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 <cmath>
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27 | #include <string>
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28 | #include <array>
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29 | #include <vector>
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30 | #include <queue>
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31 | #include <map>
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32 |
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33 | using namespace std;
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34 | using namespace glm;
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35 |
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36 | /* LASERS TODO:
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37 | * -Allow lasers that face any direction
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38 | * -Make the lasers rotate to always face the camera
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39 | * -Use textures to draw lasers
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40 | * -The textures should be grayscale and have transparency
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41 | * -The laser shader should take an input color to blend with the texture to give the lasers color
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42 | * -DONE
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43 | * -The lasers should be SceneObjects and drawn like all other objects
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44 | * -DONE
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45 | * -Make lasers shoot from the ends of the ship's wings when the user presses a button and disappear after a second or so
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46 | *
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47 | * NOTE: Asteroid movement currently depends on framerate, fix this in a generic/reusable way
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48 | */
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49 |
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50 | /* LASER POSITIONING ALGORITHM (to be implemented)
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51 | * -Determine the length of the laser based on the start and end points
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52 | * -Create a laser (long thin rectangle) of that length and the appropriate width
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53 | * along the z axis, facing up, and with its start point at the origin (to make sure rotations happen around that point)
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54 | * -Determine the line from the camera that intersects the line the laser should lie on at a 90 degree angle
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55 | * -The angle between that line and the laser's normal should be the angle needed to rotate the laser so it faces the camera
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56 | * -Now, create the transformation matrix for the laser to correctly position it
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57 | * -First, rotate along the z axis by the angle calculated above
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58 | * -Then, determine the correct angles and rotate around the y and x axes to make the laser point in the right direction
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59 | * -Finally, translate the laser to its correct position by getting the difference between the camera position
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60 | * and the laser start point
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61 | */
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62 |
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63 | enum State {
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64 | STATE_MAIN_MENU,
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65 | STATE_GAME,
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66 | };
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67 |
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68 | enum Event {
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69 | EVENT_GO_TO_MAIN_MENU,
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70 | EVENT_GO_TO_GAME,
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71 | EVENT_QUIT,
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72 | };
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73 |
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74 | enum ObjectType {
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75 | TYPE_SHIP,
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76 | TYPE_ASTEROID,
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77 | TYPE_LASER,
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78 | };
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79 |
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80 | struct SceneObject {
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81 | unsigned int id;
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82 | ObjectType type;
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83 |
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84 | // Currently, model_transform should only have translate, and rotation and scale need to be done in model_base since
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85 | // 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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86 | // matrices for each object that can be updated independently and then applied to the object in that order.
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87 | mat4 model_mat, model_base, model_transform;
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88 | mat4 translate_mat; // beginning of doing what's mentioned above
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89 | GLuint shader_program;
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90 | unsigned int num_points;
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91 | GLuint vertex_vbo_offset;
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92 | GLuint ubo_offset;
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93 | vector<GLfloat> points;
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94 | vector<GLfloat> colors;
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95 | vector<GLfloat> texcoords;
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96 | vector<GLfloat> normals;
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97 | vector<GLfloat> selected_colors;
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98 | bool deleted;
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99 | vec3 bounding_center;
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100 | GLfloat bounding_radius;
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101 | };
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102 |
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103 | struct BufferInfo {
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104 | unsigned int vbo_base;
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105 | unsigned int vbo_offset;
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106 | unsigned int vbo_capacity;
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107 | unsigned int ubo_base;
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108 | unsigned int ubo_offset;
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109 | unsigned int ubo_capacity;
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110 | };
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111 |
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112 | void glfw_error_callback(int error, const char* description);
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113 |
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114 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
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115 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
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116 |
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117 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point);
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118 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
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119 |
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120 | GLuint loadShader(GLenum type, string file);
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121 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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122 | unsigned char* loadImage(string file_name, int* x, int* y);
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123 |
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124 | void printVector(string label, vec3 v);
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125 | void print4DVector(string label, vec4 v);
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126 |
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127 | void addObjectToSceneDuringInit(SceneObject& obj);
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128 | void addObjectToScene(SceneObject& obj, map<GLuint, BufferInfo>& shaderBufferInfo,
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129 | GLuint points_vbo,
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130 | GLuint colors_vbo,
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131 | GLuint selected_colors_vbo,
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132 | GLuint texcoords_vbo,
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133 | GLuint normals_vbo,
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134 | GLuint ubo,
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135 | GLuint model_mat_idx_vbo);
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136 | void removeObjectFromScene(SceneObject& obj, GLuint ubo);
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137 |
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138 | void calculateObjectBoundingBox(SceneObject& obj);
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139 |
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140 | void addLaserToScene(vec3 start, vec3 end, vec3 color, GLfloat width, GLuint laser_sp);
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141 |
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142 | void initializeBuffers(
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143 | GLuint* points_vbo,
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144 | GLuint* colors_vbo,
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145 | GLuint* selected_colors_vbo,
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146 | GLuint* texcoords_vbo,
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147 | GLuint* normals_vbo,
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148 | GLuint* ubo,
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149 | GLuint* model_mat_idx_vbo);
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150 |
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151 | void populateBuffers(vector<SceneObject>& objects,
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152 | map<GLuint, BufferInfo>& shaderBufferInfo,
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153 | GLuint points_vbo,
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154 | GLuint colors_vbo,
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155 | GLuint selected_colors_vbo,
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156 | GLuint texcoords_vbo,
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157 | GLuint normals_vbo,
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158 | GLuint ubo,
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159 | GLuint model_mat_idx_vbo);
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160 |
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161 | void copyObjectDataToBuffers(SceneObject& obj,
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162 | map<GLuint, BufferInfo>& shaderBufferInfo,
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163 | GLuint points_vbo,
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164 | GLuint colors_vbo,
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165 | GLuint selected_colors_vbo,
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166 | GLuint texcoords_vbo,
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167 | GLuint normals_vbo,
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168 | GLuint ubo,
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169 | GLuint model_mat_idx_vbo);
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170 |
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171 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo);
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172 |
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173 | void renderMainMenu();
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174 | void renderMainMenuGui();
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175 |
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176 | void renderScene(map<GLuint, BufferInfo>& shaderBufferInfo,
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177 | GLuint color_sp, GLuint texture_sp, GLuint laser_sp,
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178 | GLuint color_vao, GLuint texture_vao, GLuint laser_vao,
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179 | GLuint colors_vbo, GLuint selected_colors_vbo,
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180 | SceneObject* selectedObject);
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181 | void renderSceneGui();
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182 |
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183 | void spawnAsteroid(vec3 pos, GLuint shader,
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184 | map<GLuint, BufferInfo>& shaderBufferInfo,
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185 | GLuint points_vbo,
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186 | GLuint colors_vbo,
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187 | GLuint selected_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 |
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193 | float getRandomNum(float low, float high);
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194 |
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195 | #define NUM_KEYS (512)
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196 | #define ONE_DEG_IN_RAD ((2.0f * M_PI) / 360.0f) // 0.017444444 (maybe make this a const instead)
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197 |
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198 | const int KEY_STATE_UNCHANGED = -1;
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199 | const bool FULLSCREEN = false;
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200 | const bool SHOW_FPS = false;
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201 | const bool DISABLE_VSYNC = false; // disable vsync to see real framerate
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202 | unsigned int MAX_UNIFORMS = 0; // Requires OpenGL constants only available at runtime, so it can't be const
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203 |
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204 | int key_state[NUM_KEYS];
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205 | bool key_pressed[NUM_KEYS];
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206 |
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207 | int width = 640;
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208 | int height = 480;
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209 |
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210 | double fps;
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211 |
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212 | vec3 cam_pos;
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213 |
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214 | mat4 view_mat;
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215 | mat4 proj_mat;
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216 |
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217 | // TODO: Consider using a list instead since it will make element deletion more efficient
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218 | vector<SceneObject> objects;
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219 | queue<Event> events;
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220 |
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221 | SceneObject* clickedObject = NULL;
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222 | SceneObject* selectedObject = NULL;
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223 |
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224 | float NEAR_CLIP = 0.1f;
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225 | float FAR_CLIP = 100.0f;
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226 |
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227 | // TODO: Should really have some array or struct of UI-related variables
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228 | bool isRunning = true;
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229 |
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230 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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231 |
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232 | int main(int argc, char* argv[]) {
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233 | cout << "New OpenGL Game" << endl;
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234 |
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235 | if (!restart_gl_log()) {}
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236 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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237 |
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238 | glfwSetErrorCallback(glfw_error_callback);
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239 | if (!glfwInit()) {
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240 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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241 | return 1;
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242 | }
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243 |
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244 | #ifdef __APPLE__
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245 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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246 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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247 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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248 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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249 | #endif
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250 |
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251 | glfwWindowHint(GLFW_SAMPLES, 16);
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252 |
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253 | GLFWwindow* window = NULL;
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254 | GLFWmonitor* mon = NULL;
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255 |
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256 | if (FULLSCREEN) {
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257 | mon = glfwGetPrimaryMonitor();
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258 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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259 |
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260 | width = vmode->width;
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261 | height = vmode->height;
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262 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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263 | }
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264 | window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL);
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265 |
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266 | if (!window) {
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267 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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268 | glfwTerminate();
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269 | return 1;
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270 | }
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271 |
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272 | glfwMakeContextCurrent(window);
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273 | glewExperimental = GL_TRUE;
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274 | glewInit();
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275 |
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276 | srand(time(0));
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277 |
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278 | /*
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279 | * RENDERING ALGORITHM NOTES:
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280 | *
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281 | * Basically, I need to split my objects into groups, so that each group fits into
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282 | * GL_MAX_UNIFORM_BLOCK_SIZE. I need to have an offset and a size for each group.
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283 | * Getting the offset is straitforward. The size may as well be GL_MAX_UNIFORM_BLOCK_SIZE
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284 | * for each group, since it seems that smaller sizes just round up to the nearest GL_MAX_UNIFORM_BLOCK_SIZE
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285 | *
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286 | * I'll need to have a loop inside my render loop that calls glBindBufferRange(GL_UNIFORM_BUFFER, ...
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287 | * for every 1024 objects and then draws all those objects with one glDraw call.
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288 | *
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289 | * Since I currently have very few objects, I'll wait to implement this until I have
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290 | * a reasonable number of objects always using the same shader.
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291 | */
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292 |
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293 | GLint UNIFORM_BUFFER_OFFSET_ALIGNMENT, MAX_UNIFORM_BLOCK_SIZE;
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294 | glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &UNIFORM_BUFFER_OFFSET_ALIGNMENT);
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295 | glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &MAX_UNIFORM_BLOCK_SIZE);
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296 |
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297 | MAX_UNIFORMS = MAX_UNIFORM_BLOCK_SIZE / sizeof(mat4);
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298 |
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299 | cout << "UNIFORM_BUFFER_OFFSET_ALIGNMENT: " << UNIFORM_BUFFER_OFFSET_ALIGNMENT << endl;
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300 | cout << "MAX_UNIFORMS: " << MAX_UNIFORMS << endl;
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301 |
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302 | // Setup Dear ImGui binding
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303 | IMGUI_CHECKVERSION();
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304 | ImGui::CreateContext();
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305 | ImGuiIO& io = ImGui::GetIO(); (void)io;
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306 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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307 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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308 | ImGui_ImplGlfwGL3_Init(window, true);
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309 |
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310 | // Setup style
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311 | ImGui::StyleColorsDark();
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312 | //ImGui::StyleColorsClassic();
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313 |
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314 | glfwSetMouseButtonCallback(window, mouse_button_callback);
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315 | glfwSetKeyCallback(window, key_callback);
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316 |
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317 | const GLubyte* renderer = glGetString(GL_RENDERER);
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318 | const GLubyte* version = glGetString(GL_VERSION);
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319 | printf("Renderer: %s\n", renderer);
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320 | printf("OpenGL version supported %s\n", version);
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321 |
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322 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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323 |
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324 | glEnable(GL_DEPTH_TEST);
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325 | glDepthFunc(GL_LESS);
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326 |
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327 | glEnable(GL_CULL_FACE);
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328 | // glCullFace(GL_BACK);
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329 | // glFrontFace(GL_CW);
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330 |
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331 | /*
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332 | int x, y;
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333 | unsigned char* texImage = loadImage("test.png", &x, &y);
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334 | if (texImage) {
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335 | cout << "Yay, I loaded an image!" << endl;
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336 | cout << x << endl;
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337 | cout << y << endl;
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338 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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339 | }
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340 |
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341 | GLuint testTex = 0;
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342 | glGenTextures(1, &testTex);
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343 | glActiveTexture(GL_TEXTURE0);
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344 | glBindTexture(GL_TEXTURE_2D, testTex);
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345 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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346 |
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347 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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348 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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349 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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350 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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351 | */
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352 |
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353 | int x, y;
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354 | unsigned char* texImage = loadImage("laser.png", &x, &y);
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355 | if (texImage) {
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356 | cout << "Laser texture loaded successfully!" << endl;
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357 | cout << x << endl;
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358 | cout << y << endl;
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359 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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360 | }
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361 |
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362 | GLuint laserTex = 0;
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363 | glGenTextures(1, &laserTex);
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364 | glActiveTexture(GL_TEXTURE0);
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365 | glBindTexture(GL_TEXTURE_2D, laserTex);
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366 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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367 |
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368 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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369 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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370 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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371 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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372 |
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373 | /* RENDERING ALGORITHM
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374 | *
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375 | * Create a separate vbo for each of the following things:
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376 | * - points
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377 | * - colors
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378 | * - texture coordinates
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379 | * - selected colors
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380 | * - normals
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381 | * - indices into a ubo that stores a model matrix for each object
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382 | *
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383 | * Also, make a model matrix ubo, the entirety of which will be passed to the vertex shader.
