_data;
|
---|
1325 | }
|
---|
1326 |
|
---|
1327 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point) {
|
---|
1328 | // LINE EQUATION: P = O + Dt
|
---|
1329 | // O = cam
|
---|
1330 | // D = ray_world
|
---|
1331 |
|
---|
1332 | // PLANE EQUATION: P dot n + d = 0
|
---|
1333 | // n is the normal vector
|
---|
1334 | // d is the offset from the origin
|
---|
1335 |
|
---|
1336 | // Take the cross-product of two vectors on the plane to get the normal
|
---|
1337 | vec3 v1 = points[1] - points[0];
|
---|
1338 | vec3 v2 = points[2] - points[0];
|
---|
1339 |
|
---|
1340 | 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);
|
---|
1341 |
|
---|
1342 | vec3 local_ray = vec3(inverse(obj->model_mat) * world_ray);
|
---|
1343 | vec3 local_cam = vec3(inverse(obj->model_mat) * cam);
|
---|
1344 |
|
---|
1345 | local_ray = local_ray - local_cam;
|
---|
1346 |
|
---|
1347 | float d = -glm::dot(points[0], normal);
|
---|
1348 | float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
|
---|
1349 |
|
---|
1350 | vec3 intersection = local_cam + t*local_ray;
|
---|
1351 |
|
---|
1352 | if (insideTriangle(intersection, points)) {
|
---|
1353 | click_point = obj->model_mat * vec4(intersection, 1.0f);
|
---|
1354 | return true;
|
---|
1355 | } else {
|
---|
1356 | return false;
|
---|
1357 | }
|
---|
1358 | }
|
---|
1359 |
|
---|
1360 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
|
---|
1361 | vec3 v21 = triangle_points[1] - triangle_points[0];
|
---|
1362 | vec3 v31 = triangle_points[2] - triangle_points[0];
|
---|
1363 | vec3 pv1 = p - triangle_points[0];
|
---|
1364 |
|
---|
1365 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
---|
1366 | float x = (pv1.x-y*v31.x) / v21.x;
|
---|
1367 |
|
---|
1368 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
---|
1369 | }
|
---|
1370 |
|
---|
1371 | void printVector(string label, vec3& v) {
|
---|
1372 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
|
---|
1373 | }
|
---|
1374 |
|
---|
1375 | void print4DVector(string label, vec4& v) {
|
---|
1376 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
|
---|
1377 | }
|
---|
1378 |
|
---|
1379 | void initObject(SceneObject* obj) {
|
---|
1380 | // Each objects must have at least 3 points, so the size of
|
---|
1381 | // the points array must be a positive multiple of 9
|
---|
1382 | if (obj->points.size() == 0 || (obj->points.size() % 9) != 0) {
|
---|
1383 | // TODO: Maybe throw some kind of error here instead
|
---|
1384 | return;
|
---|
1385 | }
|
---|
1386 |
|
---|
1387 | obj->id = objects.size(); // currently unused
|
---|
1388 | obj->num_points = obj->points.size() / 3;
|
---|
1389 | obj->model_transform = mat4(1.0f);
|
---|
1390 | obj->deleted = false;
|
---|
1391 |
|
---|
1392 | obj->normals.reserve(obj->points.size());
|
---|
1393 | for (unsigned int i = 0; i < obj->points.size(); i += 9) {
|
---|
1394 | vec3 point1 = vec3(obj->points[i], obj->points[i + 1], obj->points[i + 2]);
|
---|
1395 | vec3 point2 = vec3(obj->points[i + 3], obj->points[i + 4], obj->points[i + 5]);
|
---|
1396 | vec3 point3 = vec3(obj->points[i + 6], obj->points[i + 7], obj->points[i + 8]);
|
---|
1397 |
|
---|
1398 | vec3 normal = normalize(cross(point2 - point1, point3 - point1));
|
---|
1399 |
|
---|
1400 | // Add the same normal for all 3 points
|
---|
1401 | for (int j = 0; j < 3; j++) {
|
---|
1402 | obj->normals.push_back(normal.x);
|
---|
1403 | obj->normals.push_back(normal.y);
|
---|
1404 | obj->normals.push_back(normal.z);
|
---|
1405 | }
|
---|
1406 | }
|
---|
1407 |
|
---|
1408 | if (obj->type == TYPE_SHIP || obj->type == TYPE_ASTEROID) {
|
---|
1409 | calculateObjectBoundingBox(obj);
|
---|
1410 |
|
---|
1411 | obj->bounding_center = vec3(obj->translate_mat * vec4(obj->bounding_center, 1.0f));
|
---|
1412 | }
|
---|
1413 | }
|
---|
1414 |
|
---|
1415 | void addObjectToScene(SceneObject* obj,
|
---|
1416 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
1417 | map<ObjectType, ShaderModelGroup>& modelGroups,
|
---|
1418 | GLuint points_vbo,
|
---|
1419 | GLuint colors_vbo,
|
---|
1420 | GLuint texcoords_vbo,
|
---|
1421 | GLuint normals_vbo,
|
---|
1422 | GLuint ubo,
|
---|
1423 | GLuint model_mat_idx_vbo) {
|
---|
1424 | objects.push_back(obj);
|
---|
1425 |
|
---|
1426 | BufferInfo* bufferInfo = &shaderBufferInfo[modelGroups[obj->type].shaderProgram];
|
---|
1427 |
|
---|
1428 | // Check if the buffers aren't large enough to fit the new object and, if so, call
|
---|
1429 | // populateBuffers() to resize and repopupulate them
|
---|
1430 | if (modelGroups[obj->type].vboCapacity < (modelGroups[obj->type].numPoints + obj->num_points) ||
|
---|
1431 | bufferInfo->ubo_capacity < (bufferInfo->ubo_offset + 1)) {
|
---|
1432 |
|
---|
1433 | if (leftLaser != NULL && leftLaser->deleted) {
|
---|
1434 | leftLaser = NULL;
|
---|
1435 | }
|
---|
1436 | if (rightLaser != NULL && rightLaser->deleted) {
|
---|
1437 | rightLaser = NULL;
|
---|
1438 | }
|
---|
1439 |
|
---|
1440 | populateBuffers(objects, shaderBufferInfo, modelGroups,
|
---|
1441 | points_vbo,
|
---|
1442 | colors_vbo,
|
---|
1443 | texcoords_vbo,
|
---|
1444 | normals_vbo,
|
---|
1445 | ubo,
|
---|
1446 | model_mat_idx_vbo);
|
---|
1447 | } else {
|
---|
1448 | copyObjectDataToBuffers(*objects.back(), shaderBufferInfo, modelGroups, ubo);
|
---|
1449 | }
|
---|
1450 | }
|
---|
1451 |
|
---|
1452 | void removeObjectFromScene(SceneObject& obj, GLuint ubo) {
|
---|
1453 | if (!obj.deleted) {
|
---|
1454 | // Move the object outside the render bounds of the scene so it doesn't get rendered
|
---|
1455 | // TODO: Find a better way of hiding the object until the next time buffers are repopulated
|
---|
1456 | transformObject(obj, translate(mat4(1.0f), vec3(0.0f, 0.0f, FAR_CLIP * 1000.0f)), ubo);
|
---|
1457 | obj.deleted = true;
|
---|
1458 | }
|
---|
1459 | }
|
---|
1460 |
|
---|
1461 | void calculateObjectBoundingBox(SceneObject* obj) {
|
---|
1462 | GLfloat min_x = obj->points[0];
|
---|
1463 | GLfloat max_x = obj->points[0];
|
---|
1464 | GLfloat min_y = obj->points[1];
|
---|
1465 | GLfloat max_y = obj->points[1];
|
---|
1466 | GLfloat min_z = obj->points[2];
|
---|
1467 | GLfloat max_z = obj->points[2];
|
---|
1468 |
|
---|
1469 | // start from the second point
|
---|
1470 | for (unsigned int i = 3; i < obj->points.size(); i += 3) {
|
---|
1471 | if (min_x > obj->points[i]) {
|
---|
1472 | min_x = obj->points[i];
|
---|
1473 | }
|
---|
1474 | else if (max_x < obj->points[i]) {
|
---|
1475 | max_x = obj->points[i];
|
---|
1476 | }
|
---|
1477 |
|
---|
1478 | if (min_y > obj->points[i + 1]) {
|
---|
1479 | min_y = obj->points[i + 1];
|
---|
1480 | }
|
---|
1481 | else if (max_y < obj->points[i + 1]) {
|
---|
1482 | max_y = obj->points[i + 1];
|
---|
1483 | }
|
---|
1484 |
|
---|
1485 | if (min_z > obj->points[i + 2]) {
|
---|
1486 | min_z = obj->points[i + 2];
|
---|
1487 | }
|
---|
1488 | else if (max_z < obj->points[i + 2]) {
|
---|
1489 | max_z = obj->points[i + 2];
|
---|
1490 | }
|
---|
1491 | }
|
---|
1492 |
|
---|
1493 | obj->bounding_center = vec3((min_x + max_x) / 2.0f, (min_y + max_y) / 2.0f, (min_z + max_z) / 2.0f);
|
---|
1494 |
|
---|
1495 | GLfloat radius_x = max_x - obj->bounding_center.x;
|
---|
1496 | GLfloat radius_y = max_y - obj->bounding_center.y;
|
---|
1497 | GLfloat radius_z = max_z - obj->bounding_center.z;
|
---|
1498 |
|
---|
1499 | // TODO: This actually underestimates the radius. Might need to be fixed at some point.