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384 | * The vbo containing the correct index into the ubo (mentioned above) will be used to select
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385 | * the right model matrix for each point. The index in the vbo will be the saem for all points
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386 | * of any given object.
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387 | *
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388 | * There will be two shader programs for now, one for draing colored objects, and another for
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389 | * drawing textured ones. The points, normals, and model mat ubo indices will be passed to both
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390 | * shaders, while the colors vbo will only be passed to the colors shader, and the texcoords vbo
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391 | * only to the texture shader.
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392 | *
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393 | * Right now, the currently selected object is drawn using one color (specified in the selected
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394 | * colors vbo) regardless of whether it is normally rendering using colors or a texture. The selected
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395 | * object is rendering by binding the selected colors vbo in place of the colors vbo and using the colors
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396 | * shader. Then, the selected object is redrawn along with all other objects, but the depth buffer test
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397 | * prevents the unselected version of the object from appearing on the screen. This lets me render all the
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398 | * objects that use a particular shader using one glDrawArrays() call.
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399 | */
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400 |
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401 | map<GLuint, BufferInfo> shaderBufferInfo;
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402 |
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403 | GLuint color_sp = loadShaderProgram("./color.vert", "./color.frag");
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404 | GLuint texture_sp = loadShaderProgram("./texture.vert", "./texture.frag");
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405 | GLuint laser_sp = loadShaderProgram("./laser.vert", "./laser.frag");
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406 |
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407 | shaderBufferInfo[color_sp] = BufferInfo();
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408 | shaderBufferInfo[texture_sp] = BufferInfo();
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409 | shaderBufferInfo[laser_sp] = BufferInfo();
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410 |
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411 | SceneObject obj;
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412 | mat4 T_model, R_model;
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413 |
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414 | // TODO: Confirm there's nothing I need from the commented out models and delete them
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415 | // (Check to make sure the textured square is drawn correctly)
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416 |
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417 | /*
|
---|
418 | // triangle
|
---|
419 | obj = SceneObject();
|
---|
420 | obj.shader_program = color_sp;
|
---|
421 | obj.points = {
|
---|
422 | 0.0f, 0.5f, 0.0f,
|
---|
423 | -0.5f, -0.5f, 0.0f,
|
---|
424 | 0.5f, -0.5f, 0.0f,
|
---|
425 | 0.5f, -0.5f, 0.0f,
|
---|
426 | -0.5f, -0.5f, 0.0f,
|
---|
427 | 0.0f, 0.5f, 0.0f,
|
---|
428 | };
|
---|
429 | obj.colors = {
|
---|
430 | 1.0f, 0.0f, 0.0f,
|
---|
431 | 0.0f, 0.0f, 1.0f,
|
---|
432 | 0.0f, 1.0f, 0.0f,
|
---|
433 | 0.0f, 1.0f, 0.0f,
|
---|
434 | 0.0f, 0.0f, 1.0f,
|
---|
435 | 1.0f, 0.0f, 0.0f,
|
---|
436 | };
|
---|
437 | obj.texcoords = { 0.0f };
|
---|
438 | obj.selected_colors = {
|
---|
439 | 0.0f, 1.0f, 0.0f,
|
---|
440 | 0.0f, 1.0f, 0.0f,
|
---|
441 | 0.0f, 1.0f, 0.0f,
|
---|
442 | 0.0f, 1.0f, 0.0f,
|
---|
443 | 0.0f, 1.0f, 0.0f,
|
---|
444 | 0.0f, 1.0f, 0.0f,
|
---|
445 | };
|
---|
446 |
|
---|
447 | T_model = translate(mat4(1.0f), vec3(0.45f, -1.5f, 0.0f));
|
---|
448 | R_model = rotate(mat4(1.0f), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
449 | obj.model_base = T_model*R_model;
|
---|
450 |
|
---|
451 | addObjectToSceneDuringInit(obj);
|
---|
452 |
|
---|
453 | // square
|
---|
454 | obj = SceneObject();
|
---|
455 | obj.shader_program = texture_sp;
|
---|
456 | obj.points = {
|
---|
457 | 0.5f, 0.5f, 0.0f,
|
---|
458 | -0.5f, 0.5f, 0.0f,
|
---|
459 | -0.5f, -0.5f, 0.0f,
|
---|
460 | 0.5f, 0.5f, 0.0f,
|
---|
461 | -0.5f, -0.5f, 0.0f,
|
---|
462 | 0.5f, -0.5f, 0.0f,
|
---|
463 | };
|
---|
464 | obj.colors = { 0.0f };
|
---|
465 | obj.texcoords = {
|
---|
466 | 1.0f, 1.0f,
|
---|
467 | 0.0f, 1.0f,
|
---|
468 | 0.0f, 0.0f,
|
---|
469 | 1.0f, 1.0f,
|
---|
470 | 0.0f, 0.0f,
|
---|
471 | 1.0f, 0.0f
|
---|
472 | };
|
---|
473 | obj.selected_colors = {
|
---|
474 | 0.0f, 0.6f, 0.9f,
|
---|
475 | 0.0f, 0.6f, 0.9f,
|
---|
476 | 0.0f, 0.6f, 0.9f,
|
---|
477 | 0.0f, 0.6f, 0.9f,
|
---|
478 | 0.0f, 0.6f, 0.9f,
|
---|
479 | 0.0f, 0.6f, 0.9f,
|
---|
480 | };
|
---|
481 |
|
---|
482 | T_model = translate(mat4(1.0f), vec3(-0.5f, -1.5f, -1.00f));
|
---|
483 | R_model = rotate(mat4(1.0f), 0.5f, vec3(0.0f, 1.0f, 0.0f));
|
---|
484 | obj.model_base = T_model*R_model;
|
---|
485 |
|
---|
486 | addObjectToSceneDuringInit(obj);
|
---|
487 | */
|
---|
488 |
|
---|
489 | // player ship
|
---|
490 | obj = SceneObject();
|
---|
491 | obj.type = TYPE_SHIP;
|
---|
492 | obj.shader_program = color_sp;
|
---|
493 | obj.points = {
|
---|
494 | //back
|
---|
495 | -0.5f, 0.3f, 0.0f,
|
---|
496 | -0.5f, 0.0f, 0.0f,
|
---|
497 | 0.5f, 0.0f, 0.0f,
|
---|
498 | -0.5f, 0.3f, 0.0f,
|
---|
499 | 0.5f, 0.0f, 0.0f,
|
---|
500 | 0.5f, 0.3f, 0.0f,
|
---|
501 |
|
---|
502 | // left back
|
---|
503 | -0.5f, 0.3f, -2.0f,
|
---|
504 | -0.5f, 0.0f, -2.0f,
|
---|
505 | -0.5f, 0.0f, 0.0f,
|
---|
506 | -0.5f, 0.3f, -2.0f,
|
---|
507 | -0.5f, 0.0f, 0.0f,
|
---|
508 | -0.5f, 0.3f, 0.0f,
|
---|
509 |
|
---|
510 | // right back
|
---|
511 | 0.5f, 0.3f, 0.0f,
|
---|
512 | 0.5f, 0.0f, 0.0f,
|
---|
513 | 0.5f, 0.0f, -2.0f,
|
---|
514 | 0.5f, 0.3f, 0.0f,
|
---|
515 | 0.5f, 0.0f, -2.0f,
|
---|
516 | 0.5f, 0.3f, -2.0f,
|
---|
517 |
|
---|
518 | // left mid
|
---|
519 | -0.25f, 0.3f, -3.0f,
|
---|
520 | -0.25f, 0.0f, -3.0f,
|
---|
521 | -0.5f, 0.0f, -2.0f,
|
---|
522 | -0.25f, 0.3f, -3.0f,
|
---|
523 | -0.5f, 0.0f, -2.0f,
|
---|
524 | -0.5f, 0.3f, -2.0f,
|
---|
525 |
|
---|
526 | // right mid
|
---|
527 | 0.5f, 0.3f, -2.0f,
|
---|
528 | 0.5f, 0.0f, -2.0f,
|
---|
529 | 0.25f, 0.0f, -3.0f,
|
---|
530 | 0.5f, 0.3f, -2.0f,
|
---|
531 | 0.25f, 0.0f, -3.0f,
|
---|
532 | 0.25f, 0.3f, -3.0f,
|
---|
533 |
|
---|
534 | // left front
|
---|
535 | 0.0f, 0.0f, -3.5f,
|
---|
536 | -0.25f, 0.0f, -3.0f,
|
---|
537 | -0.25f, 0.3f, -3.0f,
|
---|
538 |
|
---|
539 | // right front
|
---|
540 | 0.25f, 0.3f, -3.0f,
|
---|
541 | 0.25f, 0.0f, -3.0f,
|
---|
542 | 0.0f, 0.0f, -3.5f,
|
---|
543 |
|
---|
544 | // top back
|
---|
545 | -0.5f, 0.3f, -2.0f,
|
---|
546 | -0.5f, 0.3f, 0.0f,
|
---|
547 | 0.5f, 0.3f, 0.0f,
|
---|
548 | -0.5f, 0.3f, -2.0f,
|
---|
549 | 0.5f, 0.3f, 0.0f,
|
---|
550 | 0.5f, 0.3f, -2.0f,
|
---|
551 |
|
---|
552 | // bottom back
|
---|
553 | -0.5f, 0.0f, 0.0f,
|
---|
554 | -0.5f, 0.0f, -2.0f,
|
---|
555 | 0.5f, 0.0f, 0.0f,
|
---|
556 | 0.5f, 0.0f, 0.0f,
|
---|
557 | -0.5f, 0.0f, -2.0f,
|
---|
558 | 0.5f, 0.0f, -2.0f,
|
---|
559 |
|
---|
560 | // top mid
|
---|
561 | -0.25f, 0.3f, -3.0f,
|
---|
562 | -0.5f, 0.3f, -2.0f,
|
---|
563 | 0.5f, 0.3f, -2.0f,
|
---|
564 | -0.25f, 0.3f, -3.0f,