|
---|
1500 | // TODO: Does not take into account any scaling in the model matrix
|
---|
1501 | obj->bounding_radius = radius_x;
|
---|
1502 | if (obj->bounding_radius < radius_y)
|
---|
1503 | obj->bounding_radius = radius_y;
|
---|
1504 | if (obj->bounding_radius < radius_z)
|
---|
1505 | obj->bounding_radius = radius_z;
|
---|
1506 |
|
---|
1507 | for (unsigned int i = 0; i < obj->points.size(); i += 3) {
|
---|
1508 | obj->points[i] -= obj->bounding_center.x;
|
---|
1509 | obj->points[i + 1] -= obj->bounding_center.y;
|
---|
1510 | obj->points[i + 2] -= obj->bounding_center.z;
|
---|
1511 | }
|
---|
1512 |
|
---|
1513 | obj->bounding_center = vec3(0.0f, 0.0f, 0.0f);
|
---|
1514 | }
|
---|
1515 |
|
---|
1516 | SceneObject* createShip() {
|
---|
1517 | SceneObject* ship = new SceneObject();
|
---|
1518 |
|
---|
1519 | ship->type = TYPE_SHIP;
|
---|
1520 |
|
---|
1521 | ship->points = {
|
---|
1522 | //back
|
---|
1523 | -0.5f, 0.3f, 0.0f,
|
---|
1524 | -0.5f, 0.0f, 0.0f,
|
---|
1525 | 0.5f, 0.0f, 0.0f,
|
---|
1526 | -0.5f, 0.3f, 0.0f,
|
---|
1527 | 0.5f, 0.0f, 0.0f,
|
---|
1528 | 0.5f, 0.3f, 0.0f,
|
---|
1529 |
|
---|
1530 | // left back
|
---|
1531 | -0.5f, 0.3f, -2.0f,
|
---|
1532 | -0.5f, 0.0f, -2.0f,
|
---|
1533 | -0.5f, 0.0f, 0.0f,
|
---|
1534 | -0.5f, 0.3f, -2.0f,
|
---|
1535 | -0.5f, 0.0f, 0.0f,
|
---|
1536 | -0.5f, 0.3f, 0.0f,
|
---|
1537 |
|
---|
1538 | // right back
|
---|
1539 | 0.5f, 0.3f, 0.0f,
|
---|
1540 | 0.5f, 0.0f, 0.0f,
|
---|
1541 | 0.5f, 0.0f, -2.0f,
|
---|
1542 | 0.5f, 0.3f, 0.0f,
|
---|
1543 | 0.5f, 0.0f, -2.0f,
|
---|
1544 | 0.5f, 0.3f, -2.0f,
|
---|
1545 |
|
---|
1546 | // left mid
|
---|
1547 | -0.25f, 0.3f, -3.0f,
|
---|
1548 | -0.25f, 0.0f, -3.0f,
|
---|
1549 | -0.5f, 0.0f, -2.0f,
|
---|
1550 | -0.25f, 0.3f, -3.0f,
|
---|
1551 | -0.5f, 0.0f, -2.0f,
|
---|
1552 | -0.5f, 0.3f, -2.0f,
|
---|
1553 |
|
---|
1554 | // right mid
|
---|
1555 | 0.5f, 0.3f, -2.0f,
|
---|
1556 | 0.5f, 0.0f, -2.0f,
|
---|
1557 | 0.25f, 0.0f, -3.0f,
|
---|
1558 | 0.5f, 0.3f, -2.0f,
|
---|
1559 | 0.25f, 0.0f, -3.0f,
|
---|
1560 | 0.25f, 0.3f, -3.0f,
|
---|
1561 |
|
---|
1562 | // left front
|
---|
1563 | 0.0f, 0.0f, -3.5f,
|
---|
1564 | -0.25f, 0.0f, -3.0f,
|
---|
1565 | -0.25f, 0.3f, -3.0f,
|
---|
1566 |
|
---|
1567 | // right front
|
---|
1568 | 0.25f, 0.3f, -3.0f,
|
---|
1569 | 0.25f, 0.0f, -3.0f,
|
---|
1570 | 0.0f, 0.0f, -3.5f,
|
---|
1571 |
|
---|
1572 | // top back
|
---|
1573 | -0.5f, 0.3f, -2.0f,
|
---|
1574 | -0.5f, 0.3f, 0.0f,
|
---|
1575 | 0.5f, 0.3f, 0.0f,
|
---|
1576 | -0.5f, 0.3f, -2.0f,
|
---|
1577 | 0.5f, 0.3f, 0.0f,
|
---|
1578 | 0.5f, 0.3f, -2.0f,
|
---|
1579 |
|
---|
1580 | // bottom back
|
---|
1581 | -0.5f, 0.0f, 0.0f,
|
---|
1582 | -0.5f, 0.0f, -2.0f,
|
---|
1583 | 0.5f, 0.0f, 0.0f,
|
---|
1584 | 0.5f, 0.0f, 0.0f,
|
---|
1585 | -0.5f, 0.0f, -2.0f,
|
---|
1586 | 0.5f, 0.0f, -2.0f,
|
---|
1587 |
|
---|
1588 | // top mid
|
---|
1589 | -0.25f, 0.3f, -3.0f,
|
---|
1590 | -0.5f, 0.3f, -2.0f,
|
---|
1591 | 0.5f, 0.3f, -2.0f,
|
---|
1592 | -0.25f, 0.3f, -3.0f,
|
---|
1593 | 0.5f, 0.3f, -2.0f,
|
---|
1594 | 0.25f, 0.3f, -3.0f,
|
---|
1595 |
|
---|
1596 | // bottom mid
|
---|
1597 | -0.5f, 0.0f, -2.0f,
|
---|
1598 | -0.25f, 0.0f, -3.0f,
|
---|
1599 | 0.5f, 0.0f, -2.0f,
|
---|
1600 | 0.5f, 0.0f, -2.0f,
|
---|
1601 | -0.25f, 0.0f, -3.0f,
|
---|
1602 | 0.25f, 0.0f, -3.0f,
|
---|
1603 |
|
---|
1604 | // top front
|
---|
1605 | -0.25f, 0.3f, -3.0f,
|
---|
1606 | 0.25f, 0.3f, -3.0f,
|
---|
1607 | 0.0f, 0.0f, -3.5f,
|
---|
1608 |
|
---|
1609 | // bottom front
|
---|
1610 | 0.25f, 0.0f, -3.0f,
|
---|
1611 | -0.25f, 0.0f, -3.0f,
|
---|
1612 | 0.0f, 0.0f, -3.5f,
|
---|
1613 |
|
---|
1614 | // left wing start back
|
---|
1615 | -1.5f, 0.3f, 0.0f,
|
---|
1616 | -1.5f, 0.0f, 0.0f,
|
---|
1617 | -0.5f, 0.0f, 0.0f,
|
---|
1618 | -1.5f, 0.3f, 0.0f,
|
---|
1619 | -0.5f, 0.0f, 0.0f,
|
---|
1620 | -0.5f, 0.3f, 0.0f,
|
---|
1621 |
|
---|
1622 | // left wing start top
|
---|
1623 | -0.5f, 0.3f, -0.3f,
|
---|
1624 | -1.3f, 0.3f, -0.3f,
|
---|
1625 | -1.5f, 0.3f, 0.0f,
|
---|
1626 | -0.5f, 0.3f, -0.3f,
|
---|
1627 | -1.5f, 0.3f, 0.0f,
|
---|
1628 | -0.5f, 0.3f, 0.0f,
|
---|
1629 |
|
---|
1630 | // left wing start front
|
---|
1631 | -0.5f, 0.3f, -0.3f,
|
---|
1632 | -0.5f, 0.0f, -0.3f,
|
---|
1633 | -1.3f, 0.0f, -0.3f,
|
---|
1634 | -0.5f, 0.3f, -0.3f,
|
---|
1635 | -1.3f, 0.0f, -0.3f,
|
---|
1636 | -1.3f, 0.3f, -0.3f,
|
---|
1637 |
|
---|
1638 | // left wing start bottom
|
---|
1639 | -0.5f, 0.0f, 0.0f,
|
---|
1640 | -1.5f, 0.0f, 0.0f,
|
---|
1641 | -1.3f, 0.0f, -0.3f,
|
---|
1642 | -0.5f, 0.0f, 0.0f,
|
---|
1643 | -1.3f, 0.0f, -0.3f,
|
---|
1644 | -0.5f, 0.0f, -0.3f,
|
---|
1645 |
|
---|
1646 | // left wing end outside
|
---|
1647 | -1.5f, 0.3f, 0.0f,
|
---|
1648 | -2.2f, 0.15f, -0.8f,
|
---|
1649 | -1.5f, 0.0f, 0.0f,
|
---|
1650 |
|
---|
1651 | // left wing end top
|
---|
1652 | -1.3f, 0.3f, -0.3f,
|
---|
1653 | -2.2f, 0.15f, -0.8f,
|
---|
1654 | -1.5f, 0.3f, 0.0f,
|
---|
1655 |
|
---|
1656 | // left wing end front
|
---|
1657 | -1.3f, 0.0f, -0.3f,
|
---|
1658 | -2.2f, 0.15f, -0.8f,
|
---|
1659 | -1.3f, 0.3f, -0.3f,
|
---|
1660 |
|
---|
1661 | // left wing end bottom
|
---|
1662 | -1.5f, 0.0f, 0.0f,
|
---|
1663 | -2.2f, 0.15f, -0.8f,
|
---|
1664 | -1.3f, 0.0f, -0.3f,
|
---|
1665 |
|
---|
1666 | // right wing start back
|
---|
1667 | 1.5f, 0.0f, 0.0f,
|
---|
1668 | 1.5f, 0.3f, 0.0f,
|
---|
1669 | 0.5f, 0.0f, 0.0f,
|
---|
1670 | 0.5f, 0.0f, 0.0f,
|
---|
1671 | 1.5f, 0.3f, 0.0f,
|
---|
1672 | 0.5f, 0.3f, 0.0f,
|
---|
1673 |
|
---|
1674 | // right wing start top
|
---|
1675 | 1.3f, 0.3f, -0.3f,
|
---|
1676 | 0.5f, 0.3f, -0.3f,
|
---|
1677 | 1.5f, 0.3f, 0.0f,
|
---|
1678 | 1.5f, 0.3f, 0.0f,
|
---|
1679 | 0.5f, 0.3f, -0.3f,
|
---|
1680 | 0.5f, 0.3f, 0.0f,
|
---|
1681 |
|
---|
1682 | // right wing start front
|
---|
1683 | 0.5f, 0.0f, -0.3f,
|
---|
1684 | 0.5f, 0.3f, -0.3f,
|
---|
1685 | 1.3f, 0.0f, -0.3f,
|
---|
1686 | 1.3f, 0.0f, -0.3f,
|
---|
1687 | 0.5f, 0.3f, -0.3f,
|
---|
1688 | 1.3f, 0.3f, -0.3f,
|
---|
1689 |
|
---|
1690 | // right wing start bottom
|
---|
1691 | 1.5f, 0.0f, 0.0f,
|
---|
1692 | 0.5f, 0.0f, 0.0f,
|
---|
1693 | 1.3f, 0.0f, -0.3f,
|
---|
1694 | 1.3f, 0.0f, -0.3f,
|
---|
1695 | 0.5f, 0.0f, 0.0f,
|
---|
1696 | 0.5f, 0.0f, -0.3f,
|
---|
1697 |
|
---|
1698 | // right wing end outside
|
---|
1699 | 2.2f, 0.15f, -0.8f,
|
---|
1700 | 1.5f, 0.3f, 0.0f,
|
---|
1701 | 1.5f, 0.0f, 0.0f,
|
---|
1702 |
|
---|
1703 | // right wing end top
|
---|
1704 | 2.2f, 0.15f, -0.8f,
|
---|
1705 | 1.3f, 0.3f, -0.3f,
|
---|
1706 | 1.5f, 0.3f, 0.0f,
|
---|
1707 |
|
---|
1708 | // right wing end front
|
---|
1709 | 2.2f, 0.15f, -0.8f,
|
---|
1710 | 1.3f, 0.0f, -0.3f,
|
---|
1711 | 1.3f, 0.3f, -0.3f,
|
---|
1712 |
|
---|
1713 | // right wing end bottom
|
---|
1714 | 2.2f, 0.15f, -0.8f,
|
---|
1715 | 1.5f, 0.0f, 0.0f,
|
---|
1716 | 1.3f, 0.0f, -0.3f,
|
---|
1717 | };
|
---|
1718 | ship->colors = {
|
---|
1719 | 0.0f, 0.0f, 0.3f,
|
---|
1720 | 0.0f, 0.0f, 0.3f,
|
---|
1721 | 0.0f, 0.0f, 0.3f,
|
---|
1722 | 0.0f, 0.0f, 0.3f,
|
---|
1723 | 0.0f, 0.0f, 0.3f,
|
---|
1724 | 0.0f, 0.0f, 0.3f,
|
---|
1725 |
|
---|
1726 | 0.0f, 0.0f, 0.3f,
|
---|
1727 | 0.0f, 0.0f, 0.3f,
|
---|
1728 | 0.0f, 0.0f, 0.3f,
|
---|
1729 | 0.0f, 0.0f, 0.3f,
|
---|
1730 | 0.0f, 0.0f, 0.3f,
|
---|
1731 | 0.0f, 0.0f, 0.3f,
|
---|
1732 |
|
---|
1733 | 0.0f, 0.0f, 0.3f,
|
---|
1734 | 0.0f, 0.0f, 0.3f,
|
---|
1735 | 0.0f, 0.0f, 0.3f,
|
---|
1736 | 0.0f, 0.0f, 0.3f,
|
---|
1737 | 0.0f, 0.0f, 0.3f,
|
---|
1738 | 0.0f, 0.0f, 0.3f,
|
---|
1739 |
|
---|
1740 | 0.0f, 0.0f, 0.3f,
|
---|
1741 | 0.0f, 0.0f, 0.3f,
|
---|
1742 | 0.0f, 0.0f, 0.3f,
|
---|
1743 | 0.0f, 0.0f, 0.3f,
|
---|
1744 | 0.0f, 0.0f, 0.3f,
|
---|
1745 | 0.0f, 0.0f, 0.3f,
|
---|
1746 |
|
---|
1747 | 0.0f, 0.0f, 0.3f,
|
---|
1748 | 0.0f, 0.0f, 0.3f,
|
---|
1749 | 0.0f, 0.0f, 0.3f,
|
---|
1750 | 0.0f, 0.0f, 0.3f,
|
---|
1751 | 0.0f, 0.0f, 0.3f,
|
---|
1752 | 0.0f, 0.0f, 0.3f,
|
---|
1753 |
|
---|
1754 | 0.0f, 0.0f, 1.0f,
|
---|
1755 | 0.0f, 0.0f, 1.0f,
|
---|
1756 | 0.0f, 0.0f, 1.0f,
|
---|
1757 |
|
---|
1758 | 0.0f, 0.0f, 1.0f,
|
---|
1759 | 0.0f, 0.0f, 1.0f,
|
---|
1760 | 0.0f, 0.0f, 1.0f,
|
---|
1761 |
|
---|
1762 | 0.0f, 0.0f, 1.0f,
|
---|
1763 | 0.0f, 0.0f, 1.0f,
|
---|
1764 | 0.0f, 0.0f, 1.0f,
|
---|
1765 | 0.0f, 0.0f, 1.0f,
|
---|
1766 | 0.0f, 0.0f, 1.0f,
|
---|
1767 | 0.0f, 0.0f, 1.0f,
|
---|
1768 |
|
---|
1769 | 0.0f, 0.0f, 1.0f,
|
---|
1770 | 0.0f, 0.0f, 1.0f,
|
---|
1771 | 0.0f, 0.0f, 1.0f,
|
---|
1772 | 0.0f, 0.0f, 1.0f,
|
---|
1773 | 0.0f, 0.0f, 1.0f,
|
---|
1774 | 0.0f, 0.0f, 1.0f,
|
---|
1775 |
|
---|
1776 | 0.0f, 0.0f, 1.0f,
|
---|
1777 | 0.0f, 0.0f, 1.0f,
|
---|
1778 | 0.0f, 0.0f, 1.0f,
|
---|
1779 | 0.0f, 0.0f, 1.0f,
|
---|
1780 | 0.0f, 0.0f, 1.0f,
|
---|
1781 | 0.0f, 0.0f, 1.0f,
|
---|
1782 |
|
---|
1783 | 0.0f, 0.0f, 1.0f,
|
---|
1784 | 0.0f, 0.0f, 1.0f,
|
---|
1785 | 0.0f, 0.0f, 1.0f,
|
---|
1786 | 0.0f, 0.0f, 1.0f,
|
---|
1787 | 0.0f, 0.0f, 1.0f,
|
---|
1788 | 0.0f, 0.0f, 1.0f,
|
---|
1789 |
|
---|
1790 | 0.0f, 0.0f, 0.3f,
|
---|
1791 | 0.0f, 0.0f, 0.3f,
|
---|
1792 | 0.0f, 0.0f, 0.3f,
|
---|
1793 |
|
---|
1794 | 0.0f, 0.0f, 0.3f,
|
---|
1795 | 0.0f, 0.0f, 0.3f,
|
---|
1796 | 0.0f, 0.0f, 0.3f,
|
---|
1797 |
|
---|
1798 | 0.0f, 0.0f, 0.3f,
|
---|
1799 | 0.0f, 0.0f, 0.3f,
|
---|
1800 | 0.0f, 0.0f, 0.3f,
|
---|
1801 | 0.0f, 0.0f, 0.3f,
|
---|
1802 | 0.0f, 0.0f, 0.3f,
|
---|
1803 | 0.0f, 0.0f, 0.3f,
|
---|
1804 |
|
---|
1805 | 0.0f, 0.0f, 0.3f,
|
---|
1806 | 0.0f, 0.0f, 0.3f,
|
---|
1807 | 0.0f, 0.0f, 0.3f,
|
---|
1808 | 0.0f, 0.0f, 0.3f,
|
---|
1809 | 0.0f, 0.0f, 0.3f,
|
---|
1810 | 0.0f, 0.0f, 0.3f,
|
---|
1811 |
|
---|
1812 | 0.0f, 0.0f, 0.3f,
|
---|
1813 | 0.0f, 0.0f, 0.3f,
|
---|
1814 | 0.0f, 0.0f, 0.3f,
|
---|
1815 | 0.0f, 0.0f, 0.3f,
|
---|
1816 | 0.0f, 0.0f, 0.3f,
|
---|
1817 | 0.0f, 0.0f, 0.3f,
|
---|
1818 |
|
---|
1819 | 0.0f, 0.0f, 0.3f,
|
---|
1820 | 0.0f, 0.0f, 0.3f,
|
---|
1821 | 0.0f, 0.0f, 0.3f,
|
---|
1822 | 0.0f, 0.0f, 0.3f,
|
---|
1823 | 0.0f, 0.0f, 0.3f,
|
---|
1824 | 0.0f, 0.0f, 0.3f,
|
---|
1825 |
|
---|
1826 | 0.0f, 0.0f, 0.3f,
|
---|
1827 | 0.0f, 0.0f, 0.3f,
|
---|
1828 | 0.0f, 0.0f, 0.3f,
|
---|
1829 |
|
---|
1830 | 0.0f, 0.0f, 0.3f,
|
---|
1831 | 0.0f, 0.0f, 0.3f,
|
---|
1832 | 0.0f, 0.0f, 0.3f,
|
---|
1833 |
|
---|
1834 | 0.0f, 0.0f, 0.3f,
|
---|
1835 | 0.0f, 0.0f, 0.3f,
|
---|
1836 | 0.0f, 0.0f, 0.3f,
|
---|
1837 |
|
---|
1838 | 0.0f, 0.0f, 0.3f,
|
---|
1839 | 0.0f, 0.0f, 0.3f,
|
---|
1840 | 0.0f, 0.0f, 0.3f,
|
---|
1841 |
|
---|
1842 | 0.0f, 0.0f, 0.3f,
|
---|
1843 | 0.0f, 0.0f, 0.3f,
|
---|
1844 | 0.0f, 0.0f, 0.3f,
|
---|
1845 | 0.0f, 0.0f, 0.3f,
|
---|
1846 | 0.0f, 0.0f, 0.3f,
|
---|
1847 | 0.0f, 0.0f, 0.3f,
|
---|
1848 |
|
---|
1849 | 0.0f, 0.0f, 0.3f,
|
---|
1850 | 0.0f, 0.0f, 0.3f,
|
---|
1851 | 0.0f, 0.0f, 0.3f,
|
---|
1852 | 0.0f, 0.0f, 0.3f,
|
---|
1853 | 0.0f, 0.0f, 0.3f,
|
---|
1854 | 0.0f, 0.0f, 0.3f,
|
---|
1855 |
|
---|
1856 | 0.0f, 0.0f, 0.3f,
|
---|
1857 | 0.0f, 0.0f, 0.3f,
|
---|
1858 | 0.0f, 0.0f, 0.3f,
|
---|
1859 | 0.0f, 0.0f, 0.3f,
|
---|
1860 | 0.0f, 0.0f, 0.3f,
|
---|
1861 | 0.0f, 0.0f, 0.3f,
|
---|
1862 |
|
---|
1863 | 0.0f, 0.0f, 0.3f,
|
---|
1864 | 0.0f, 0.0f, 0.3f,
|
---|
1865 | 0.0f, 0.0f, 0.3f,
|
---|
1866 | 0.0f, 0.0f, 0.3f,
|
---|
1867 | 0.0f, 0.0f, 0.3f,
|
---|
1868 | 0.0f, 0.0f, 0.3f,
|
---|
1869 |
|
---|
1870 | 0.0f, 0.0f, 0.3f,
|
---|
1871 | 0.0f, 0.0f, 0.3f,
|
---|
1872 | 0.0f, 0.0f, 0.3f,
|
---|
1873 |
|
---|
1874 | 0.0f, 0.0f, 0.3f,
|
---|
1875 | 0.0f, 0.0f, 0.3f,
|
---|
1876 | 0.0f, 0.0f, 0.3f,
|
---|
1877 |
|
---|
1878 | 0.0f, 0.0f, 0.3f,
|
---|
1879 | 0.0f, 0.0f, 0.3f,
|
---|
1880 | 0.0f, 0.0f, 0.3f,
|
---|
1881 |
|
---|
1882 | 0.0f, 0.0f, 0.3f,
|
---|
1883 | 0.0f, 0.0f, 0.3f,
|
---|
1884 | 0.0f, 0.0f, 0.3f,
|
---|
1885 | };
|
---|
1886 | ship->texcoords = { 0.0f };
|
---|
1887 |
|
---|
1888 | mat4 T_model = translate(mat4(1.0f), vec3(0.0f, -1.2f, 1.65f));
|
---|
1889 | mat4 R_model(1.0f);
|
---|
1890 | ship->model_base = T_model * R_model * scale(mat4(1.0f), vec3(0.1f, 0.1f, 0.1f));
|
---|
1891 |
|
---|
1892 | ship->translate_mat = T_model;
|
---|
1893 |
|
---|
1894 | initObject(ship);
|
---|
1895 |
|
---|
1896 | return ship;
|
---|
1897 | }
|
---|
1898 |
|
---|
1899 | /* LASER RENDERING/POSITIONING ALGORITHM
|
---|
1900 | * -Draw a thin rectangle for the laser beam, using the specified width and endpoints
|
---|
1901 | * -Texture the beam with a grayscale partially transparent image
|
---|
1902 | * -In the shader, blend the image with a color to support lasers of different colors
|
---|
1903 | *
|
---|
1904 | * The flat part of the textured rectangle needs to always face the camera, so the laser's width is constant
|
---|
1905 | * This is done as follows:
|
---|
1906 | * -Determine the length of the laser based on the start and end points
|
---|
1907 | * -Draw a rectangle along the z-axis and rotated upwards along the y-axis, with the correct final length and width
|
---|
1908 | * -Rotate the beam around the z-axis by the correct angle, sot that in its final position, the flat part faces the camera
|
---|
1909 | * -Rotate the beam along the x-axis and then along the y-axis and then translate it to put it into its final position
|
---|
1910 | */
|
---|
1911 | // TODO: Make the color parameter have an effect
|
---|
1912 | Laser* createLaser(vec3 start, vec3 end, vec3 color, GLfloat width) {
|
---|
1913 | Laser* obj = new Laser();
|
---|
1914 | obj->type = TYPE_LASER;
|
---|
1915 | obj->targetAsteroid = NULL;
|
---|
1916 |
|
---|
1917 | vec3 ray = end - start;
|
---|
1918 | float length = glm::length(ray);
|
---|
1919 |
|
---|
1920 | obj->points = {
|
---|
1921 | width / 2, 0.0f, -width / 2,
|
---|
1922 | -width / 2, 0.0f, -width / 2,
|
---|
1923 | -width / 2, 0.0f, 0.0f,
|
---|
1924 | width / 2, 0.0f, -width / 2,
|
---|
1925 | -width / 2, 0.0f, 0.0f,
|
---|
1926 | width / 2, 0.0f, 0.0f,
|
---|
1927 | width / 2, 0.0f, -length + width / 2,
|
---|
1928 | -width / 2, 0.0f, -length + width / 2,
|
---|
1929 | -width / 2, 0.0f, -width / 2,
|
---|
1930 | width / 2, 0.0f, -length + width / 2,
|
---|
1931 | -width / 2, 0.0f, -width / 2,
|
---|
1932 | width / 2, 0.0f, -width / 2,
|
---|
1933 | width / 2, 0.0f, -length,