|
---|
565 | 0.5f, 0.3f, -2.0f,
|
---|
566 | 0.25f, 0.3f, -3.0f,
|
---|
567 |
|
---|
568 | // bottom mid
|
---|
569 | -0.5f, 0.0f, -2.0f,
|
---|
570 | -0.25f, 0.0f, -3.0f,
|
---|
571 | 0.5f, 0.0f, -2.0f,
|
---|
572 | 0.5f, 0.0f, -2.0f,
|
---|
573 | -0.25f, 0.0f, -3.0f,
|
---|
574 | 0.25f, 0.0f, -3.0f,
|
---|
575 |
|
---|
576 | // top front
|
---|
577 | -0.25f, 0.3f, -3.0f,
|
---|
578 | 0.25f, 0.3f, -3.0f,
|
---|
579 | 0.0f, 0.0f, -3.5f,
|
---|
580 |
|
---|
581 | // bottom front
|
---|
582 | 0.25f, 0.0f, -3.0f,
|
---|
583 | -0.25f, 0.0f, -3.0f,
|
---|
584 | 0.0f, 0.0f, -3.5f,
|
---|
585 |
|
---|
586 | // left wing start back
|
---|
587 | -1.5f, 0.3f, 0.0f,
|
---|
588 | -1.5f, 0.0f, 0.0f,
|
---|
589 | -0.5f, 0.0f, 0.0f,
|
---|
590 | -1.5f, 0.3f, 0.0f,
|
---|
591 | -0.5f, 0.0f, 0.0f,
|
---|
592 | -0.5f, 0.3f, 0.0f,
|
---|
593 |
|
---|
594 | // left wing start top
|
---|
595 | -0.5f, 0.3f, -0.3f,
|
---|
596 | -1.3f, 0.3f, -0.3f,
|
---|
597 | -1.5f, 0.3f, 0.0f,
|
---|
598 | -0.5f, 0.3f, -0.3f,
|
---|
599 | -1.5f, 0.3f, 0.0f,
|
---|
600 | -0.5f, 0.3f, 0.0f,
|
---|
601 |
|
---|
602 | // left wing start front
|
---|
603 | -0.5f, 0.3f, -0.3f,
|
---|
604 | -0.5f, 0.0f, -0.3f,
|
---|
605 | -1.3f, 0.0f, -0.3f,
|
---|
606 | -0.5f, 0.3f, -0.3f,
|
---|
607 | -1.3f, 0.0f, -0.3f,
|
---|
608 | -1.3f, 0.3f, -0.3f,
|
---|
609 |
|
---|
610 | // left wing start bottom
|
---|
611 | -0.5f, 0.0f, 0.0f,
|
---|
612 | -1.5f, 0.0f, 0.0f,
|
---|
613 | -1.3f, 0.0f, -0.3f,
|
---|
614 | -0.5f, 0.0f, 0.0f,
|
---|
615 | -1.3f, 0.0f, -0.3f,
|
---|
616 | -0.5f, 0.0f, -0.3f,
|
---|
617 |
|
---|
618 | // left wing end outside
|
---|
619 | -1.5f, 0.3f, 0.0f,
|
---|
620 | -2.2f, 0.15f, -0.8f,
|
---|
621 | -1.5f, 0.0f, 0.0f,
|
---|
622 |
|
---|
623 | // left wing end top
|
---|
624 | -1.3f, 0.3f, -0.3f,
|
---|
625 | -2.2f, 0.15f, -0.8f,
|
---|
626 | -1.5f, 0.3f, 0.0f,
|
---|
627 |
|
---|
628 | // left wing end front
|
---|
629 | -1.3f, 0.0f, -0.3f,
|
---|
630 | -2.2f, 0.15f, -0.8f,
|
---|
631 | -1.3f, 0.3f, -0.3f,
|
---|
632 |
|
---|
633 | // left wing end bottom
|
---|
634 | -1.5f, 0.0f, 0.0f,
|
---|
635 | -2.2f, 0.15f, -0.8f,
|
---|
636 | -1.3f, 0.0f, -0.3f,
|
---|
637 |
|
---|
638 | // right wing start back
|
---|
639 | 1.5f, 0.0f, 0.0f,
|
---|
640 | 1.5f, 0.3f, 0.0f,
|
---|
641 | 0.5f, 0.0f, 0.0f,
|
---|
642 | 0.5f, 0.0f, 0.0f,
|
---|
643 | 1.5f, 0.3f, 0.0f,
|
---|
644 | 0.5f, 0.3f, 0.0f,
|
---|
645 |
|
---|
646 | // right wing start top
|
---|
647 | 1.3f, 0.3f, -0.3f,
|
---|
648 | 0.5f, 0.3f, -0.3f,
|
---|
649 | 1.5f, 0.3f, 0.0f,
|
---|
650 | 1.5f, 0.3f, 0.0f,
|
---|
651 | 0.5f, 0.3f, -0.3f,
|
---|
652 | 0.5f, 0.3f, 0.0f,
|
---|
653 |
|
---|
654 | // right wing start front
|
---|
655 | 0.5f, 0.0f, -0.3f,
|
---|
656 | 0.5f, 0.3f, -0.3f,
|
---|
657 | 1.3f, 0.0f, -0.3f,
|
---|
658 | 1.3f, 0.0f, -0.3f,
|
---|
659 | 0.5f, 0.3f, -0.3f,
|
---|
660 | 1.3f, 0.3f, -0.3f,
|
---|
661 |
|
---|
662 | // right wing start bottom
|
---|
663 | 1.5f, 0.0f, 0.0f,
|
---|
664 | 0.5f, 0.0f, 0.0f,
|
---|
665 | 1.3f, 0.0f, -0.3f,
|
---|
666 | 1.3f, 0.0f, -0.3f,
|
---|
667 | 0.5f, 0.0f, 0.0f,
|
---|
668 | 0.5f, 0.0f, -0.3f,
|
---|
669 |
|
---|
670 | // right wing end outside
|
---|
671 | 2.2f, 0.15f, -0.8f,
|
---|
672 | 1.5f, 0.3f, 0.0f,
|
---|
673 | 1.5f, 0.0f, 0.0f,
|
---|
674 |
|
---|
675 | // right wing end top
|
---|
676 | 2.2f, 0.15f, -0.8f,
|
---|
677 | 1.3f, 0.3f, -0.3f,
|
---|
678 | 1.5f, 0.3f, 0.0f,
|
---|
679 |
|
---|
680 | // right wing end front
|
---|
681 | 2.2f, 0.15f, -0.8f,
|
---|
682 | 1.3f, 0.0f, -0.3f,
|
---|
683 | 1.3f, 0.3f, -0.3f,
|
---|
684 |
|
---|
685 | // right wing end bottom
|
---|
686 | 2.2f, 0.15f, -0.8f,
|
---|
687 | 1.5f, 0.0f, 0.0f,
|
---|
688 | 1.3f, 0.0f, -0.3f,
|
---|
689 | };
|
---|
690 | obj.colors = {
|
---|
691 | 0.0f, 0.0f, 0.3f,
|
---|
692 | 0.0f, 0.0f, 0.3f,
|
---|
693 | 0.0f, 0.0f, 0.3f,
|
---|
694 | 0.0f, 0.0f, 0.3f,
|
---|
695 | 0.0f, 0.0f, 0.3f,
|
---|
696 | 0.0f, 0.0f, 0.3f,
|
---|
697 |
|
---|
698 | 0.0f, 0.0f, 0.3f,
|
---|
699 | 0.0f, 0.0f, 0.3f,
|
---|
700 | 0.0f, 0.0f, 0.3f,
|
---|
701 | 0.0f, 0.0f, 0.3f,
|
---|
702 | 0.0f, 0.0f, 0.3f,
|
---|
703 | 0.0f, 0.0f, 0.3f,
|
---|
704 |
|
---|
705 | 0.0f, 0.0f, 0.3f,
|
---|
706 | 0.0f, 0.0f, 0.3f,
|
---|
707 | 0.0f, 0.0f, 0.3f,
|
---|
708 | 0.0f, 0.0f, 0.3f,
|
---|
709 | 0.0f, 0.0f, 0.3f,
|
---|
710 | 0.0f, 0.0f, 0.3f,
|
---|
711 |
|
---|
712 | 0.0f, 0.0f, 0.3f,
|
---|
713 | 0.0f, 0.0f, 0.3f,
|
---|
714 | 0.0f, 0.0f, 0.3f,
|
---|
715 | 0.0f, 0.0f, 0.3f,
|
---|
716 | 0.0f, 0.0f, 0.3f,
|
---|
717 | 0.0f, 0.0f, 0.3f,
|
---|
718 |
|
---|
719 | 0.0f, 0.0f, 0.3f,
|
---|
720 | 0.0f, 0.0f, 0.3f,
|
---|
721 | 0.0f, 0.0f, 0.3f,
|
---|
722 | 0.0f, 0.0f, 0.3f,
|
---|
723 | 0.0f, 0.0f, 0.3f,
|
---|
724 | 0.0f, 0.0f, 0.3f,
|
---|
725 |
|
---|
726 | 0.0f, 0.0f, 1.0f,
|
---|
727 | 0.0f, 0.0f, 1.0f,
|
---|
728 | 0.0f, 0.0f, 1.0f,
|
---|
729 |
|
---|
730 | 0.0f, 0.0f, 1.0f,
|
---|
731 | 0.0f, 0.0f, 1.0f,
|
---|
732 | 0.0f, 0.0f, 1.0f,
|
---|
733 |
|
---|
734 | 0.0f, 0.0f, 1.0f,
|
---|
735 | 0.0f, 0.0f, 1.0f,
|
---|
736 | 0.0f, 0.0f, 1.0f,
|
---|
737 | 0.0f, 0.0f, 1.0f,
|
---|
738 | 0.0f, 0.0f, 1.0f,
|
---|
739 | 0.0f, 0.0f, 1.0f,
|
---|
740 |
|
---|
741 | 0.0f, 0.0f, 1.0f,
|
---|
742 | 0.0f, 0.0f, 1.0f,
|
---|
743 | 0.0f, 0.0f, 1.0f,
|
---|
744 | 0.0f, 0.0f, 1.0f,
|
---|
745 | 0.0f, 0.0f, 1.0f,
|
---|
746 | 0.0f, 0.0f, 1.0f,
|
---|
747 |
|
---|
748 | 0.0f, 0.0f, 1.0f,
|
---|
749 | 0.0f, 0.0f, 1.0f,
|
---|
750 | 0.0f, 0.0f, 1.0f,
|
---|
751 | 0.0f, 0.0f, 1.0f,
|
---|
752 | 0.0f, 0.0f, 1.0f,
|
---|
753 | 0.0f, 0.0f, 1.0f,
|
---|
754 |
|
---|
755 | 0.0f, 0.0f, 1.0f,
|
---|
756 | 0.0f, 0.0f, 1.0f,
|
---|
757 | 0.0f, 0.0f, 1.0f,
|
---|
758 | 0.0f, 0.0f, 1.0f,
|
---|
759 | 0.0f, 0.0f, 1.0f,
|
---|
760 | 0.0f, 0.0f, 1.0f,
|
---|
761 |
|
---|
762 | 0.0f, 0.0f, 0.3f,
|
---|
763 | 0.0f, 0.0f, 0.3f,
|
---|
764 | 0.0f, 0.0f, 0.3f,
|
---|
765 |
|
---|
766 | 0.0f, 0.0f, 0.3f,
|
---|
767 | 0.0f, 0.0f, 0.3f,
|
---|
768 | 0.0f, 0.0f, 0.3f,
|
---|
769 |
|
---|
770 | 0.0f, 0.0f, 0.3f,
|
---|
771 | 0.0f, 0.0f, 0.3f,
|
---|
772 | 0.0f, 0.0f, 0.3f,
|
---|
773 | 0.0f, 0.0f, 0.3f,
|
---|
774 | 0.0f, 0.0f, 0.3f,
|
---|
775 | 0.0f, 0.0f, 0.3f,
|
---|
776 |
|
---|
777 | 0.0f, 0.0f, 0.3f,
|
---|
778 | 0.0f, 0.0f, 0.3f,
|
---|
779 | 0.0f, 0.0f, 0.3f,
|
---|
780 | 0.0f, 0.0f, 0.3f,
|
---|
781 | 0.0f, 0.0f, 0.3f,
|
---|
782 | 0.0f, 0.0f, 0.3f,
|
---|
783 |
|
---|
784 | 0.0f, 0.0f, 0.3f,
|
---|
785 | 0.0f, 0.0f, 0.3f,
|
---|
786 | 0.0f, 0.0f, 0.3f,
|
---|
787 | 0.0f, 0.0f, 0.3f,
|
---|
788 | 0.0f, 0.0f, 0.3f,
|
---|
789 | 0.0f, 0.0f, 0.3f,
|
---|
790 |
|
---|
791 | 0.0f, 0.0f, 0.3f,
|
---|
792 | 0.0f, 0.0f, 0.3f,
|
---|
793 | 0.0f, 0.0f, 0.3f,
|
---|
794 | 0.0f, 0.0f, 0.3f,
|
---|
795 | 0.0f, 0.0f, 0.3f,
|
---|
796 | 0.0f, 0.0f, 0.3f,
|
---|
797 |
|
---|
798 | 0.0f, 0.0f, 0.3f,
|
---|
799 | 0.0f, 0.0f, 0.3f,
|
---|
800 | 0.0f, 0.0f, 0.3f,
|
---|
801 |
|
---|
802 | 0.0f, 0.0f, 0.3f,
|
---|
803 | 0.0f, 0.0f, 0.3f,
|
---|
804 | 0.0f, 0.0f, 0.3f,
|
---|
805 |
|
---|
806 | 0.0f, 0.0f, 0.3f,
|
---|
807 | 0.0f, 0.0f, 0.3f,
|
---|
808 | 0.0f, 0.0f, 0.3f,
|
---|
809 |
|
---|
810 | 0.0f, 0.0f, 0.3f,
|
---|
811 | 0.0f, 0.0f, 0.3f,
|
---|
812 | 0.0f, 0.0f, 0.3f,
|
---|
813 |
|
---|
814 | 0.0f, 0.0f, 0.3f,
|
---|
815 | 0.0f, 0.0f, 0.3f,
|
---|
816 | 0.0f, 0.0f, 0.3f,
|
---|
817 | 0.0f, 0.0f, 0.3f,
|
---|
818 | 0.0f, 0.0f, 0.3f,
|
---|
819 | 0.0f, 0.0f, 0.3f,
|
---|
820 |
|
---|
821 | 0.0f, 0.0f, 0.3f,
|
---|
822 | 0.0f, 0.0f, 0.3f,
|
---|
823 | 0.0f, 0.0f, 0.3f,
|
---|
824 | 0.0f, 0.0f, 0.3f,
|
---|
825 | 0.0f, 0.0f, 0.3f,
|
---|
826 | 0.0f, 0.0f, 0.3f,
|
---|
827 |
|
---|
828 | 0.0f, 0.0f, 0.3f,
|
---|
829 | 0.0f, 0.0f, 0.3f,
|
---|
830 | 0.0f, 0.0f, 0.3f,
|
---|
831 | 0.0f, 0.0f, 0.3f,
|
---|
832 | 0.0f, 0.0f, 0.3f,
|
---|
833 | 0.0f, 0.0f, 0.3f,
|
---|
834 |
|
---|
835 | 0.0f, 0.0f, 0.3f,
|
---|
836 | 0.0f, 0.0f, 0.3f,
|
---|
837 | 0.0f, 0.0f, 0.3f,
|
---|
838 | 0.0f, 0.0f, 0.3f,
|
---|
839 | 0.0f, 0.0f, 0.3f,
|
---|
840 | 0.0f, 0.0f, 0.3f,
|
---|
841 |
|
---|
842 | 0.0f, 0.0f, 0.3f,
|
---|
843 | 0.0f, 0.0f, 0.3f,
|
---|
844 | 0.0f, 0.0f, 0.3f,
|
---|
845 |
|
---|
846 | 0.0f, 0.0f, 0.3f,
|
---|
847 | 0.0f, 0.0f, 0.3f,
|
---|
848 | 0.0f, 0.0f, 0.3f,
|
---|
849 |
|
---|
850 | 0.0f, 0.0f, 0.3f,
|
---|
851 | 0.0f, 0.0f, 0.3f,
|
---|
852 | 0.0f, 0.0f, 0.3f,
|
---|
853 |
|
---|
854 | 0.0f, 0.0f, 0.3f,
|
---|
855 | 0.0f, 0.0f, 0.3f,
|
---|
856 | 0.0f, 0.0f, 0.3f,
|
---|
857 | };
|
---|
858 | obj.texcoords = { 0.0f };
|
---|
859 | obj.selected_colors = { 0.0f };
|
---|
860 |
|
---|
861 | T_model = translate(mat4(1.0f), vec3(0.0f, -1.2f, 1.65f));
|
---|
862 | R_model = rotate(mat4(1.0f), 20.0f * (float)ONE_DEG_IN_RAD, vec3(1.0f, 0.0f, 0.0f));
|
---|
863 | R_model = mat4(1.0f);
|
---|
864 | obj.model_base = T_model * R_model * scale(mat4(1.0f), vec3(0.1f, 0.1f, 0.1f));
|
---|
865 |
|
---|
866 | obj.translate_mat = T_model;
|
---|
867 |
|
---|
868 | addObjectToSceneDuringInit(obj);
|
---|
869 |
|
---|
870 | addLaserToScene(vec3(0.34f, -2.0f, 1.6f), vec3(0.34f, -2.0f, -3.0f), vec3(0.0f, 1.0f, 0.0f), 0.04f, laser_sp);
|
---|
871 | addLaserToScene(vec3(-0.34f, -2.0f, 1.6f), vec3(-0.34f, -2.0f, -3.0f), vec3(0.0f, 1.0f, 0.0f), 0.04f, laser_sp);
|
---|
872 |
|
---|
873 | vector<SceneObject>::iterator obj_it;
|
---|
874 |
|
---|
875 | GLuint points_vbo, colors_vbo, selected_colors_vbo, texcoords_vbo,
|
---|
876 | normals_vbo, ubo, model_mat_idx_vbo;
|
---|
877 |
|
---|
878 | initializeBuffers(
|
---|
879 | &points_vbo,
|
---|
880 | &colors_vbo,
|
---|
881 | &selected_colors_vbo,
|
---|
882 | &texcoords_vbo,
|
---|
883 | &normals_vbo,
|
---|
884 | &ubo,
|
---|
885 | &model_mat_idx_vbo);
|
---|
886 |
|
---|
887 | populateBuffers(objects,
|
---|
888 | shaderBufferInfo,
|
---|
889 | points_vbo,
|
---|
890 | colors_vbo,
|
---|
891 | selected_colors_vbo,
|
---|
892 | texcoords_vbo,
|
---|
893 | normals_vbo,
|
---|
894 | ubo,
|
---|
895 | model_mat_idx_vbo);
|
---|
896 |
|
---|
897 | GLuint color_vao = 0;
|
---|
898 | glGenVertexArrays(1, &color_vao);
|
---|
899 | glBindVertexArray(color_vao);
|
---|
900 |
|
---|
901 | glEnableVertexAttribArray(0);
|
---|
902 | glEnableVertexAttribArray(1);
|
---|
903 | glEnableVertexAttribArray(2);
|
---|
904 | glEnableVertexAttribArray(3);
|
---|
905 |
|
---|
906 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
907 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
908 |
|
---|
909 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
910 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
911 |
|
---|
912 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
913 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
---|
914 |
|
---|
915 | GLuint texture_vao = 0;
|
---|
916 | glGenVertexArrays(1, &texture_vao);
|
---|
917 | glBindVertexArray(texture_vao);
|
---|
918 |
|
---|
919 | glEnableVertexAttribArray(0);
|
---|
920 | glEnableVertexAttribArray(1);
|
---|
921 | glEnableVertexAttribArray(2);
|
---|
922 | glEnableVertexAttribArray(3);
|
---|
923 |
|
---|
924 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
925 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
926 |
|
---|
927 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
928 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
929 |
|
---|
930 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
931 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
932 |
|
---|
933 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
934 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
---|
935 |
|
---|
936 | GLuint laser_vao = 0;
|
---|
937 | glGenVertexArrays(1, &laser_vao);
|
---|
938 | glBindVertexArray(laser_vao);
|
---|
939 |
|
---|
940 | glEnableVertexAttribArray(0);
|
---|
941 | glEnableVertexAttribArray(1);
|
---|
942 | glEnableVertexAttribArray(2);
|
---|
943 |
|
---|
944 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
945 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
946 |
|
---|
947 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
948 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
949 |
|
---|
950 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
951 | glVertexAttribIPointer(2, 1, GL_UNSIGNED_INT, 0, 0);
|
---|
952 |
|
---|
953 | float cam_speed = 1.0f;
|
---|
954 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
955 | float cam_pitch_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
956 |
|
---|
957 | // glm::lookAt can create the view matrix
|
---|
958 | // glm::perspective can create the projection matrix
|
---|
959 |
|
---|
960 | cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
---|
961 | //cam_pos = vec3(-2.1f, -1.5f, -1.5f); // Good position for checking ship faces
|
---|
962 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
|
---|
963 | float cam_pitch = -50.0f * 2.0f * 3.14159f / 360.0f;
|
---|
964 |
|
---|
965 | mat4 T = translate(mat4(1.0f), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
966 | mat4 yaw_mat = rotate(mat4(1.0f), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
967 | mat4 pitch_mat = rotate(mat4(1.0f), -cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
---|
968 | mat4 R = pitch_mat * yaw_mat;
|
---|
969 | view_mat = R*T;
|
---|
970 |
|
---|
971 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
---|
972 | float aspect = (float)width / (float)height;
|
---|
973 |
|
---|
974 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
---|
975 | float Sx = NEAR_CLIP / (range * aspect);
|
---|
976 | float Sy = NEAR_CLIP / range;
|
---|
977 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
978 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
979 |
|
---|
980 | float proj_arr[] = {
|
---|
981 | Sx, 0.0f, 0.0f, 0.0f,
|
---|
982 | 0.0f, Sy, 0.0f, 0.0f,
|
---|
983 | 0.0f, 0.0f, Sz, -1.0f,
|
---|
984 | 0.0f, 0.0f, Pz, 0.0f,
|
---|
985 | };
|
---|
986 | proj_mat = make_mat4(proj_arr);
|
---|
987 |
|
---|
988 | GLuint ub_binding_point = 0;
|
---|
989 |
|
---|
990 | // TODO: Replace test_loc and mat_loc with more descriptive names
|
---|
991 | GLuint view_test_loc = glGetUniformLocation(color_sp, "view");
|
---|
992 | GLuint proj_test_loc = glGetUniformLocation(color_sp, "proj");
|
---|
993 | GLuint color_sp_ub_index = glGetUniformBlockIndex(color_sp, "models");
|
---|
994 |
|
---|
995 | GLuint view_mat_loc = glGetUniformLocation(texture_sp, "view");
|
---|
996 | GLuint proj_mat_loc = glGetUniformLocation(texture_sp, "proj");
|
---|
997 | GLuint texture_sp_ub_index = glGetUniformBlockIndex(texture_sp, "models");
|
---|
998 |
|
---|
999 | GLuint laser_view_mat_loc = glGetUniformLocation(laser_sp, "view");
|
---|
1000 | GLuint laser_proj_mat_loc = glGetUniformLocation(laser_sp, "proj");
|
---|
1001 | GLuint laser_color_loc = glGetUniformLocation(laser_sp, "laser_color");
|
---|
1002 | GLuint laser_sp_ub_index = glGetUniformBlockIndex(laser_sp, "models");
|
---|
1003 |
|
---|
1004 |
|
---|
1005 | glUseProgram(color_sp);
|
---|
1006 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
1007 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
1008 |
|
---|
1009 | glUniformBlockBinding(color_sp, color_sp_ub_index, ub_binding_point);
|
---|
1010 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
1011 |
|
---|
1012 |
|
---|
1013 | glUseProgram(texture_sp);
|
---|
1014 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
1015 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
1016 |
|
---|
1017 | glUniformBlockBinding(texture_sp, texture_sp_ub_index, ub_binding_point);
|
---|
1018 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
1019 |
|
---|
1020 |
|
---|
1021 | glUseProgram(laser_sp);
|
---|
1022 | glUniformMatrix4fv(laser_view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
1023 | glUniformMatrix4fv(laser_proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
1024 | glUniform3f(laser_color_loc, 0.2f, 1.0f, 0.2f);
|
---|
1025 |
|
---|
1026 | glUniformBlockBinding(laser_sp, laser_sp_ub_index, ub_binding_point);
|
---|
1027 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
1028 |
|
---|
1029 |
|
---|
1030 | bool cam_moved = false;
|
---|
1031 |
|
---|
1032 | int frame_count = 0;
|
---|
1033 | double elapsed_seconds_fps = 0.0f;
|
---|
1034 | double elapsed_seconds_spawn = 0.0f;
|
---|
1035 | double previous_seconds = glfwGetTime();
|
---|
1036 |
|
---|
1037 | // This draws wireframes. Useful for seeing separate faces and occluded objects.