|
---|
1934 | -width / 2, 0.0f, -length,
|
---|
1935 | -width / 2, 0.0f, -length + width / 2,
|
---|
1936 | width / 2, 0.0f, -length,
|
---|
1937 | -width / 2, 0.0f, -length + width / 2,
|
---|
1938 | width / 2, 0.0f, -length + width / 2,
|
---|
1939 | };
|
---|
1940 |
|
---|
1941 | obj->texcoords = {
|
---|
1942 | 1.0f, 0.5f,
|
---|
1943 | 0.0f, 0.5f,
|
---|
1944 | 0.0f, 0.0f,
|
---|
1945 | 1.0f, 0.5f,
|
---|
1946 | 0.0f, 0.0f,
|
---|
1947 | 1.0f, 0.0f,
|
---|
1948 | 1.0f, 0.51f,
|
---|
1949 | 0.0f, 0.51f,
|
---|
1950 | 0.0f, 0.49f,
|
---|
1951 | 1.0f, 0.51f,
|
---|
1952 | 0.0f, 0.49f,
|
---|
1953 | 1.0f, 0.49f,
|
---|
1954 | 1.0f, 1.0f,
|
---|
1955 | 0.0f, 1.0f,
|
---|
1956 | 0.0f, 0.5f,
|
---|
1957 | 1.0f, 1.0f,
|
---|
1958 | 0.0f, 0.5f,
|
---|
1959 | 1.0f, 0.5f,
|
---|
1960 | };
|
---|
1961 |
|
---|
1962 | float xAxisRotation = asin(ray.y / length);
|
---|
1963 | float yAxisRotation = atan2(-ray.x, -ray.z);
|
---|
1964 |
|
---|
1965 | vec3 normal(rotate(mat4(1.0f), yAxisRotation, vec3(0.0f, 1.0f, 0.0f)) *
|
---|
1966 | rotate(mat4(1.0f), xAxisRotation, vec3(1.0f, 0.0f, 0.0f)) *
|
---|
1967 | vec4(0.0f, 1.0f, 0.0f, 1.0f));
|
---|
1968 |
|
---|
1969 | // To project point P onto line AB:
|
---|
1970 | // projection = A + dot(AP,AB) / dot(AB,AB) * AB
|
---|
1971 | vec3 projOnLaser = start + glm::dot(cam_pos-start, ray) / (length*length) * ray;
|
---|
1972 | vec3 laserToCam = cam_pos - projOnLaser;
|
---|
1973 |
|
---|
1974 | float zAxisRotation = -atan2(glm::dot(glm::cross(normal, laserToCam), glm::normalize(ray)), glm::dot(normal, laserToCam));
|
---|
1975 |
|
---|
1976 | obj->model_base = rotate(mat4(1.0f), zAxisRotation, vec3(0.0f, 0.0f, 1.0f));
|
---|
1977 |
|
---|
1978 | initObject(obj);
|
---|
1979 |
|
---|
1980 | obj->model_transform = rotate(mat4(1.0f), xAxisRotation, vec3(1.0f, 0.0f, 0.0f)) * obj->model_transform;
|
---|
1981 | obj->model_transform = rotate(mat4(1.0f), yAxisRotation, vec3(0.0f, 1.0f, 0.0f)) * obj->model_transform;
|
---|
1982 | obj->model_transform = translate(mat4(1.0f), start) * obj->model_transform;
|
---|
1983 |
|
---|
1984 | return obj;
|
---|
1985 | }
|
---|
1986 |
|
---|
1987 | ShaderModelGroup createModelGroup(GLuint shaderProgram) {
|
---|
1988 | ShaderModelGroup smg;
|
---|
1989 |
|
---|
1990 | smg.shaderProgram = shaderProgram;
|
---|
1991 | glGenVertexArrays(1, &smg.vao);
|
---|
1992 | smg.numPoints = 0;
|
---|
1993 |
|
---|
1994 | return smg;
|
---|
1995 | }
|
---|
1996 |
|
---|
1997 | // TODO: Add the code to resize the buffers here
|
---|
1998 | // addObjectToScene and removeObjectFromScene pretty much already do this.
|
---|
1999 | // However, when addObjectToScene resizes the buffers, it resizes them for all object types
|
---|
2000 | // It would be more efficient to only resize them for the object type in question
|
---|
2001 |
|
---|
2002 | void removeModelFromGroup(ShaderModelGroup& modelGroup, SceneObject& model) {
|
---|
2003 | // TODO: Implement
|
---|
2004 | }
|
---|
2005 |
|
---|
2006 | void addModelToGroup(ShaderModelGroup& modelGroup, SceneObject& model) {
|
---|
2007 | // TODO: Implement
|
---|
2008 | }
|
---|
2009 |
|
---|
2010 | void defineModelGroupAttrib(ShaderModelGroup& modelGroup, string name, AttribType attribType,
|
---|
2011 | GLint size, GLenum type, size_t fieldOffset) {
|
---|
2012 | if (type != GL_FLOAT && type != GL_UNSIGNED_INT) {
|
---|
2013 | cout << "Unknown shader program attribute type: " << type << endl;
|
---|
2014 | return;
|
---|
2015 | }
|
---|
2016 |
|
---|
2017 | AttribInfo attribInfo;
|
---|
2018 |
|
---|
2019 | attribInfo.attribType = attribType;
|
---|
2020 | attribInfo.index = modelGroup.attribs.size();
|
---|
2021 | attribInfo.size = size;
|
---|
2022 | attribInfo.type = type;
|
---|
2023 | attribInfo.fieldOffset = fieldOffset;
|
---|
2024 |
|
---|
2025 | modelGroup.attribs[name] = attribInfo;
|
---|
2026 | }
|
---|
2027 |
|
---|
2028 | void defineModelGroupUniform(ShaderModelGroup& modelGroup, string name, AttribType attribType,
|
---|
2029 | GLint size, UniformType type, GLfloat* data) {
|
---|
2030 | AttribInfo attribInfo;
|
---|
2031 |
|
---|
2032 | attribInfo.attribType = attribType;
|
---|
2033 | attribInfo.size = size;
|
---|
2034 | attribInfo.uniType = type;
|
---|
2035 | attribInfo.data = data;
|
---|
2036 |
|
---|
2037 | modelGroup.attribs[name] = attribInfo;
|
---|
2038 | }
|
---|
2039 |
|
---|
2040 | void initModelGroupAttribs(ShaderModelGroup& modelGroup) {
|
---|
2041 | glBindVertexArray(modelGroup.vao);
|
---|
2042 |
|
---|
2043 | map<string, AttribInfo>::iterator it;
|
---|
2044 | for (it = modelGroup.attribs.begin(); it != modelGroup.attribs.end(); it++) {
|
---|
2045 | if (it->second.attribType == ATTRIB_UNIFORM) {
|
---|
2046 | it->second.buffer = glGetUniformLocation(modelGroup.shaderProgram, it->first.c_str());
|
---|
2047 | } else {
|
---|
2048 | glEnableVertexAttribArray(it->second.index);
|
---|
2049 |
|
---|
2050 | glGenBuffers(1, &it->second.buffer);
|
---|
2051 | glBindBuffer(GL_ARRAY_BUFFER, it->second.buffer);
|
---|
2052 |
|
---|
2053 | switch (it->second.type) {
|
---|
2054 | case GL_FLOAT: {
|
---|
2055 | glVertexAttribPointer(it->second.index, it->second.size, it->second.type, GL_FALSE, 0, NULL);
|
---|
2056 | break;
|
---|
2057 | }
|
---|
2058 | case GL_UNSIGNED_INT: {
|
---|
2059 | glVertexAttribIPointer(it->second.index, it->second.size, it->second.type, 0, NULL);
|
---|
2060 | break;
|
---|
2061 | }
|
---|
2062 | }
|
---|
2063 | }
|
---|
2064 | }
|
---|
2065 | }
|
---|
2066 |
|
---|
2067 | void bindUniformData(AttribInfo& attrib) {
|
---|
2068 | switch(attrib.uniType) {
|
---|
2069 | case UNIFORM_MATRIX_4F:
|
---|
2070 | glUniformMatrix4fv(attrib.buffer, attrib.size, GL_FALSE, attrib.data);
|
---|
2071 | break;
|
---|
2072 | case UNIFORM_1F:
|
---|
2073 | glUniform1fv(attrib.buffer, attrib.size, attrib.data);
|
---|
2074 | break;
|
---|
2075 | case UNIFORM_3F:
|
---|
2076 | glUniform3fv(attrib.buffer, attrib.size, attrib.data);
|
---|
2077 | break;
|
---|
2078 | case UNIFORM_NONE:
|
---|
2079 | break;
|
---|
2080 | }
|
---|
2081 | }
|
---|
2082 |
|
---|
2083 | void bindUniformData(AttribInfo& attrib, GLfloat *data) {
|
---|
2084 | switch(attrib.uniType) {
|
---|
2085 | case UNIFORM_MATRIX_4F:
|
---|
2086 | glUniformMatrix4fv(attrib.buffer, attrib.size, GL_FALSE, data);
|
---|
2087 | break;
|
---|
2088 | case UNIFORM_1F:
|
---|
2089 | glUniform1fv(attrib.buffer, attrib.size, data);
|
---|
2090 | break;
|
---|
2091 | case UNIFORM_3F:
|
---|
2092 | glUniform3fv(attrib.buffer, attrib.size, data);
|
---|
2093 | break;
|
---|
2094 | case UNIFORM_NONE:
|
---|
2095 | break;
|
---|
2096 | }
|
---|
2097 | }
|
---|
2098 |
|
---|
2099 | /* The purpose of this function is to replace the use of sizeof() when calling
|
---|
2100 | * function like glBufferSubData and using AttribInfo to get offsets and types
|
---|
2101 | * I need instead of hardcoding them. I can't save a type like GLfloat, but I cam
|
---|
2102 | * save GL_FLOAT and use this function to return sizeof(GLfloat) when GL_FLOAT is
|
---|
2103 | * passed.
|
---|
2104 | */
|
---|
2105 | size_t GLsizeof(GLenum type) {
|
---|
2106 | switch (type) {
|
---|
2107 | case GL_FLOAT:
|
---|
2108 | return sizeof(GLfloat);
|
---|
2109 | case GL_UNSIGNED_INT:
|
---|
2110 | return sizeof(GLuint);
|
---|
2111 | default:
|
---|
2112 | cout << "Uknown GL type passed to GLsizeof: " << type << endl;
|
---|
2113 | return 0;
|
---|
2114 | }
|
---|
2115 | }
|
---|
2116 |
|
---|
2117 | /* This function returns a reference to the first element of a given vector
|
---|
2118 | * attribute in obj. The vector is assumed to hold GLfloats. If the same thing
|
---|
2119 | * needs to be done later for vectors of other types, we could pass in a GLenum,
|
---|
2120 | * and do something similar to GLsizeof
|
---|
2121 | */
|
---|
2122 | GLvoid* getVectorAttribPtr(SceneObject& obj, size_t attribOffset) {
|
---|
2123 | return (GLvoid*)(&(*(vector<GLfloat>*)((size_t)&obj + attribOffset))[0]);
|
---|
2124 | }
|
---|
2125 |
|
---|
2126 | GLvoid* getScalarAttribPtr(SceneObject& obj, size_t attribOffset) {
|
---|
2127 | return (GLvoid*)((size_t)&obj + attribOffset);
|
---|
2128 | }
|
---|
2129 |
|
---|
2130 | void initializeBuffers(
|
---|
2131 | GLuint* points_vbo,
|
---|
2132 | GLuint* colors_vbo,
|
---|
2133 | GLuint* texcoords_vbo,
|
---|
2134 | GLuint* normals_vbo,
|
---|
2135 | GLuint* ubo,
|
---|
2136 | GLuint* model_mat_idx_vbo) {
|
---|
2137 | *points_vbo = 0;
|
---|
2138 | glGenBuffers(1, points_vbo);
|
---|
2139 |
|
---|
2140 | *colors_vbo = 0;
|
---|
2141 | glGenBuffers(1, colors_vbo);
|
---|
2142 |
|
---|
2143 | *texcoords_vbo = 0;
|
---|
2144 | glGenBuffers(1, texcoords_vbo);
|
---|
2145 |
|
---|
2146 | *normals_vbo = 0;
|
---|
2147 | glGenBuffers(1, normals_vbo);
|
---|
2148 |
|
---|
2149 | *ubo = 0;
|
---|
2150 | glGenBuffers(1, ubo);
|
---|
2151 |
|
---|
2152 | *model_mat_idx_vbo = 0;
|
---|
2153 | glGenBuffers(1, model_mat_idx_vbo);
|
---|
2154 | }
|
---|
2155 |
|
---|
2156 | void initializeParticleEffectBuffers(vec3 origin,
|
---|
2157 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
2158 | map<ObjectType, ShaderModelGroup>& modelGroups,
|
---|
2159 | GLuint points_vbo,
|
---|
2160 | GLuint colors_vbo,
|
---|
2161 | GLuint texcoords_vbo,
|
---|
2162 | GLuint normals_vbo,
|
---|
2163 | GLuint ubo,
|
---|
2164 | GLuint model_mat_idx_vbo) {
|
---|
2165 | float vv[EXPLOSION_PARTICLE_COUNT * 3]; // initial velocities vec3
|
---|
2166 | float vt[EXPLOSION_PARTICLE_COUNT]; // initial times
|
---|
2167 | float t_accum = 0.0f; // start time
|
---|
2168 |
|
---|
2169 | for (int i = 0; i < EXPLOSION_PARTICLE_COUNT; i++) {
|
---|
2170 | vt[i] = t_accum;
|
---|
2171 | t_accum += 0.01f;
|
---|
2172 |
|
---|
2173 | float randx = ((float)rand() / (float)RAND_MAX) - 0.5f;
|
---|
2174 | float randy = ((float)rand() / (float)RAND_MAX) - 0.5f;
|
---|
2175 | vv[i*3] = randx;
|
---|
2176 | vv[i*3 + 1] = randy;
|
---|
2177 | vv[i*3 + 2] = 0.0f;
|
---|
2178 | }
|
---|
2179 |
|
---|
2180 | mat4 model_mat = translate(mat4(1.0f), origin);
|
---|
2181 |
|
---|
2182 | glUseProgram(modelGroups[TYPE_EXPLOSION].shaderProgram);
|
---|
2183 |
|
---|
2184 | bindUniformData(modelGroups[TYPE_EXPLOSION].attribs["proj"]);
|
---|
2185 | bindUniformData(modelGroups[TYPE_EXPLOSION].attribs["view"]);
|
---|
2186 | bindUniformData(modelGroups[TYPE_EXPLOSION].attribs["model_mat"], value_ptr(model_mat));
|
---|
2187 |
|
---|
2188 | // the glBufferData calls need to stay here while the corresponding arrays
|
---|
2189 | // are local to this function. Once they're made part of the explosion object, I might be able
|
---|
2190 | // to move this code out of here
|
---|
2191 |
|
---|
2192 | glBindBuffer(GL_ARRAY_BUFFER, modelGroups[TYPE_EXPLOSION].attribs["v_i"].buffer);
|
---|
2193 | glBufferData(GL_ARRAY_BUFFER, sizeof(vv), vv, GL_STATIC_DRAW);
|
---|
2194 |
|
---|
2195 | glBindBuffer(GL_ARRAY_BUFFER, modelGroups[TYPE_EXPLOSION].attribs["start_time"].buffer);
|
---|
2196 | glBufferData(GL_ARRAY_BUFFER, sizeof(vt), vt, GL_STATIC_DRAW);
|
---|
2197 |
|
---|
2198 | objExplosion = createExplosion();
|
---|
2199 | addObjectToScene(objExplosion, shaderBufferInfo, modelGroups,
|
---|
2200 | points_vbo,
|
---|
2201 | colors_vbo,
|
---|
2202 | texcoords_vbo,
|
---|
2203 | normals_vbo,
|
---|
2204 | ubo,
|
---|
2205 | model_mat_idx_vbo);
|
---|
2206 | }
|
---|
2207 |
|
---|
2208 | void populateBuffers(vector<SceneObject*>& objects,
|
---|
2209 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
2210 | map<ObjectType, ShaderModelGroup>& modelGroups,
|
---|
2211 | GLuint points_vbo,
|
---|
2212 | GLuint colors_vbo,
|
---|
2213 | GLuint texcoords_vbo,
|
---|
2214 | GLuint normals_vbo,
|
---|
2215 | GLuint ubo,
|
---|
2216 | GLuint ubo_idx_vbo) {
|
---|
2217 | GLsizeiptr num_points = 0;
|
---|
2218 | GLsizeiptr num_objects = 0;
|
---|
2219 |
|
---|
2220 | map<GLuint, unsigned int> shaderCounts;
|
---|
2221 | map<GLuint, unsigned int> shaderUboCounts;
|
---|
2222 |
|
---|
2223 | map<GLuint, BufferInfo>::iterator shaderIt;
|
---|
2224 |
|
---|
2225 | for (shaderIt = shaderBufferInfo.begin(); shaderIt != shaderBufferInfo.end(); shaderIt++) {
|
---|
2226 | shaderCounts[shaderIt->first] = 0;
|
---|
2227 | shaderUboCounts[shaderIt->first] = 0;
|
---|
2228 | }
|
---|
2229 |
|
---|
2230 | vector<SceneObject*>::iterator it;
|
---|
2231 |
|
---|
2232 | /* Find all shaders that need to be used and the number of objects and
|
---|
2233 | * number of points for each shader. Construct a map from shader id to count
|
---|
2234 | * of points being drawn using that shader (for thw model matrix ubo, we
|
---|
2235 | * need object counts instead). These will be used to get offsets into the
|
---|
2236 | * vertex buffer for each shader.
|
---|
2237 | */
|
---|
2238 | for (it = objects.begin(); it != objects.end(); ) {
|
---|
2239 | if ((*it)->deleted) {
|
---|
2240 | delete *it;
|
---|
2241 | it = objects.erase(it);
|
---|
2242 | } else {
|
---|
2243 | num_points += (*it)->num_points;
|
---|
2244 | num_objects++;
|
---|
2245 |
|
---|
2246 | shaderCounts[modelGroups[(*it)->type].shaderProgram] += (*it)->num_points;
|
---|
2247 | shaderUboCounts[modelGroups[(*it)->type].shaderProgram]++;
|
---|
2248 |
|
---|
2249 | it++;
|
---|
2250 | }
|
---|
2251 | }
|
---|
2252 |
|
---|
2253 | // double the buffer sizes to leave room for new objects
|
---|
2254 | num_points *= 2;
|
---|
2255 | num_objects *= 2;
|
---|
2256 |
|
---|
2257 | map<GLuint, unsigned int>::iterator shaderCountIt;
|
---|
2258 | unsigned int lastShaderCount = 0;
|
---|
2259 | unsigned int lastShaderUboCount = 0;
|
---|
2260 |
|
---|
2261 | /*
|
---|
2262 | * The counts calculated above can be used to get the starting offset of
|
---|
2263 | * each shader in the vertex buffer. Create a map of base offsets to mark
|
---|
2264 | * where the data for the first object using a given shader begins. Also,
|
---|
2265 | * create a map of current offsets to mark where to copy data for the next
|
---|
2266 | * object being added.