|
---|
1038 | //glPolygonMode(GL_FRONT, GL_LINE);
|
---|
1039 |
|
---|
1040 | if (DISABLE_VSYNC && SHOW_FPS) {
|
---|
1041 | glfwSwapInterval(0);
|
---|
1042 | }
|
---|
1043 |
|
---|
1044 | State curState = STATE_MAIN_MENU;
|
---|
1045 |
|
---|
1046 | while (!glfwWindowShouldClose(window) && isRunning) {
|
---|
1047 | double current_seconds = glfwGetTime();
|
---|
1048 | double elapsed_seconds = current_seconds - previous_seconds;
|
---|
1049 | previous_seconds = current_seconds;
|
---|
1050 |
|
---|
1051 | if (SHOW_FPS) {
|
---|
1052 | elapsed_seconds_fps += elapsed_seconds;
|
---|
1053 | if (elapsed_seconds_fps > 0.25f) {
|
---|
1054 | fps = (double)frame_count / elapsed_seconds_fps;
|
---|
1055 | cout << "FPS: " << fps << endl;
|
---|
1056 |
|
---|
1057 | frame_count = 0;
|
---|
1058 | elapsed_seconds_fps = 0.0f;
|
---|
1059 | }
|
---|
1060 |
|
---|
1061 | frame_count++;
|
---|
1062 | }
|
---|
1063 |
|
---|
1064 | // Handle events
|
---|
1065 |
|
---|
1066 | clickedObject = NULL;
|
---|
1067 |
|
---|
1068 | // reset the all key states to KEY_STATE_UNCHANGED (something the GLFW key callback can never return)
|
---|
1069 | // so that GLFW_PRESS and GLFW_RELEASE are only detected once
|
---|
1070 | // TODO: Change this if we ever need to act on GLFW_REPEAT (which is when a key is held down
|
---|
1071 | // continuously for a period of time)
|
---|
1072 | fill(key_state, key_state + NUM_KEYS, KEY_STATE_UNCHANGED);
|
---|
1073 |
|
---|
1074 | glfwPollEvents();
|
---|
1075 |
|
---|
1076 | while (!events.empty()) {
|
---|
1077 | switch (events.front()) {
|
---|
1078 | case EVENT_GO_TO_MAIN_MENU:
|
---|
1079 | curState = STATE_MAIN_MENU;
|
---|
1080 | break;
|
---|
1081 | case EVENT_GO_TO_GAME:
|
---|
1082 | curState = STATE_GAME;
|
---|
1083 | break;
|
---|
1084 | case EVENT_QUIT:
|
---|
1085 | isRunning = false;
|
---|
1086 | break;
|
---|
1087 | }
|
---|
1088 | events.pop();
|
---|
1089 | }
|
---|
1090 |
|
---|
1091 | if (curState == STATE_GAME) {
|
---|
1092 |
|
---|
1093 | elapsed_seconds_spawn += elapsed_seconds;
|
---|
1094 | if (elapsed_seconds_spawn > 0.5f) {
|
---|
1095 | spawnAsteroid(vec3(getRandomNum(-1.3f, 1.3f), getRandomNum(-3.0f, -1.0f), getRandomNum(-5.5f, -4.5f)), color_sp,
|
---|
1096 | shaderBufferInfo,
|
---|
1097 | points_vbo,
|
---|
1098 | colors_vbo,
|
---|
1099 | selected_colors_vbo,
|
---|
1100 | texcoords_vbo,
|
---|
1101 | normals_vbo,
|
---|
1102 | ubo,
|
---|
1103 | model_mat_idx_vbo);
|
---|
1104 |
|
---|
1105 | elapsed_seconds_spawn -= 0.5f;
|
---|
1106 | }
|
---|
1107 |
|
---|
1108 | /*
|
---|
1109 | if (clickedObject == &objects[0]) {
|
---|
1110 | selectedObject = &objects[0];
|
---|
1111 | }
|
---|
1112 | if (clickedObject == &objects[1]) {
|
---|
1113 | selectedObject = &objects[1];
|
---|
1114 | }
|
---|
1115 | */
|
---|
1116 |
|
---|
1117 | /*
|
---|
1118 | if (key_state[GLFW_KEY_SPACE] == GLFW_PRESS) {
|
---|
1119 | transformObject(objects[1], translate(mat4(1.0f), vec3(0.3f, 0.0f, 0.0f)), ubo);
|
---|
1120 | }
|
---|
1121 | if (key_pressed[GLFW_KEY_RIGHT]) {
|
---|
1122 | transformObject(objects[2], translate(mat4(1.0f), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
---|
1123 | }
|
---|
1124 | if (key_pressed[GLFW_KEY_LEFT]) {
|
---|
1125 | transformObject(objects[2], translate(mat4(1.0f), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
---|
1126 | }
|
---|
1127 | */
|
---|
1128 |
|
---|
1129 | if (key_pressed[GLFW_KEY_RIGHT]) {
|
---|
1130 | transformObject(objects[0], translate(mat4(1.0f), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
---|
1131 | }
|
---|
1132 | if (key_pressed[GLFW_KEY_LEFT]) {
|
---|
1133 | transformObject(objects[0], translate(mat4(1.0f), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
---|
1134 | }
|
---|
1135 |
|
---|
1136 | // this code moves the asteroids
|
---|
1137 | for (int i = 0; i < objects.size(); i++) {
|
---|
1138 | if (objects[i].type == TYPE_ASTEROID && !objects[i].deleted) {
|
---|
1139 | transformObject(objects[i], translate(mat4(1.0f), vec3(0.0f, 0.0f, 0.04f)), ubo);
|
---|
1140 |
|
---|
1141 | vec3 obj_center = vec3(view_mat * vec4(objects[i].bounding_center, 1.0f));
|
---|
1142 |
|
---|
1143 | if ((obj_center.z - objects[i].bounding_radius) > -NEAR_CLIP) {
|
---|
1144 | removeObjectFromScene(objects[i], ubo);
|
---|
1145 | }
|
---|
1146 | }
|
---|
1147 | }
|
---|
1148 |
|
---|
1149 | if (key_state[GLFW_KEY_SPACE] == GLFW_PRESS) {
|
---|
1150 | removeObjectFromScene(objects[0], ubo);
|
---|
1151 | }
|
---|
1152 | }
|
---|
1153 |
|
---|
1154 | if (key_state[GLFW_KEY_ESCAPE] == GLFW_PRESS) {
|
---|
1155 | glfwSetWindowShouldClose(window, 1);
|
---|
1156 | }
|
---|
1157 |
|
---|
1158 | float dist = cam_speed * elapsed_seconds;
|
---|
1159 | if (key_pressed[GLFW_KEY_A]) {
|
---|
1160 | vec3 dir = vec3(inverse(R) * vec4(-1.0f, 0.0f, 0.0f, 1.0f));
|
---|
1161 | cam_pos += dir * dist;
|
---|
1162 |
|
---|
1163 | cam_moved = true;
|
---|
1164 | }
|
---|
1165 | if (key_pressed[GLFW_KEY_D]) {
|
---|
1166 | vec3 dir = vec3(inverse(R) * vec4(1.0f, 0.0f, 0.0f, 1.0f));
|
---|
1167 | cam_pos += dir * dist;
|
---|
1168 |
|
---|
1169 | cam_moved = true;
|
---|
1170 | }
|
---|
1171 | if (key_pressed[GLFW_KEY_W]) {
|
---|
1172 | vec3 dir = vec3(inverse(R) * vec4(0.0f, 0.0f, -1.0f, 1.0f));
|
---|
1173 | cam_pos += dir * dist;
|
---|
1174 |
|
---|
1175 | cam_moved = true;
|
---|
1176 | }
|
---|
1177 | if (key_pressed[GLFW_KEY_S]) {
|
---|
1178 | vec3 dir = vec3(inverse(R) * vec4(0.0f, 0.0f, 1.0f, 1.0f));
|
---|
1179 | cam_pos += dir * dist;
|
---|
1180 |
|
---|
1181 | cam_moved = true;
|
---|
1182 | }
|
---|
1183 | /*
|
---|
1184 | if (key_pressed[GLFW_KEY_LEFT]) {
|
---|
1185 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
---|
1186 | cam_moved = true;
|
---|
1187 | }
|
---|
1188 | if (key_pressed[GLFW_KEY_RIGHT]) {
|
---|
1189 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
---|
1190 | cam_moved = true;
|
---|
1191 | }
|
---|
1192 | if (key_pressed[GLFW_KEY_UP]) {
|
---|
1193 | cam_pitch += cam_pitch_speed * elapsed_seconds;
|
---|
1194 | cam_moved = true;
|
---|
1195 | }
|
---|
1196 | if (key_pressed[GLFW_KEY_DOWN]) {
|
---|
1197 | cam_pitch -= cam_pitch_speed * elapsed_seconds;
|
---|
1198 | cam_moved = true;
|
---|
1199 | }
|
---|
1200 | */
|
---|
1201 | if (cam_moved) {
|
---|
1202 | T = translate(mat4(1.0f), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
1203 |
|
---|
1204 | mat4 yaw_mat = rotate(mat4(1.0f), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
1205 | mat4 pitch_mat = rotate(mat4(1.0f), -cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
---|
1206 | R = pitch_mat * yaw_mat;
|
---|
1207 |
|
---|
1208 | view_mat = R * T;
|
---|
1209 |
|
---|
1210 | //printVector("cam pos", cam_pos);
|
---|
1211 |
|
---|
1212 | glUseProgram(color_sp);
|
---|
1213 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
1214 |
|
---|
1215 | glUseProgram(texture_sp);
|
---|
1216 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
1217 |
|
---|
1218 | glUseProgram(laser_sp);
|
---|
1219 | glUniformMatrix4fv(laser_view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
1220 |
|
---|
1221 | cam_moved = false;
|
---|
1222 | }
|
---|
1223 |
|
---|
1224 | // Render scene
|
---|
1225 |
|
---|
1226 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
1227 |
|
---|
1228 | switch (curState) {
|
---|
1229 | case STATE_MAIN_MENU:
|
---|
1230 | renderMainMenu();
|
---|
1231 | renderMainMenuGui();
|
---|
1232 | break;
|
---|
1233 | case STATE_GAME:
|
---|
1234 | renderScene(shaderBufferInfo,
|
---|
1235 | color_sp, texture_sp, laser_sp,
|
---|
1236 | color_vao, texture_vao, laser_vao,
|
---|
1237 | colors_vbo, selected_colors_vbo,
|
---|
1238 | selectedObject);
|
---|
1239 | renderSceneGui();
|
---|
1240 | break;
|
---|
1241 | }
|
---|
1242 |
|
---|
1243 | glfwSwapBuffers(window);
|
---|
1244 | }
|
---|
1245 |
|
---|
1246 | ImGui_ImplGlfwGL3_Shutdown();
|
---|
1247 | ImGui::DestroyContext();
|
---|
1248 |
|
---|
1249 | glfwDestroyWindow(window);
|
---|
1250 | glfwTerminate();
|
---|
1251 |
|
---|
1252 | return 0;
|
---|
1253 | }
|
---|
1254 |
|
---|
1255 | void glfw_error_callback(int error, const char* description) {
|
---|
1256 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
|
---|
1257 | }
|
---|
1258 |
|
---|
1259 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
|
---|
1260 | double mouse_x, mouse_y;
|
---|
1261 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
---|
1262 |
|
---|
1263 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
|
---|
1264 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
|
---|
1265 | selectedObject = NULL;
|
---|
1266 |
|
---|
1267 | float x = (2.0f*mouse_x) / width - 1.0f;
|
---|
1268 | float y = 1.0f - (2.0f*mouse_y) / height;
|
---|
1269 |
|
---|
1270 | cout << "x: " << x << ", y: " << y << endl;
|
---|
1271 |
|
---|
1272 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
|
---|
1273 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
|
---|
1274 | ray_eye = vec4(vec2(ray_eye), -1.0f, 1.0f);
|
---|
1275 | vec4 ray_world = inverse(view_mat) * ray_eye;
|
---|
1276 |
|
---|
1277 | vec4 cam_pos_temp = vec4(cam_pos, 1.0f);
|
---|
1278 |
|
---|
1279 | vec4 click_point;
|
---|
1280 | 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
|
---|
1281 | SceneObject* closest_object = NULL;
|
---|
1282 |
|
---|
1283 | for (vector<SceneObject>::iterator it = objects.begin(); it != objects.end(); it++) {
|
---|
1284 | if (it->type == TYPE_LASER) continue;
|
---|
1285 | for (unsigned int p_idx = 0; p_idx < it->points.size(); p_idx += 9) {
|
---|
1286 | if (faceClicked(
|
---|
1287 | {
|
---|
1288 | vec3(it->points[p_idx], it->points[p_idx + 1], it->points[p_idx + 2]),
|
---|
1289 | vec3(it->points[p_idx + 3], it->points[p_idx + 4], it->points[p_idx + 5]),
|
---|
1290 | vec3(it->points[p_idx + 6], it->points[p_idx + 7], it->points[p_idx + 8]),
|
---|
1291 | },
|
---|
1292 | &*it, ray_world, cam_pos_temp, click_point
|
---|
1293 | )) {
|
---|
1294 | click_point = view_mat * click_point;
|
---|
1295 |
|
---|
1296 | if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
|
---|
1297 | closest_point = vec3(click_point);
|
---|
1298 | closest_object = &*it;
|
---|
1299 | }
|
---|
1300 | }
|
---|
1301 | }
|
---|
1302 | }
|
---|
1303 |
|
---|
1304 | if (closest_object == NULL) {
|
---|
1305 | cout << "No object was clicked" << endl;
|
---|
1306 | } else {
|
---|
1307 | clickedObject = closest_object;
|
---|
1308 | cout << "Clicked object: " << clickedObject->id << endl;
|
---|
1309 | }
|
---|
1310 | }
|
---|
1311 | }
|
---|
1312 |
|
---|
1313 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
|
---|
1314 | key_state[key] = action;
|
---|
1315 |
|
---|
1316 | // should be true for GLFW_PRESS and GLFW_REPEAT
|
---|
1317 | key_pressed[key] = (action != GLFW_RELEASE);
|
---|
1318 | }
|
---|
1319 |
|
---|
1320 |
|
---|
1321 | GLuint loadShader(GLenum type, string file) {
|
---|
1322 | cout << "Loading shader from file " << file << endl;
|
---|
1323 |
|
---|
1324 | ifstream shaderFile(file);
|
---|
1325 | GLuint shaderId = 0;
|
---|
1326 |
|
---|
1327 | if (shaderFile.is_open()) {
|
---|
1328 | string line, shaderString;
|
---|
1329 |
|
---|
1330 | while(getline(shaderFile, line)) {
|
---|
1331 | shaderString += line + "\n";
|
---|
1332 | }
|
---|
1333 | shaderFile.close();
|
---|
1334 | const char* shaderCString = shaderString.c_str();
|
---|
1335 |
|
---|
1336 | shaderId = glCreateShader(type);
|
---|
1337 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
---|
1338 | glCompileShader(shaderId);
|
---|
1339 |
|
---|
1340 | cout << "Loaded successfully" << endl;
|
---|
1341 | } else {
|
---|
1342 | cout << "Failed to load the file" << endl;
|
---|
1343 | }
|
---|
1344 |
|
---|
1345 | return shaderId;
|
---|
1346 | }
|
---|
1347 |
|
---|
1348 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
---|
1349 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
---|
1350 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
---|
1351 |
|
---|
1352 | GLuint shader_program = glCreateProgram();
|
---|
1353 | glAttachShader(shader_program, vs);
|
---|
1354 | glAttachShader(shader_program, fs);
|
---|
1355 |
|
---|
1356 | glLinkProgram(shader_program);
|
---|
1357 |
|
---|
1358 | return shader_program;
|
---|
1359 | }
|
---|
1360 |
|
---|
1361 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
---|
1362 | int n;
|
---|
1363 | int force_channels = 4; // This forces RGBA (4 bytes per pixel)
|
---|
1364 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
---|
1365 |
|
---|
1366 | int width_in_bytes = *x * 4;
|
---|
1367 | unsigned char *top = NULL;
|
---|
1368 | unsigned char *bottom = NULL;
|
---|
1369 | unsigned char temp = 0;
|
---|
1370 | int half_height = *y / 2;
|
---|
1371 |
|
---|
1372 | // flip image upside-down to account for OpenGL treating lower-left as (0, 0)
|
---|
1373 | for (int row = 0; row < half_height; row++) {
|
---|
1374 | top = image_data + row * width_in_bytes;
|
---|
1375 | bottom = image_data + (*y - row - 1) * width_in_bytes;
|
---|
1376 | for (int col = 0; col < width_in_bytes; col++) {
|
---|
1377 | temp = *top;
|
---|
1378 | *top = *bottom;
|
---|
1379 | *bottom = temp;
|
---|
1380 | top++;
|
---|
1381 | bottom++;
|
---|
1382 | }
|
---|
1383 | }
|
---|
1384 |
|
---|
1385 | if (!image_data) {
|
---|
1386 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
---|
1387 | }
|
---|
1388 |
|
---|
1389 | // Not Power-of-2 check
|
---|
1390 | if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) {
|
---|
1391 | fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str());
|
---|
1392 | }
|
---|
1393 |
|
---|
1394 | return image_data;
|
---|
1395 | }
|
---|
1396 |
|
---|
1397 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point) {
|
---|
1398 | // LINE EQUATION: P = O + Dt
|
---|
1399 | // O = cam
|
---|
1400 | // D = ray_world
|
---|
1401 |
|
---|
1402 | // PLANE EQUATION: P dot n + d = 0
|
---|
1403 | // n is the normal vector
|
---|
1404 | // d is the offset from the origin
|
---|
1405 |
|
---|
1406 | // Take the cross-product of two vectors on the plane to get the normal
|
---|
1407 | vec3 v1 = points[1] - points[0];
|
---|
1408 | vec3 v2 = points[2] - points[0];
|
---|
1409 |
|
---|
1410 | 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);
|
---|
1411 |
|
---|
1412 | vec3 local_ray = vec3(inverse(obj->model_mat) * world_ray);
|
---|
1413 | vec3 local_cam = vec3(inverse(obj->model_mat) * cam);
|
---|
1414 |
|
---|
1415 | local_ray = local_ray - local_cam;
|
---|
1416 |
|
---|
1417 | float d = -glm::dot(points[0], normal);
|
---|
1418 | float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
|
---|
1419 |
|
---|
1420 | vec3 intersection = local_cam + t*local_ray;
|
---|
1421 |
|
---|
1422 | if (insideTriangle(intersection, points)) {
|
---|
1423 | click_point = obj->model_mat * vec4(intersection, 1.0f);
|
---|
1424 | return true;
|
---|
1425 | } else {
|
---|
1426 | return false;
|
---|
1427 | }
|
---|
1428 | }
|
---|
1429 |
|
---|
1430 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
|
---|
1431 | vec3 v21 = triangle_points[1] - triangle_points[0];
|
---|
1432 | vec3 v31 = triangle_points[2] - triangle_points[0];
|
---|
1433 | vec3 pv1 = p - triangle_points[0];
|
---|
1434 |
|
---|
1435 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
---|
1436 | float x = (pv1.x-y*v31.x) / v21.x;
|
---|
1437 |
|
---|
1438 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
---|
1439 | }
|
---|
1440 |
|
---|
1441 | void printVector(string label, vec3 v) {
|
---|
1442 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
|
---|
1443 | }
|
---|
1444 |
|
---|
1445 | void print4DVector(string label, vec4 v) {
|
---|
1446 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
|
---|
1447 | }
|
---|
1448 |
|
---|
1449 | void addObjectToSceneDuringInit(SceneObject& obj) {
|
---|
1450 | // Each objects must have at least 3 points, so the size of
|
---|
1451 | // the points array must be a positive multiple of 9
|
---|
1452 | if (obj.points.size() == 0 || (obj.points.size() % 9) != 0) {
|
---|
1453 | return;
|
---|
1454 | }
|
---|
1455 |
|
---|
1456 | obj.id = objects.size(); // currently unused
|
---|
1457 | obj.num_points = obj.points.size() / 3;
|
---|
1458 | obj.model_transform = mat4(1.0f);
|
---|
1459 | obj.deleted = false;
|
---|
1460 |
|
---|
1461 | obj.normals.reserve(obj.points.size());
|
---|
1462 | for (int i = 0; i < obj.points.size(); i += 9) {
|
---|
1463 | vec3 point1 = vec3(obj.points[i], obj.points[i + 1], obj.points[i + 2]);
|
---|
1464 | vec3 point2 = vec3(obj.points[i + 3], obj.points[i + 4], obj.points[i + 5]);
|
---|
1465 | vec3 point3 = vec3(obj.points[i + 6], obj.points[i + 7], obj.points[i + 8]);
|
---|
1466 |
|
---|
1467 | vec3 normal = normalize(cross(point2 - point1, point3 - point1));
|
---|
1468 |
|
---|
1469 | // Add the same normal for all 3 points
|
---|
1470 | for (int j = 0; j < 3; j++) {
|
---|
1471 | obj.normals.push_back(normal.x);
|
---|
1472 | obj.normals.push_back(normal.y);
|
---|
1473 | obj.normals.push_back(normal.z);
|
---|
1474 | }
|
---|
1475 | }
|
---|
1476 |
|
---|
1477 | calculateObjectBoundingBox(obj);
|
---|
1478 |
|
---|
1479 | obj.bounding_center = vec3(obj.translate_mat * vec4(obj.bounding_center, 1.0f));
|
---|
1480 |
|
---|
1481 | objects.push_back(obj);
|
---|
1482 | }
|
---|
1483 |
|
---|
1484 | void addObjectToScene(SceneObject& obj,
|
---|
1485 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
1486 | GLuint points_vbo,
|
---|
1487 | GLuint colors_vbo,
|
---|
1488 | GLuint selected_colors_vbo,
|
---|
1489 | GLuint texcoords_vbo,
|
---|
1490 | GLuint normals_vbo,
|
---|
1491 | GLuint ubo,
|
---|
1492 | GLuint model_mat_idx_vbo) {
|
---|
1493 | addObjectToSceneDuringInit(obj);
|
---|
1494 |
|
---|
1495 | BufferInfo* bufferInfo = &shaderBufferInfo[obj.shader_program];
|
---|
1496 |
|
---|
1497 | // Check if the buffers aren't large enough to fit the new object and, if so, call
|
---|
1498 | // populateBuffers() to resize and repopupulate them
|
---|
1499 | if (bufferInfo->vbo_capacity < (bufferInfo->ubo_offset + obj.num_points) ||
|
---|
1500 | bufferInfo->ubo_capacity < (bufferInfo->ubo_offset + 1)) {
|
---|
1501 | populateBuffers(objects, shaderBufferInfo,
|
---|
1502 | points_vbo,
|
---|
1503 | colors_vbo,
|
---|
1504 | selected_colors_vbo,
|
---|
1505 | texcoords_vbo,
|
---|
1506 | normals_vbo,
|
---|
1507 | ubo,
|
---|
1508 | model_mat_idx_vbo);
|
---|
1509 | } else {
|
---|
1510 | copyObjectDataToBuffers(objects.back(), shaderBufferInfo,
|
---|
1511 | points_vbo,
|
---|
1512 | colors_vbo,
|
---|
1513 | selected_colors_vbo,
|
---|
1514 | texcoords_vbo,
|
---|
1515 | normals_vbo,
|
---|
1516 | ubo,
|
---|
1517 | model_mat_idx_vbo);
|
---|
1518 | }
|
---|
1519 | }
|
---|
1520 |
|
---|
1521 | void removeObjectFromScene(SceneObject& obj, GLuint ubo) {
|
---|
1522 | if (!obj.deleted) {
|
---|
1523 | // Move the object outside the render bounds of the scene so it doesn't get rendered
|
---|
1524 | // TODO: Find a better way of hiding the object until the next time buffers are repopulated
|
---|
1525 | transformObject(obj, translate(mat4(1.0f), vec3(0.0f, 0.0f, FAR_CLIP * 1000.0f)), ubo);
|
---|
1526 | obj.deleted = true;
|
---|
1527 | }
|
---|
1528 | }
|
---|
1529 |
|
---|
1530 | void calculateObjectBoundingBox(SceneObject& obj) {
|
---|
1531 | GLfloat min_x = obj.points[0];
|
---|
1532 | GLfloat max_x = obj.points[0];
|
---|
1533 | GLfloat min_y = obj.points[1];
|
---|
1534 | GLfloat max_y = obj.points[1];
|
---|
1535 | GLfloat min_z = obj.points[2];
|
---|
1536 | GLfloat max_z = obj.points[2];
|
---|
1537 |
|
---|
1538 | // start from the second point
|
---|
1539 | for (int i = 3; i < obj.points.size(); i += 3) {
|
---|
1540 | if (min_x > obj.points[i]) {
|
---|
1541 | min_x = obj.points[i];
|
---|
1542 | }
|
---|
1543 | else if (max_x < obj.points[i]) {
|
---|
1544 | max_x = obj.points[i];
|
---|
1545 | }
|
---|
1546 |
|
---|
1547 | if (min_y > obj.points[i + 1]) {
|
---|
1548 | min_y = obj.points[i + 1];
|
---|
1549 | }
|
---|
1550 | else if (max_y < obj.points[i + 1]) {
|
---|
1551 | max_y = obj.points[i + 1];
|
---|
1552 | }
|
---|
1553 |
|
---|
1554 | if (min_z > obj.points[i + 2]) {
|
---|
1555 | min_z = obj.points[i + 2];
|
---|
1556 | }
|
---|
1557 | else if (max_z < obj.points[i + 2]) {
|
---|
1558 | max_z = obj.points[i + 2];
|
---|
1559 | }
|
---|
1560 | }
|
---|
1561 |
|
---|
1562 | obj.bounding_center = vec3((min_x + max_x) / 2.0f, (min_y + max_y) / 2.0f, (min_z + max_z) / 2.0f);
|
---|
1563 |
|
---|
1564 | GLfloat radius_x = max_x - obj.bounding_center.x;
|
---|
1565 | GLfloat radius_y = max_y - obj.bounding_center.y;
|
---|
1566 | GLfloat radius_z = max_z - obj.bounding_center.z;
|
---|
1567 |
|
---|
1568 | // This actually underestimates the radius. Might need to be fixed at some point.