|
---|
2267 | */
|
---|
2268 | for (shaderCountIt = shaderCounts.begin(); shaderCountIt != shaderCounts.end(); shaderCountIt++) {
|
---|
2269 | // When populating the buffers, leave as much empty space as space taken up by existing objects
|
---|
2270 | // to allow new objects to be added without immediately having to resize the buffers
|
---|
2271 | shaderBufferInfo[shaderCountIt->first].vbo_base = lastShaderCount * 2;
|
---|
2272 | shaderBufferInfo[shaderCountIt->first].ubo_base = lastShaderUboCount * 2;
|
---|
2273 |
|
---|
2274 | shaderBufferInfo[shaderCountIt->first].ubo_offset = 0;
|
---|
2275 |
|
---|
2276 | shaderBufferInfo[shaderCountIt->first].ubo_capacity = shaderUboCounts[shaderCountIt->first] * 2;
|
---|
2277 |
|
---|
2278 | lastShaderCount += shaderCounts[shaderCountIt->first];
|
---|
2279 | lastShaderUboCount += shaderUboCounts[shaderCountIt->first];
|
---|
2280 | }
|
---|
2281 |
|
---|
2282 | /* Since we just want to start with lasers, make a loop that goes through all the laser model group attributes
|
---|
2283 | * and allocates data for them. Determine how to go from GLenum (e.g. GL_FLOAT) to typedef (e.g. GLfloat)
|
---|
2284 | */
|
---|
2285 | map<ObjectType, ShaderModelGroup>::iterator modelGroupIt;
|
---|
2286 | ShaderModelGroup* smg;
|
---|
2287 | for (modelGroupIt = modelGroups.begin(); modelGroupIt != modelGroups.end(); modelGroupIt++) {
|
---|
2288 | smg = &modelGroups[modelGroupIt->first];
|
---|
2289 |
|
---|
2290 | smg->numPoints = 0;
|
---|
2291 | smg->vboCapacity = shaderCounts[smg->shaderProgram] * 2;
|
---|
2292 |
|
---|
2293 | if (modelGroupIt->first == TYPE_SHIP) {
|
---|
2294 | int numPoints = shaderCounts[smg->shaderProgram];
|
---|
2295 | AttribInfo* attrib;
|
---|
2296 |
|
---|
2297 | attrib = &smg->attribs["vertex_position"];
|
---|
2298 | glBindBuffer(GL_ARRAY_BUFFER, attrib->buffer);
|
---|
2299 | glBufferData(GL_ARRAY_BUFFER, numPoints * GLsizeof(attrib->type) * attrib->size, NULL, GL_DYNAMIC_DRAW);
|
---|
2300 |
|
---|
2301 | attrib = &smg->attribs["vertex_color"];
|
---|
2302 | glBindBuffer(GL_ARRAY_BUFFER, attrib->buffer);
|
---|
2303 | glBufferData(GL_ARRAY_BUFFER, numPoints * GLsizeof(attrib->type) * attrib->size, NULL, GL_DYNAMIC_DRAW);
|
---|
2304 |
|
---|
2305 | attrib = &smg->attribs["vertex_normal"];
|
---|
2306 | glBindBuffer(GL_ARRAY_BUFFER, attrib->buffer);
|
---|
2307 | glBufferData(GL_ARRAY_BUFFER, numPoints * GLsizeof(attrib->type) * attrib->size, NULL, GL_DYNAMIC_DRAW);
|
---|
2308 |
|
---|
2309 | attrib = &smg->attribs["ubo_index"];
|
---|
2310 | glBindBuffer(GL_ARRAY_BUFFER, attrib->buffer);
|
---|
2311 | glBufferData(GL_ARRAY_BUFFER, numPoints * GLsizeof(attrib->type) * attrib->size, NULL, GL_DYNAMIC_DRAW);
|
---|
2312 | }
|
---|
2313 | }
|
---|
2314 |
|
---|
2315 | // Allocate all the buffers using the counts calculated above
|
---|
2316 |
|
---|
2317 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
2318 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLfloat) * 3, NULL, GL_DYNAMIC_DRAW);
|
---|
2319 |
|
---|
2320 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
2321 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLfloat) * 3, NULL, GL_DYNAMIC_DRAW);
|
---|
2322 |
|
---|
2323 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
2324 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLfloat) * 2, NULL, GL_DYNAMIC_DRAW);
|
---|
2325 |
|
---|
2326 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
2327 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLfloat) * 3, NULL, GL_DYNAMIC_DRAW);
|
---|
2328 |
|
---|
2329 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
2330 | glBufferData(GL_UNIFORM_BUFFER, num_objects * sizeof(mat4), NULL, GL_DYNAMIC_DRAW);
|
---|
2331 |
|
---|
2332 | glBindBuffer(GL_ARRAY_BUFFER, ubo_idx_vbo);
|
---|
2333 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLuint), NULL, GL_DYNAMIC_DRAW);
|
---|
2334 |
|
---|
2335 | for (it = objects.begin(); it != objects.end(); it++) {
|
---|
2336 | copyObjectDataToBuffers(**it, shaderBufferInfo, modelGroups, ubo);
|
---|
2337 | }
|
---|
2338 | }
|
---|
2339 |
|
---|
2340 | void copyObjectDataToBuffers(SceneObject& obj,
|
---|
2341 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
2342 | map<ObjectType, ShaderModelGroup>& modelGroups,
|
---|
2343 | GLuint ubo) {
|
---|
2344 | BufferInfo* bufferInfo = &shaderBufferInfo[modelGroups[obj.type].shaderProgram];
|
---|
2345 |
|
---|
2346 | if (obj.type == TYPE_SHIP) {
|
---|
2347 | obj.vertex_vbo_offset = modelGroups[obj.type].numPoints;
|
---|
2348 | } else {
|
---|
2349 | obj.vertex_vbo_offset = bufferInfo->vbo_base + modelGroups[obj.type].numPoints;
|
---|
2350 | }
|
---|
2351 | obj.ubo_offset = bufferInfo->ubo_base + bufferInfo->ubo_offset;
|
---|
2352 |
|
---|
2353 | if (obj.ubo_offset == 0) {
|
---|
2354 | objFirst = &obj;
|
---|
2355 | }
|
---|
2356 |
|
---|
2357 | if (obj.type != TYPE_EXPLOSION) {
|
---|
2358 | ShaderModelGroup& smg = modelGroups[obj.type];
|
---|
2359 |
|
---|
2360 | for (map<string, AttribInfo>::iterator it = smg.attribs.begin(); it != smg.attribs.end(); it++) {
|
---|
2361 | glBindBuffer(GL_ARRAY_BUFFER, it->second.buffer);
|
---|
2362 |
|
---|
2363 | switch (it->second.attribType) {
|
---|
2364 | case ATTRIB_POINT_VARYING:
|
---|
2365 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * GLsizeof(it->second.type) * it->second.size,
|
---|
2366 | obj.num_points * GLsizeof(it->second.type) * it->second.size, getVectorAttribPtr(obj, it->second.fieldOffset));
|
---|
2367 | break;
|
---|
2368 | case ATTRIB_OBJECT_VARYING:
|
---|
2369 | for (unsigned int i = 0; i < obj.num_points; i++) {
|
---|
2370 | glBufferSubData(GL_ARRAY_BUFFER, (obj.vertex_vbo_offset + i) * GLsizeof(it->second.type) * it->second.size,
|
---|
2371 | GLsizeof(it->second.type) * it->second.size, getScalarAttribPtr(obj, it->second.fieldOffset));
|
---|
2372 | }
|
---|
2373 | break;
|
---|
2374 | case ATTRIB_UNIFORM:
|
---|
2375 | break;
|
---|
2376 | }
|
---|
2377 | }
|
---|
2378 |
|
---|
2379 | obj.model_mat = obj.model_transform * obj.model_base;
|
---|
2380 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
2381 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat));
|
---|
2382 |
|
---|
2383 | if (obj.type == TYPE_ASTEROID) {
|
---|
2384 | glUseProgram(modelGroups[TYPE_ASTEROID].shaderProgram);
|
---|
2385 |
|
---|
2386 | ostringstream oss;
|
---|
2387 | oss << "hp[" << obj.ubo_offset << "]";
|
---|
2388 | glUniform1f(glGetUniformLocation(modelGroups[TYPE_ASTEROID].shaderProgram, oss.str().c_str()), ((Asteroid*)&obj)->hp);
|
---|
2389 | }
|
---|
2390 | }
|
---|
2391 |
|
---|
2392 | modelGroups[obj.type].numPoints += obj.num_points;
|
---|
2393 | bufferInfo->ubo_offset++;
|
---|
2394 | }
|
---|
2395 |
|
---|
2396 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo) {
|
---|
2397 | if (obj.deleted) return;
|
---|
2398 |
|
---|
2399 | obj.model_transform = transform * obj.model_transform;
|
---|
2400 | obj.model_mat = obj.model_transform * obj.model_base;
|
---|
2401 |
|
---|
2402 | obj.bounding_center = vec3(transform * vec4(obj.bounding_center, 1.0f));
|
---|
2403 |
|
---|
2404 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
2405 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat));
|
---|
2406 | }
|
---|
2407 |
|
---|
2408 | void translateLaser(Laser* laser, const vec3& translation, GLuint ubo) {
|
---|
2409 | // TODO: A lot of the values calculated here can be calculated once and saved when the laser is created,
|
---|
2410 | // and then re-used here
|
---|
2411 |
|
---|
2412 | vec3 start = vec3(laser->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
---|
2413 | vec3 end = vec3(laser->model_transform * vec4(0.0f, 0.0f, laser->points[38], 1.0f));
|
---|
2414 |
|
---|
2415 | vec3 ray = end - start;
|
---|
2416 | float length = glm::length(ray);
|
---|
2417 |
|
---|
2418 | float xAxisRotation = asin(ray.y / length);
|
---|
2419 | float yAxisRotation = atan2(-ray.x, -ray.z);
|
---|
2420 |
|
---|
2421 | vec3 normal(rotate(mat4(1.0f), yAxisRotation, vec3(0.0f, 1.0f, 0.0f)) *
|
---|
2422 | rotate(mat4(1.0f), xAxisRotation, vec3(1.0f, 0.0f, 0.0f)) *
|
---|
2423 | vec4(0.0f, 1.0f, 0.0f, 1.0f));
|
---|
2424 |
|
---|
2425 | // To project point P onto line AB:
|
---|
2426 | // projection = A + dot(AP,AB) / dot(AB,AB) * AB
|
---|
2427 | vec3 projOnLaser = start + glm::dot(cam_pos - start, ray) / (length*length) * ray;
|
---|
2428 | vec3 laserToCam = cam_pos - projOnLaser;
|
---|
2429 |
|
---|