|
---|
1569 | obj.bounding_radius = radius_x;
|
---|
1570 | if (obj.bounding_radius < radius_y)
|
---|
1571 | obj.bounding_radius = radius_y;
|
---|
1572 | if (obj.bounding_radius < radius_z)
|
---|
1573 | obj.bounding_radius = radius_z;
|
---|
1574 |
|
---|
1575 | for (int i = 0; i < obj.points.size(); i += 3) {
|
---|
1576 | obj.points[i] -= obj.bounding_center.x;
|
---|
1577 | obj.points[i + 1] -= obj.bounding_center.y;
|
---|
1578 | obj.points[i + 2] -= obj.bounding_center.z;
|
---|
1579 | }
|
---|
1580 |
|
---|
1581 | obj.bounding_center = vec3(0.0f, 0.0f, 0.0f);
|
---|
1582 | }
|
---|
1583 |
|
---|
1584 | void addLaserToScene(vec3 start, vec3 end, vec3 color, GLfloat width, GLuint laser_sp) {
|
---|
1585 | SceneObject obj = SceneObject();
|
---|
1586 | obj.id = objects.size(); // currently unused
|
---|
1587 | obj.type = TYPE_LASER;
|
---|
1588 | obj.shader_program = laser_sp;
|
---|
1589 | obj.deleted = false;
|
---|
1590 |
|
---|
1591 | float length = (end-start).length();
|
---|
1592 |
|
---|
1593 | obj.points = {
|
---|
1594 | width / 2, 0.0f, -width / 2,
|
---|
1595 | -width / 2, 0.0f, -width / 2,
|
---|
1596 | -width / 2, 0.0f, 0.0f,
|
---|
1597 | width / 2, 0.0f, -width / 2,
|
---|
1598 | -width / 2, 0.0f, 0.0f,
|
---|
1599 | width / 2, 0.0f, 0.0f,
|
---|
1600 | width / 2, 0.0f, -length + width / 2,
|
---|
1601 | -width / 2, 0.0f, -length + width / 2,
|
---|
1602 | -width / 2, 0.0f, -width / 2,
|
---|
1603 | width / 2, 0.0f, -length + width / 2,
|
---|
1604 | -width / 2, 0.0f, -width / 2,
|
---|
1605 | width / 2, 0.0f, -width / 2,
|
---|
1606 | width / 2, 0.0f, -length,
|
---|
1607 | -width / 2, 0.0f, -length,
|
---|
1608 | -width / 2, 0.0f, -length + width / 2,
|
---|
1609 | width / 2, 0.0f, -length,
|
---|
1610 | -width / 2, 0.0f, -length + width / 2,
|
---|
1611 | width / 2, 0.0f, -length + width / 2,
|
---|
1612 | };
|
---|
1613 |
|
---|
1614 | obj.texcoords = {
|
---|
1615 | 1.0f, 0.5f,
|
---|
1616 | 0.0f, 0.5f,
|
---|
1617 | 0.0f, 0.0f,
|
---|
1618 | 1.0f, 0.5f,
|
---|
1619 | 0.0f, 0.0f,
|
---|
1620 | 1.0f, 0.0f,
|
---|
1621 | 1.0f, 0.51f,
|
---|
1622 | 0.0f, 0.51f,
|
---|
1623 | 0.0f, 0.49f,
|
---|
1624 | 1.0f, 0.51f,
|
---|
1625 | 0.0f, 0.49f,
|
---|
1626 | 1.0f, 0.49f,
|
---|
1627 | 1.0f, 1.0f,
|
---|
1628 | 0.0f, 1.0f,
|
---|
1629 | 0.0f, 0.5f,
|
---|
1630 | 1.0f, 1.0f,
|
---|
1631 | 0.0f, 0.5f,
|
---|
1632 | 1.0f, 0.5f,
|
---|
1633 | };
|
---|
1634 |
|
---|
1635 | obj.num_points = obj.points.size() / 3;
|
---|
1636 | obj.model_base = translate(mat4(1.0f), start);
|
---|
1637 | obj.model_transform = mat4(1.0f);
|
---|
1638 |
|
---|
1639 | objects.push_back(obj);
|
---|
1640 | }
|
---|
1641 |
|
---|
1642 | void initializeBuffers(
|
---|
1643 | GLuint* points_vbo,
|
---|
1644 | GLuint* colors_vbo,
|
---|
1645 | GLuint* selected_colors_vbo,
|
---|
1646 | GLuint* texcoords_vbo,
|
---|
1647 | GLuint* normals_vbo,
|
---|
1648 | GLuint* ubo,
|
---|
1649 | GLuint* model_mat_idx_vbo) {
|
---|
1650 | *points_vbo = 0;
|
---|
1651 | glGenBuffers(1, points_vbo);
|
---|
1652 |
|
---|
1653 | *colors_vbo = 0;
|
---|
1654 | glGenBuffers(1, colors_vbo);
|
---|
1655 |
|
---|
1656 | *selected_colors_vbo = 0;
|
---|
1657 | glGenBuffers(1, selected_colors_vbo);
|
---|
1658 |
|
---|
1659 | *texcoords_vbo = 0;
|
---|
1660 | glGenBuffers(1, texcoords_vbo);
|
---|
1661 |
|
---|
1662 | *normals_vbo = 0;
|
---|
1663 | glGenBuffers(1, normals_vbo);
|
---|
1664 |
|
---|
1665 | *ubo = 0;
|
---|
1666 | glGenBuffers(1, ubo);
|
---|
1667 |
|
---|
1668 | *model_mat_idx_vbo = 0;
|
---|
1669 | glGenBuffers(1, model_mat_idx_vbo);
|
---|
1670 | }
|
---|
1671 |
|
---|
1672 | void populateBuffers(vector<SceneObject>& objects,
|
---|
1673 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
1674 | GLuint points_vbo,
|
---|
1675 | GLuint colors_vbo,
|
---|
1676 | GLuint selected_colors_vbo,
|
---|
1677 | GLuint texcoords_vbo,
|
---|
1678 | GLuint normals_vbo,
|
---|
1679 | GLuint ubo,
|
---|
1680 | GLuint model_mat_idx_vbo) {
|
---|
1681 | GLsizeiptr points_buffer_size = 0;
|
---|
1682 | GLsizeiptr textures_buffer_size = 0;
|
---|
1683 | GLsizeiptr ubo_buffer_size = 0;
|
---|
1684 | GLsizeiptr model_mat_idx_buffer_size = 0;
|
---|
1685 |
|
---|
1686 | map<GLuint, unsigned int> shaderCounts;
|
---|
1687 | map<GLuint, unsigned int> shaderUboCounts;
|
---|
1688 |
|
---|
1689 | vector<SceneObject>::iterator it;
|
---|
1690 |
|
---|
1691 | /* Find all shaders that need to be used and the number of objects and
|
---|
1692 | * number of points for each shader. Construct a map from shader id to count
|
---|
1693 | * of points being drawn using that shader (for thw model matrix ubo, we
|
---|
1694 | * need object counts instead). These will be used to get offsets into the
|
---|
1695 | * vertex buffer for each shader.
|
---|
1696 | */
|
---|
1697 | for (it = objects.begin(); it != objects.end();) {
|
---|
1698 | if (it->deleted) {
|
---|
1699 | it = objects.erase(it);
|
---|
1700 | } else {
|
---|
1701 | points_buffer_size += it->num_points * sizeof(GLfloat) * 3;
|
---|
1702 | textures_buffer_size += it->num_points * sizeof(GLfloat) * 2;
|
---|
1703 | ubo_buffer_size += 16 * sizeof(GLfloat);
|
---|
1704 | model_mat_idx_buffer_size += it->num_points * sizeof(GLuint);
|
---|
1705 |
|
---|
1706 | if (shaderCounts.count(it->shader_program) == 0) {
|
---|
1707 | shaderCounts[it->shader_program] = it->num_points;
|
---|
1708 | shaderUboCounts[it->shader_program] = 1;
|
---|
1709 | } else {
|
---|
1710 | shaderCounts[it->shader_program] += it->num_points;
|
---|
1711 | shaderUboCounts[it->shader_program]++;
|
---|
1712 | }
|
---|
1713 |
|
---|
1714 | it++;
|
---|
1715 | }
|
---|
1716 | }
|
---|
1717 |
|
---|
1718 | // double the buffer sizes to leave room for new objects
|
---|
1719 | points_buffer_size *= 2;
|
---|
1720 | textures_buffer_size *= 2;
|
---|
1721 | ubo_buffer_size *= 2;
|
---|
1722 | model_mat_idx_buffer_size *= 2;
|
---|
1723 |
|
---|
1724 | map<GLuint, unsigned int>::iterator shaderIt;
|
---|
1725 | unsigned int lastShaderCount = 0;
|
---|
1726 | unsigned int lastShaderUboCount = 0;
|
---|
1727 |
|
---|
1728 | /*
|
---|
1729 | * The counts calculated above can be used to get the starting offset of
|
---|
1730 | * each shader in the vertex buffer. Create a map of base offsets to mark
|
---|
1731 | * where the data for the first object using a given shader begins. Also,
|
---|
1732 | * create a map of current offsets to mark where to copy data for the next
|
---|
1733 | * object being added.
|
---|
1734 | */
|
---|
1735 | for (shaderIt = shaderCounts.begin(); shaderIt != shaderCounts.end(); shaderIt++) {
|
---|
1736 | shaderBufferInfo[shaderIt->first].vbo_base = lastShaderCount * 2;
|
---|
1737 | shaderBufferInfo[shaderIt->first].ubo_base = lastShaderUboCount * 2;
|
---|
1738 |
|
---|
1739 | cout << "shader: " << shaderIt->first << endl;
|
---|
1740 | cout << "point counts: " << shaderCounts[shaderIt->first] << endl;
|
---|
1741 | cout << "object counts: " << shaderUboCounts[shaderIt->first] << endl;
|
---|
1742 | cout << "vbo_base: " << shaderBufferInfo[shaderIt->first].vbo_base << endl;
|
---|
1743 | cout << "ubo_base: " << shaderBufferInfo[shaderIt->first].ubo_base << endl;
|
---|
1744 |
|
---|
1745 | shaderBufferInfo[shaderIt->first].vbo_offset = 0;
|
---|
1746 | shaderBufferInfo[shaderIt->first].ubo_offset = 0;
|
---|
1747 |
|
---|
1748 | shaderBufferInfo[shaderIt->first].vbo_capacity = shaderCounts[shaderIt->first] * 2;
|
---|
1749 | shaderBufferInfo[shaderIt->first].ubo_capacity = shaderUboCounts[shaderIt->first] * 2;
|
---|
1750 |
|
---|
1751 | lastShaderCount += shaderCounts[shaderIt->first];
|
---|
1752 | lastShaderUboCount += shaderUboCounts[shaderIt->first];
|
---|
1753 | }
|
---|
1754 |
|
---|
1755 | // Allocate all the buffers using the counts calculated above
|
---|
1756 |
|
---|
1757 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
1758 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1759 |
|
---|
1760 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
1761 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1762 |
|
---|
1763 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
1764 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1765 |
|
---|
1766 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
1767 | glBufferData(GL_ARRAY_BUFFER, textures_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1768 |
|
---|
1769 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
1770 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1771 |
|
---|
1772 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
1773 | glBufferData(GL_UNIFORM_BUFFER, ubo_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1774 |
|
---|
1775 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
1776 | glBufferData(GL_ARRAY_BUFFER, model_mat_idx_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
1777 |
|
---|
1778 | for (it = objects.begin(); it != objects.end(); it++) {
|
---|
1779 | copyObjectDataToBuffers(*it, shaderBufferInfo,
|
---|
1780 | points_vbo,
|
---|
1781 | colors_vbo,
|
---|
1782 | selected_colors_vbo,
|
---|
1783 | texcoords_vbo,
|
---|
1784 | normals_vbo,
|
---|
1785 | ubo,
|
---|
1786 | model_mat_idx_vbo);
|
---|
1787 | }
|
---|
1788 | }
|
---|
1789 |
|
---|
1790 | void copyObjectDataToBuffers(SceneObject& obj,
|
---|
1791 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
1792 | GLuint points_vbo,
|
---|
1793 | GLuint colors_vbo,
|
---|
1794 | GLuint selected_colors_vbo,
|
---|
1795 | GLuint texcoords_vbo,
|
---|
1796 | GLuint normals_vbo,
|
---|
1797 | GLuint ubo,
|
---|
1798 | GLuint model_mat_idx_vbo) {
|
---|
1799 | BufferInfo* bufferInfo = &shaderBufferInfo[obj.shader_program];
|
---|
1800 |
|
---|
1801 | obj.vertex_vbo_offset = bufferInfo->vbo_base + bufferInfo->vbo_offset;
|
---|
1802 | obj.ubo_offset = bufferInfo->ubo_base + bufferInfo->ubo_offset;
|
---|
1803 |
|
---|
1804 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
1805 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.points.size() * sizeof(GLfloat), &obj.points[0]);
|
---|
1806 |
|
---|
1807 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
1808 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 2, obj.texcoords.size() * sizeof(GLfloat), &obj.texcoords[0]);
|
---|
1809 |
|
---|
1810 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
1811 | for (int i = 0; i < obj.num_points; i++) {
|
---|
1812 | glBufferSubData(GL_ARRAY_BUFFER, (obj.vertex_vbo_offset + i) * sizeof(GLuint), sizeof(GLuint), &obj.ubo_offset);
|
---|
1813 | }
|
---|
1814 |
|
---|
1815 | if (obj.type != TYPE_LASER) {
|
---|
1816 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
1817 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.colors.size() * sizeof(GLfloat), &obj.colors[0]);
|
---|
1818 |
|
---|
1819 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
1820 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.selected_colors.size() * sizeof(GLfloat), &obj.selected_colors[0]);
|
---|
1821 |
|
---|
1822 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
1823 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.normals.size() * sizeof(GLfloat), &obj.normals[0]);
|
---|
1824 | }
|
---|
1825 |
|
---|
1826 | obj.model_mat = obj.model_transform * obj.model_base;
|
---|
1827 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
1828 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat));
|
---|
1829 |
|
---|
1830 | bufferInfo->vbo_offset += obj.num_points;
|
---|
1831 | bufferInfo->ubo_offset++;
|
---|
1832 | }
|
---|
1833 |
|
---|
1834 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo) {
|
---|
1835 | obj.model_transform = transform * obj.model_transform;
|
---|
1836 | obj.model_mat = obj.model_transform * obj.model_base;
|
---|
1837 |
|
---|
1838 | obj.bounding_center = vec3(transform * vec4(obj.bounding_center, 1.0f));
|
---|
1839 |
|
---|
1840 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
1841 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat));
|
---|
1842 | }
|
---|
1843 |
|
---|
1844 | void renderScene(map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
1845 | GLuint color_sp, GLuint texture_sp, GLuint laser_sp,
|
---|
1846 | GLuint color_vao, GLuint texture_vao, GLuint laser_vao,
|
---|
1847 | GLuint colors_vbo, GLuint selected_colors_vbo,
|
---|
1848 | SceneObject* selectedObject) {
|
---|
1849 |
|
---|
1850 | glUseProgram(color_sp);
|
---|
1851 | glBindVertexArray(color_vao);
|
---|
1852 |
|
---|
1853 | if (selectedObject != NULL) {
|
---|
1854 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
1855 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
1856 |
|
---|
1857 | glDrawArrays(GL_TRIANGLES, selectedObject->vertex_vbo_offset, selectedObject->num_points);
|
---|
1858 | }
|
---|
1859 |
|
---|
1860 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
1861 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
1862 |
|
---|
1863 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[color_sp].vbo_base, shaderBufferInfo[color_sp].vbo_offset);
|
---|
1864 |
|
---|
1865 | glUseProgram(texture_sp);
|
---|
1866 | glBindVertexArray(texture_vao);
|
---|
1867 |
|
---|
1868 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[texture_sp].vbo_base, shaderBufferInfo[texture_sp].vbo_offset);
|
---|
1869 |
|
---|
1870 | glEnable(GL_BLEND);
|
---|
1871 |
|
---|
1872 | glUseProgram(laser_sp);
|
---|
1873 | glBindVertexArray(laser_vao);
|
---|
1874 |
|
---|
1875 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[laser_sp].vbo_base, shaderBufferInfo[laser_sp].vbo_offset);
|
---|
1876 |
|
---|
1877 | glDisable(GL_BLEND);
|
---|
1878 | }
|
---|
1879 |
|
---|
1880 | void renderSceneGui() {
|
---|
1881 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
1882 |
|
---|
1883 | // 1. Show a simple window.