2430 | float zAxisRotation = -atan2(glm::dot(glm::cross(normal, laserToCam), glm::normalize(ray)), glm::dot(normal, laserToCam));
|
---|
2431 |
|
---|
2432 | laser->model_base = rotate(mat4(1.0f), zAxisRotation, vec3(0.0f, 0.0f, 1.0f));
|
---|
2433 |
|
---|
2434 | transformObject(*laser, translate(mat4(1.0f), translation), ubo);
|
---|
2435 | }
|
---|
2436 |
|
---|
2437 | void updateLaserTarget(Laser* laser, vector<SceneObject*>& objects, ShaderModelGroup& laserSmg, GLuint asteroid_sp) {
|
---|
2438 | // TODO: A lot of the values calculated here can be calculated once and saved when the laser is created,
|
---|
2439 | // and then re-used here
|
---|
2440 |
|
---|
2441 | vec3 start = vec3(laser->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
---|
2442 | vec3 end = vec3(laser->model_transform * vec4(0.0f, 0.0f, laser->points[2] + laser->points[20], 1.0f));
|
---|
2443 |
|
---|
2444 | vec3 intersection(0.0f), closestIntersection(0.0f);
|
---|
2445 | Asteroid* closestAsteroid = NULL;
|
---|
2446 |
|
---|
2447 | for (vector<SceneObject*>::iterator it = objects.begin(); it != objects.end(); it++) {
|
---|
2448 | if ((*it)->type == TYPE_ASTEROID && !(*it)->deleted && getLaserAndAsteroidIntersection(start, end, **it, intersection)) {
|
---|
2449 | // TODO: Implement a more generic algorithm for testing the closest object by getting the distance between the points
|
---|
2450 | if (closestAsteroid == NULL || intersection.z > closestIntersection.z) {
|
---|
2451 | // TODO: At this point, find the real intersection of the laser with one of the asteroid's sides
|
---|
2452 | closestAsteroid = (Asteroid*)*it;
|
---|
2453 | closestIntersection = intersection;
|
---|
2454 | }
|
---|
2455 | }
|
---|
2456 | }
|
---|
2457 |
|
---|
2458 | float width = laser->points[0] - laser->points[2];
|
---|
2459 |
|
---|
2460 | if (laser->targetAsteroid != closestAsteroid) {
|
---|
2461 | if (laser->targetAsteroid != NULL) {
|
---|
2462 | if (laser == leftLaser) {
|
---|
2463 | leftLaserEffect->deleted = true;
|
---|
2464 | } else if (laser == rightLaser) {
|
---|
2465 | rightLaserEffect->deleted = true;
|
---|
2466 | }
|
---|
2467 | }
|
---|
2468 |
|
---|
2469 | EffectOverTime* eot = NULL;
|
---|
2470 |
|
---|
2471 | if (closestAsteroid != NULL) {
|
---|
2472 | eot = new EffectOverTime(closestAsteroid->hp, -20.0f, closestAsteroid);
|
---|
2473 | effects.push_back(eot);
|
---|
2474 | }
|
---|
2475 |
|
---|
2476 | if (laser == leftLaser) {
|
---|
2477 | leftLaserEffect = eot;
|
---|
2478 | } else if (laser == rightLaser) {
|
---|
2479 | rightLaserEffect = eot;
|
---|
2480 | }
|
---|
2481 | }
|
---|
2482 | laser->targetAsteroid = closestAsteroid;
|
---|
2483 |
|
---|
2484 | float length = 5.24f; // I think this was to make sure the laser went past the end of the screen
|
---|
2485 | if (closestAsteroid != NULL) {
|
---|
2486 | length = glm::length(closestIntersection - start);
|
---|
2487 |
|
---|
2488 | // TODO: Find a more generic way of updating the asteroid hp than in updateLaserTarget
|
---|
2489 |
|
---|
2490 | glUseProgram(asteroid_sp);
|
---|
2491 |
|
---|
2492 | ostringstream oss;
|
---|
2493 | oss << "hp[" << closestAsteroid->ubo_offset << "]";
|
---|
2494 | glUniform1f(glGetUniformLocation(asteroid_sp, oss.str().c_str()), closestAsteroid->hp);
|
---|
2495 | }
|
---|
2496 |
|
---|
2497 | laser->points[20] = -length + width / 2;
|
---|
2498 | laser->points[23] = -length + width / 2;
|
---|
2499 | laser->points[29] = -length + width / 2;
|
---|
2500 | laser->points[38] = -length;
|
---|
2501 | laser->points[41] = -length;
|
---|
2502 | laser->points[44] = -length + width / 2;
|
---|
2503 | laser->points[47] = -length;
|
---|
2504 | laser->points[50] = -length + width / 2;
|
---|
2505 | laser->points[53] = -length + width / 2;
|
---|
2506 |
|
---|
2507 | AttribInfo* attrib = &laserSmg.attribs["vertex_position"];
|
---|
2508 | glBindBuffer(GL_ARRAY_BUFFER, attrib->buffer);
|
---|
2509 | glBufferSubData(GL_ARRAY_BUFFER, laser->vertex_vbo_offset * GLsizeof(attrib->type) * attrib->size,
|
---|
2510 | laser->num_points * GLsizeof(attrib->type) * attrib->size, getVectorAttribPtr(*laser, attrib->fieldOffset));
|
---|
2511 | }
|
---|
2512 |
|
---|
2513 | bool getLaserAndAsteroidIntersection(vec3& start, vec3& end, SceneObject& asteroid, vec3& intersection) {
|
---|
2514 | /*
|
---|
2515 | ### LINE EQUATIONS ###
|
---|
2516 | x = x1 + u * (x2 - x1)
|
---|
2517 | y = y1 + u * (y2 - y1)
|
---|
2518 | z = z1 + u * (z2 - z1)
|
---|
2519 |
|
---|
2520 | ### SPHERE EQUATION ###
|
---|
2521 | (x - x3)^2 + (y - y3)^2 + (z - z3)^2 = r^2
|
---|
2522 |
|
---|
2523 | ### QUADRATIC EQUATION TO SOLVE ###
|
---|
2524 | a*u^2 + b*u + c = 0
|
---|
2525 | WHERE THE CONSTANTS ARE
|
---|
2526 | a = (x2 - x1)^2 + (y2 - y1)^2 + (z2 - z1)^2
|
---|
2527 | b = 2*( (x2 - x1)*(x1 - x3) + (y2 - y1)*(y1 - y3) + (z2 - z1)*(z1 - z3) )
|
---|
2528 | c = x3^2 + y3^2 + z3^2 + x1^2 + y1^2 + z1^2 - 2(x3*x1 + y3*y1 + z3*z1) - r^2
|
---|
2529 |
|
---|
2530 | u = (-b +- sqrt(b^2 - 4*a*c)) / 2a
|
---|
2531 |
|
---|
2532 | If the value under the root is >= 0, we got an intersection
|
---|
2533 | If the value > 0, there are two solutions. Take the one closer to 0, since that's the
|
---|
2534 | one closer to the laser start point
|
---|
2535 | */
|
---|
2536 |
|
---|
2537 | vec3& center = asteroid.bounding_center;
|
---|
2538 |
|
---|
2539 | float a = pow(end.x-start.x, 2) + pow(end.y-start.y, 2) + pow(end.z-start.z, 2);
|
---|
2540 | float b = 2*((start.x-end.x)*(start.x-center.x) + (end.y-start.y)*(start.y-center.y) + (end.z-start.z)*(start.z-center.z));
|
---|
2541 | float c = pow(center.x, 2) + pow(center.y, 2) + pow(center.z, 2) + pow(start.x, 2) + pow(start.y, 2) + pow(start.z, 2) - 2*(center.x*start.x + center.y*start.y + center.z*start.z) - pow(asteroid.bounding_radius, 2);
|
---|
2542 | float discriminant = pow(b, 2) - 4*a*c;
|
---|
2543 |
|
---|
2544 | if (discriminant >= 0.0f) {
|
---|
2545 | // In this case, the negative root will always give the point closer to the laser start point
|
---|
2546 | float u = (-b - sqrt(discriminant)) / (2 * a);
|
---|
2547 |
|
---|
2548 | // Check that the intersection is within the line segment corresponding to the laser
|
---|
2549 | if (0.0f <= u && u <= 1.0f) {
|
---|
2550 | intersection = start + u * (end - start);
|
---|
2551 | return true;
|
---|
2552 | }
|
---|
2553 | }
|
---|
2554 |
|
---|
2555 | return false;
|
---|
2556 | }
|
---|
2557 |
|
---|
2558 | void renderScene(map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
2559 | map<ObjectType, ShaderModelGroup>& modelGroups, GLuint ubo) {
|
---|
2560 |
|
---|
2561 | glUseProgram(modelGroups[TYPE_SHIP].shaderProgram);
|
---|
2562 | glBindVertexArray(modelGroups[TYPE_SHIP].vao);
|
---|
2563 |
|
---|
2564 | glDrawArrays(GL_TRIANGLES, 0, modelGroups[TYPE_SHIP].numPoints);
|
---|
2565 |
|
---|
2566 | glUseProgram(modelGroups[TYPE_ASTEROID].shaderProgram);
|
---|
2567 | glBindVertexArray(modelGroups[TYPE_ASTEROID].vao);
|
---|
2568 |
|
---|
2569 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[modelGroups[TYPE_ASTEROID].shaderProgram].vbo_base, modelGroups[TYPE_ASTEROID].numPoints);
|
---|
2570 |
|
---|
2571 | glEnable(GL_BLEND);
|
---|
2572 |
|
---|
2573 | glUseProgram(modelGroups[TYPE_LASER].shaderProgram);
|
---|
2574 | glBindVertexArray(modelGroups[TYPE_LASER].vao);
|
---|
2575 |
|
---|
2576 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[modelGroups[TYPE_LASER].shaderProgram].vbo_base, modelGroups[TYPE_LASER].numPoints);
|
---|
2577 |
|
---|
2578 | glUseProgram(modelGroups[TYPE_EXPLOSION].shaderProgram);
|
---|
2579 | glBindVertexArray(modelGroups[TYPE_EXPLOSION].vao);
|
---|
2580 |
|
---|
2581 | glEnable(GL_PROGRAM_POINT_SIZE);
|
---|
2582 |
|
---|
2583 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
2584 | glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(mat4), value_ptr(objExplosion->model_mat));
|
---|
2585 |
|
---|
2586 | glDrawArrays(GL_POINTS, 0, modelGroups[TYPE_EXPLOSION].numPoints);
|
---|
2587 |
|
---|
2588 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
2589 | glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(mat4), value_ptr(objFirst->model_mat));
|
---|
2590 |
|
---|
2591 | glDisable(GL_PROGRAM_POINT_SIZE);
|
---|
2592 | glDisable(GL_BLEND);
|
---|
2593 | }
|
---|
2594 |
|
---|
2595 | void renderSceneGui(map<string, vector<UIValue>> valueLists) {
|
---|
2596 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
2597 |
|
---|
2598 | // 1. Show a simple window.
|
---|
2599 | // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
---|
2600 | /*
|
---|
2601 | {
|
---|
2602 | static float f = 0.0f;
|
---|
2603 | static int counter = 0;
|
---|
2604 | ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
---|
2605 | ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
---|
2606 | ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
---|
2607 |
|
---|
2608 | ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
---|
2609 | ImGui::Checkbox("Another Window", &show_another_window);
|
---|
2610 |
|
---|
2611 | if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
---|
2612 | counter++;
|
---|
2613 | ImGui::SameLine();
|
---|
2614 | ImGui::Text("counter = %d", counter);
|
---|
2615 |
|
---|
2616 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
---|
2617 | }
|
---|
2618 | */
|
---|
2619 |
|
---|
2620 | {
|
---|
2621 | ImGui::SetNextWindowSize(ImVec2(95, 46), ImGuiCond_Once);
|
---|
2622 | ImGui::SetNextWindowPos(ImVec2(10, 50), ImGuiCond_Once);
|
---|
2623 | ImGui::Begin("WndStats", NULL,
|
---|
2624 | ImGuiWindowFlags_NoTitleBar |
|
---|
2625 | ImGuiWindowFlags_NoResize |
|
---|
2626 | ImGuiWindowFlags_NoMove);
|
---|
2627 |
|
---|
2628 | renderGuiValueList(valueLists["stats value list"]);
|
---|
2629 |
|
---|
2630 | ImGui::End();
|
---|
2631 | }
|
---|
2632 |
|
---|
2633 | {
|
---|
2634 | ImGui::SetNextWindowSize(ImVec2(250, 35), ImGuiCond_Once);
|
---|
2635 | ImGui::SetNextWindowPos(ImVec2(380, 10), ImGuiCond_Once);
|
---|
2636 | ImGui::Begin("WndMenubar", NULL,
|
---|
2637 | ImGuiWindowFlags_NoTitleBar |
|
---|
2638 | ImGuiWindowFlags_NoResize |
|
---|
2639 | ImGuiWindowFlags_NoMove);
|
---|
2640 | ImGui::InvisibleButton("", ImVec2(155, 18));
|
---|
2641 | ImGui::SameLine();
|
---|
2642 | if (ImGui::Button("Main Menu")) {
|
---|
2643 | events.push(EVENT_GO_TO_MAIN_MENU);
|
---|
2644 | }
|
---|
2645 | ImGui::End();
|
---|
2646 | }
|
---|
2647 |
|
---|
2648 | {
|
---|
2649 | ImGui::SetNextWindowSize(ImVec2(200, 200), ImGuiCond_Once);
|
---|
2650 | ImGui::SetNextWindowPos(ImVec2(430, 60), ImGuiCond_Once);
|
---|
2651 | ImGui::Begin("WndDebug", NULL,
|
---|
2652 | ImGuiWindowFlags_NoTitleBar |
|
---|
2653 | ImGuiWindowFlags_NoResize |
|
---|
2654 | ImGuiWindowFlags_NoMove);
|
---|
2655 |
|
---|
2656 | renderGuiValueList(valueLists["debug value list"]);
|
---|
2657 |
|
---|
2658 | ImGui::End();
|
---|
2659 | }
|
---|
2660 |
|
---|
2661 | ImGui::Render();
|
---|
2662 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
2663 | }
|
---|
2664 |
|
---|
2665 | void renderMainMenu() {
|
---|
2666 | }
|
---|
2667 |
|
---|
2668 | void renderMainMenuGui() {
|
---|
2669 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
2670 |
|
---|
2671 | {
|
---|
2672 | int padding = 4;
|
---|
2673 | ImGui::SetNextWindowPos(ImVec2(-padding, -padding), ImGuiCond_Once);
|
---|
2674 | ImGui::SetNextWindowSize(ImVec2(width + 2 * padding, height + 2 * padding), ImGuiCond_Once);
|
---|
2675 | ImGui::Begin("WndMain", NULL,
|
---|
2676 | ImGuiWindowFlags_NoTitleBar |
|
---|
2677 | ImGuiWindowFlags_NoResize |
|
---|
2678 | ImGuiWindowFlags_NoMove);
|
---|
2679 |
|
---|
2680 | ImGui::InvisibleButton("", ImVec2(10, 80));
|
---|
2681 | ImGui::InvisibleButton("", ImVec2(285, 18));
|
---|
2682 | ImGui::SameLine();
|
---|
2683 | if (ImGui::Button("New Game")) {
|
---|
2684 | events.push(EVENT_GO_TO_GAME);
|
---|
2685 | }
|
---|
2686 |
|
---|
2687 | ImGui::InvisibleButton("", ImVec2(10, 15));
|
---|
2688 | ImGui::InvisibleButton("", ImVec2(300, 18));
|
---|
2689 | ImGui::SameLine();
|
---|
2690 | if (ImGui::Button("Quit")) {
|
---|
2691 | events.push(EVENT_QUIT);
|
---|
2692 | }
|
---|
2693 |
|
---|
2694 | ImGui::End();
|
---|
2695 | }
|
---|
2696 |
|
---|
2697 | ImGui::Render();
|
---|
2698 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
2699 | }
|
---|
2700 |
|
---|
2701 | void renderGuiValueList(vector<UIValue>& values) {
|
---|
2702 | float maxWidth = 0.0f;
|
---|
2703 | float cursorStartPos = ImGui::GetCursorPosX();
|
---|
2704 |
|
---|
2705 | for (vector<UIValue>::iterator it = values.begin(); it != values.end(); it++) {
|
---|
2706 | float textWidth = ImGui::CalcTextSize(it->label.c_str()).x;
|
---|
2707 |
|
---|
2708 | if (maxWidth < textWidth)
|
---|
2709 | maxWidth = textWidth;
|
---|
2710 | }
|
---|
2711 |
|
---|
2712 | stringstream ss;
|
---|
2713 |
|
---|
2714 | for (vector<UIValue>::iterator it = values.begin(); it != values.end(); it++) {
|
---|
2715 | ss.str("");
|
---|
2716 | ss.clear();
|
---|
2717 |
|
---|
2718 | switch (it->type) {
|
---|
2719 | case UIVALUE_INT:
|
---|
2720 | ss << it->label << ": " << *(unsigned int*)it->value;
|
---|
2721 | break;
|
---|
2722 | case UIVALUE_DOUBLE:
|
---|
2723 | ss << it->label << ": " << *(double*)it->value;
|
---|
2724 | break;
|
---|
2725 | }
|
---|
2726 |
|
---|
2727 | float textWidth = ImGui::CalcTextSize(it->label.c_str()).x;
|
---|
2728 |
|
---|
2729 | ImGui::SetCursorPosX(cursorStartPos + maxWidth - textWidth);
|
---|
2730 | ImGui::Text("%s", ss.str().c_str());
|
---|
2731 | }
|
---|
2732 | }
|
---|
2733 |
|
---|
2734 | Asteroid* createAsteroid(vec3 pos) {
|
---|
2735 | Asteroid* obj = new Asteroid();
|
---|
2736 | obj->type = TYPE_ASTEROID;
|
---|
2737 | obj->hp = 10.0f;
|
---|
2738 |
|
---|
2739 | obj->points = {
|
---|
2740 | // front
|
---|
2741 | 1.0f, 1.0f, 1.0f,
|
---|
2742 | -1.0f, 1.0f, 1.0f,
|
---|
2743 | -1.0f, -1.0f, 1.0f,
|
---|
2744 | 1.0f, 1.0f, 1.0f,
|
---|
2745 | -1.0f, -1.0f, 1.0f,
|
---|
2746 | 1.0f, -1.0f, 1.0f,
|
---|
2747 |
|
---|
2748 | // top
|
---|
2749 | 1.0f, 1.0f, -1.0f,
|
---|
2750 | -1.0f, 1.0f, -1.0f,
|
---|
2751 | -1.0f, 1.0f, 1.0f,
|
---|
2752 | 1.0f, 1.0f, -1.0f,
|
---|
2753 | -1.0f, 1.0f, 1.0f,
|
---|
2754 | 1.0f, 1.0f, 1.0f,
|
---|
2755 |
|
---|
2756 | // bottom
|
---|
2757 | 1.0f, -1.0f, 1.0f,
|
---|
2758 | -1.0f, -1.0f, 1.0f,
|
---|
2759 | -1.0f, -1.0f, -1.0f,
|
---|
2760 | 1.0f, -1.0f, 1.0f,
|
---|
2761 | -1.0f, -1.0f, -1.0f,
|
---|
2762 | 1.0f, -1.0f, -1.0f,
|
---|
2763 |
|
---|
2764 | // back
|
---|
2765 | 1.0f, 1.0f, -1.0f,
|
---|
2766 | -1.0f, -1.0f, -1.0f,
|
---|
2767 | -1.0f, 1.0f, -1.0f,
|
---|
2768 | 1.0f, 1.0f, -1.0f,
|
---|
2769 | 1.0f, -1.0f, -1.0f,
|
---|
2770 | -1.0f, -1.0f, -1.0f,
|
---|
2771 |
|
---|
2772 | // right
|
---|
2773 | 1.0f, 1.0f, -1.0f,
|
---|
2774 | 1.0f, 1.0f, 1.0f,
|
---|
2775 | 1.0f, -1.0f, 1.0f,
|
---|
2776 | 1.0f, 1.0f, -1.0f,
|
---|
2777 | 1.0f, -1.0f, 1.0f,
|
---|
2778 | 1.0f, -1.0f, -1.0f,
|
---|
2779 |
|
---|
2780 | // left
|
---|
2781 | -1.0f, 1.0f, 1.0f,
|
---|
2782 | -1.0f, 1.0f, -1.0f,
|
---|
2783 | -1.0f, -1.0f, -1.0f,
|
---|
2784 | -1.0f, 1.0f, 1.0f,
|
---|
2785 | -1.0f, -1.0f, -1.0f,
|
---|
2786 | -1.0f, -1.0f, 1.0f,
|
---|
2787 | };
|
---|
2788 | obj->colors = {
|
---|
2789 | // front
|
---|
2790 | 0.4f, 0.4f, 0.4f,
|
---|
2791 | 0.4f, 0.4f, 0.4f,
|
---|
2792 | 0.4f, 0.4f, 0.4f,
|
---|
2793 | 0.4f, 0.4f, 0.4f,
|
---|
2794 | 0.4f, 0.4f, 0.4f,
|
---|
2795 | 0.4f, 0.4f, 0.4f,
|
---|
2796 |
|
---|
2797 | // top
|
---|
2798 | 0.4f, 0.4f, 0.4f,
|
---|
2799 | 0.4f, 0.4f, 0.4f,
|
---|
2800 | 0.4f, 0.4f, 0.4f,
|
---|
2801 | 0.4f, 0.4f, 0.4f,
|
---|
2802 | 0.4f, 0.4f, 0.4f,
|
---|
2803 | 0.4f, 0.4f, 0.4f,
|
---|
2804 |
|
---|
2805 | // bottom
|
---|
2806 | 0.4f, 0.4f, 0.4f,
|
---|
2807 | 0.4f, 0.4f, 0.4f,
|
---|
2808 | 0.4f, 0.4f, 0.4f,
|
---|
2809 | 0.4f, 0.4f, 0.4f,
|
---|
2810 | 0.4f, 0.4f, 0.4f,
|
---|
2811 | 0.4f, 0.4f, 0.4f,
|
---|
2812 |
|
---|
2813 | // back
|
---|
2814 | 0.4f, 0.4f, 0.4f,
|
---|
2815 | 0.4f, 0.4f, 0.4f,
|
---|
2816 | 0.4f, 0.4f, 0.4f,
|
---|
2817 | 0.4f, 0.4f, 0.4f,
|
---|
2818 | 0.4f, 0.4f, 0.4f,
|
---|
2819 | 0.4f, 0.4f, 0.4f,
|
---|
2820 |
|
---|
2821 | // right
|
---|
2822 | 0.4f, 0.4f, 0.4f,
|
---|
2823 | 0.4f, 0.4f, 0.4f,
|
---|
2824 | 0.4f, 0.4f, 0.4f,
|
---|
2825 | 0.4f, 0.4f, 0.4f,
|
---|
2826 | 0.4f, 0.4f, 0.4f,
|
---|
2827 | 0.4f, 0.4f, 0.4f,
|
---|
2828 |
|
---|
2829 | // left
|
---|
2830 | 0.4f, 0.4f, 0.4f,
|
---|
2831 | 0.4f, 0.4f, 0.4f,
|
---|
2832 | 0.4f, 0.4f, 0.4f,
|
---|
2833 | 0.4f, 0.4f, 0.4f,
|
---|
2834 | 0.4f, 0.4f, 0.4f,
|
---|
2835 | 0.4f, 0.4f, 0.4f,
|
---|
2836 | };
|
---|
2837 | obj->texcoords = { 0.0f };
|
---|
2838 |
|
---|
2839 | mat4 T = translate(mat4(1.0f), pos);
|
---|
2840 | mat4 R = rotate(mat4(1.0f), 60.0f * (float)ONE_DEG_IN_RAD, vec3(1.0f, 1.0f, -1.0f));
|
---|
2841 | obj->model_base = T * R * scale(mat4(1.0f), vec3(0.1f, 0.1f, 0.1f));
|
---|
2842 |
|
---|
2843 | obj->translate_mat = T;
|
---|
2844 |
|
---|
2845 | initObject(obj);
|
---|
2846 | // This accounts for the scaling in model_base.
|
---|
2847 | // Dividing by 8 instead of 10 since the bounding radius algorithm
|
---|
2848 | // under-calculates the true value.
|
---|
2849 | // TODO: Once the intersection check with the sides of the asteroid is done,
|
---|
2850 | // this can be removed.
|
---|
2851 | obj->bounding_radius /= 8.0f;
|
---|
2852 |
|
---|
2853 | return obj;
|
---|
2854 | }
|
---|
2855 |
|
---|
2856 | SceneObject* createExplosion() {
|
---|
2857 | SceneObject* obj = new SceneObject();
|
---|
2858 | obj->type = TYPE_EXPLOSION;
|
---|
2859 |
|
---|
2860 | obj->points = {};
|
---|
2861 | obj->colors = {};
|
---|
2862 |
|
---|
2863 | initObject(obj);
|
---|
2864 | obj->num_points = EXPLOSION_PARTICLE_COUNT;
|
---|
2865 |
|
---|
2866 | return obj;
|
---|
2867 | }
|
---|
2868 |
|
---|
2869 | float getRandomNum(float low, float high) {
|
---|
2870 | return low + ((float)rand() / RAND_MAX) * (high-low);
|
---|
2871 | }
|
---|