|
---|
1884 | // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
---|
1885 | /*
|
---|
1886 | {
|
---|
1887 | static float f = 0.0f;
|
---|
1888 | static int counter = 0;
|
---|
1889 | ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
---|
1890 | ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
---|
1891 | ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
---|
1892 |
|
---|
1893 | ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
---|
1894 | ImGui::Checkbox("Another Window", &show_another_window);
|
---|
1895 |
|
---|
1896 | if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
---|
1897 | counter++;
|
---|
1898 | ImGui::SameLine();
|
---|
1899 | ImGui::Text("counter = %d", counter);
|
---|
1900 |
|
---|
1901 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
---|
1902 | }
|
---|
1903 | */
|
---|
1904 |
|
---|
1905 | {
|
---|
1906 | ImGui::SetNextWindowSize(ImVec2(85, 22), ImGuiCond_Once);
|
---|
1907 | ImGui::SetNextWindowPos(ImVec2(10, 50), ImGuiCond_Once);
|
---|
1908 | ImGui::Begin("WndStats", NULL,
|
---|
1909 | ImGuiWindowFlags_NoTitleBar |
|
---|
1910 | ImGuiWindowFlags_NoResize |
|
---|
1911 | ImGuiWindowFlags_NoMove);
|
---|
1912 | ImGui::Text("Score: ???");
|
---|
1913 | ImGui::End();
|
---|
1914 | }
|
---|
1915 |
|
---|
1916 | {
|
---|
1917 | ImGui::SetNextWindowPos(ImVec2(380, 10), ImGuiCond_Once);
|
---|
1918 | ImGui::SetNextWindowSize(ImVec2(250, 35), ImGuiCond_Once);
|
---|
1919 | ImGui::Begin("WndMenubar", NULL,
|
---|
1920 | ImGuiWindowFlags_NoTitleBar |
|
---|
1921 | ImGuiWindowFlags_NoResize |
|
---|
1922 | ImGuiWindowFlags_NoMove);
|
---|
1923 | ImGui::InvisibleButton("", ImVec2(155, 18));
|
---|
1924 | ImGui::SameLine();
|
---|
1925 | if (ImGui::Button("Main Menu")) {
|
---|
1926 | events.push(EVENT_GO_TO_MAIN_MENU);
|
---|
1927 | }
|
---|
1928 | ImGui::End();
|
---|
1929 | }
|
---|
1930 |
|
---|
1931 | ImGui::Render();
|
---|
1932 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
1933 | }
|
---|
1934 |
|
---|
1935 | void renderMainMenu() {
|
---|
1936 | }
|
---|
1937 |
|
---|
1938 | void renderMainMenuGui() {
|
---|
1939 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
1940 |
|
---|
1941 | {
|
---|
1942 | int padding = 4;
|
---|
1943 | ImGui::SetNextWindowPos(ImVec2(-padding, -padding), ImGuiCond_Once);
|
---|
1944 | ImGui::SetNextWindowSize(ImVec2(width + 2 * padding, height + 2 * padding), ImGuiCond_Once);
|
---|
1945 | ImGui::Begin("WndMain", NULL,
|
---|
1946 | ImGuiWindowFlags_NoTitleBar |
|
---|
1947 | ImGuiWindowFlags_NoResize |
|
---|
1948 | ImGuiWindowFlags_NoMove);
|
---|
1949 |
|
---|
1950 | ImGui::InvisibleButton("", ImVec2(10, 80));
|
---|
1951 | ImGui::InvisibleButton("", ImVec2(285, 18));
|
---|
1952 | ImGui::SameLine();
|
---|
1953 | if (ImGui::Button("New Game")) {
|
---|
1954 | events.push(EVENT_GO_TO_GAME);
|
---|
1955 | }
|
---|
1956 |
|
---|
1957 | ImGui::InvisibleButton("", ImVec2(10, 15));
|
---|
1958 | ImGui::InvisibleButton("", ImVec2(300, 18));
|
---|
1959 | ImGui::SameLine();
|
---|
1960 | if (ImGui::Button("Quit")) {
|
---|
1961 | events.push(EVENT_QUIT);
|
---|
1962 | }
|
---|
1963 |
|
---|
1964 | ImGui::End();
|
---|
1965 | }
|
---|
1966 |
|
---|
1967 | ImGui::Render();
|
---|
1968 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
1969 | }
|
---|
1970 |
|
---|
1971 | void spawnAsteroid(vec3 pos, GLuint shader,
|
---|
1972 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
1973 | GLuint points_vbo,
|
---|
1974 | GLuint colors_vbo,
|
---|
1975 | GLuint selected_colors_vbo,
|
---|
1976 | GLuint texcoords_vbo,
|
---|
1977 | GLuint normals_vbo,
|
---|
1978 | GLuint ubo,
|
---|
1979 | GLuint model_mat_idx_vbo) {
|
---|
1980 | SceneObject obj = SceneObject();
|
---|
1981 | obj.type = TYPE_ASTEROID;
|
---|
1982 | obj.shader_program = shader;
|
---|
1983 |
|
---|
1984 | obj.points = {
|
---|
1985 | // front
|
---|
1986 | 1.0f, 1.0f, 1.0f,
|
---|
1987 | -1.0f, 1.0f, 1.0f,
|
---|
1988 | -1.0f, -1.0f, 1.0f,
|
---|
1989 | 1.0f, 1.0f, 1.0f,
|
---|
1990 | -1.0f, -1.0f, 1.0f,
|
---|
1991 | 1.0f, -1.0f, 1.0f,
|
---|
1992 |
|
---|
1993 | // top
|
---|
1994 | 1.0f, 1.0f, -1.0f,
|
---|
1995 | -1.0f, 1.0f, -1.0f,
|
---|
1996 | -1.0f, 1.0f, 1.0f,
|
---|
1997 | 1.0f, 1.0f, -1.0f,
|
---|
1998 | -1.0f, 1.0f, 1.0f,
|
---|
1999 | 1.0f, 1.0f, 1.0f,
|
---|
2000 |
|
---|
2001 | // bottom
|
---|
2002 | 1.0f, -1.0f, 1.0f,
|
---|
2003 | -1.0f, -1.0f, 1.0f,
|
---|
2004 | -1.0f, -1.0f, -1.0f,
|
---|
2005 | 1.0f, -1.0f, 1.0f,
|
---|
2006 | -1.0f, -1.0f, -1.0f,
|
---|
2007 | 1.0f, -1.0f, -1.0f,
|
---|
2008 |
|
---|
2009 | // back
|
---|
2010 | 1.0f, 1.0f, -1.0f,
|
---|
2011 | -1.0f, -1.0f, -1.0f,
|
---|
2012 | -1.0f, 1.0f, -1.0f,
|
---|
2013 | 1.0f, 1.0f, -1.0f,
|
---|
2014 | 1.0f, -1.0f, -1.0f,
|
---|
2015 | -1.0f, -1.0f, -1.0f,
|
---|
2016 |
|
---|
2017 | // right
|
---|
2018 | 1.0f, 1.0f, -1.0f,
|
---|
2019 | 1.0f, 1.0f, 1.0f,
|
---|
2020 | 1.0f, -1.0f, 1.0f,
|
---|
2021 | 1.0f, 1.0f, -1.0f,
|
---|
2022 | 1.0f, -1.0f, 1.0f,
|
---|
2023 | 1.0f, -1.0f, -1.0f,
|
---|
2024 |
|
---|
2025 | // left
|
---|
2026 | -1.0f, 1.0f, 1.0f,
|
---|
2027 | -1.0f, 1.0f, -1.0f,
|
---|
2028 | -1.0f, -1.0f, -1.0f,
|
---|
2029 | -1.0f, 1.0f, 1.0f,
|
---|
2030 | -1.0f, -1.0f, -1.0f,
|
---|
2031 | -1.0f, -1.0f, 1.0f,
|
---|
2032 | };
|
---|
2033 | obj.colors = {
|
---|
2034 | // front
|
---|
2035 | 0.8f, 0.0f, 0.0f,
|
---|
2036 | 0.8f, 0.0f, 0.0f,
|
---|
2037 | 0.8f, 0.0f, 0.0f,
|
---|
2038 | 0.8f, 0.0f, 0.0f,
|
---|
2039 | 0.8f, 0.0f, 0.0f,
|
---|
2040 | 0.8f, 0.0f, 0.0f,
|
---|
2041 |
|
---|
2042 | // top
|
---|
2043 | 0.8f, 0.0f, 0.0f,
|
---|
2044 | 0.8f, 0.0f, 0.0f,
|
---|
2045 | 0.8f, 0.0f, 0.0f,
|
---|
2046 | 0.8f, 0.0f, 0.0f,
|
---|
2047 | 0.8f, 0.0f, 0.0f,
|
---|
2048 | 0.8f, 0.0f, 0.0f,
|
---|
2049 |
|
---|
2050 | // bottom
|
---|
2051 | 0.8f, 0.0f, 0.0f,
|
---|
2052 | 0.8f, 0.0f, 0.0f,
|
---|
2053 | 0.8f, 0.0f, 0.0f,
|
---|
2054 | 0.8f, 0.0f, 0.0f,
|
---|
2055 | 0.8f, 0.0f, 0.0f,
|
---|
2056 | 0.8f, 0.0f, 0.0f,
|
---|
2057 |
|
---|
2058 | // back
|
---|
2059 | 0.8f, 0.0f, 0.0f,
|
---|
2060 | 0.8f, 0.0f, 0.0f,
|
---|
2061 | 0.8f, 0.0f, 0.0f,
|
---|
2062 | 0.8f, 0.0f, 0.0f,
|
---|
2063 | 0.8f, 0.0f, 0.0f,
|
---|
2064 | 0.8f, 0.0f, 0.0f,
|
---|
2065 |
|
---|
2066 | // right
|
---|
2067 | 0.8f, 0.0f, 0.0f,
|
---|
2068 | 0.8f, 0.0f, 0.0f,
|
---|
2069 | 0.8f, 0.0f, 0.0f,
|
---|
2070 | 0.8f, 0.0f, 0.0f,
|
---|
2071 | 0.8f, 0.0f, 0.0f,
|
---|
2072 | 0.8f, 0.0f, 0.0f,
|
---|
2073 |
|
---|
2074 | // left
|
---|
2075 | 0.8f, 0.0f, 0.0f,
|
---|
2076 | 0.8f, 0.0f, 0.0f,
|
---|
2077 | 0.8f, 0.0f, 0.0f,
|
---|
2078 | 0.8f, 0.0f, 0.0f,
|
---|
2079 | 0.8f, 0.0f, 0.0f,
|
---|
2080 | 0.8f, 0.0f, 0.0f,
|
---|
2081 | };
|
---|
2082 | obj.texcoords = { 0.0f };
|
---|
2083 | obj.selected_colors = { 0.0f };
|
---|
2084 |
|
---|
2085 | mat4 T = translate(mat4(1.0f), pos);
|
---|
2086 | mat4 R = rotate(mat4(1.0f), 60.0f * (float)ONE_DEG_IN_RAD, vec3(1.0f, 1.0f, -1.0f));
|
---|
2087 | obj.model_base = T * R * scale(mat4(1.0f), vec3(0.1f, 0.1f, 0.1f));
|
---|
2088 |
|
---|
2089 | obj.translate_mat = T;
|
---|
2090 |
|
---|
2091 | addObjectToScene(obj, shaderBufferInfo,
|
---|
2092 | points_vbo,
|
---|
2093 | colors_vbo,
|
---|
2094 | selected_colors_vbo,
|
---|
2095 | texcoords_vbo,
|
---|
2096 | normals_vbo,
|
---|
2097 | ubo,
|
---|
2098 | model_mat_idx_vbo);
|
---|
2099 | }
|
---|
2100 |
|
---|
2101 | float getRandomNum(float low, float high) {
|
---|
2102 | return low + ((float)rand()/RAND_MAX) * (high-low);
|
---|
2103 | }
|
---|