[22b2c37] | 1 | #include "logger.h"
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[5272b6b] | 2 |
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[485424b] | 3 | #include "stb_image.h"
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| 4 |
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[4e0b82b] | 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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[1099b95] | 9 | #define _USE_MATH_DEFINES
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[5c9d193] | 10 |
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[c62eee6] | 11 | #include <glm/mat4x4.hpp>
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[7ee66ea] | 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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[c1ca5b5] | 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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[5272b6b] | 18 | #include <GL/glew.h>
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| 19 | #include <GLFW/glfw3.h>
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| 20 |
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[22b2c37] | 21 | #include <cstdio>
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[5527206] | 22 | #include <cstdlib>
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| 23 | #include <ctime>
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[22b2c37] | 24 | #include <iostream>
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[ec4456b] | 25 | #include <fstream>
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[1f3d32b] | 26 | #include <sstream>
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[93baa0e] | 27 | #include <cmath>
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[1099b95] | 28 | #include <string>
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[19c9338] | 29 | #include <array>
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[df652d5] | 30 | #include <vector>
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[93462c6] | 31 | #include <queue>
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[0d5c100] | 32 | #include <map>
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[22b2c37] | 33 |
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[5272b6b] | 34 | using namespace std;
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[7ee66ea] | 35 | using namespace glm;
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| 36 |
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[92b1e90] | 37 | enum State {
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| 38 | STATE_MAIN_MENU,
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| 39 | STATE_GAME,
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| 40 | };
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| 41 |
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| 42 | enum Event {
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| 43 | EVENT_GO_TO_MAIN_MENU,
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| 44 | EVENT_GO_TO_GAME,
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| 45 | EVENT_QUIT,
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| 46 | };
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| 47 |
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| 48 | enum ObjectType {
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| 49 | TYPE_SHIP,
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| 50 | TYPE_ASTEROID,
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| 51 | TYPE_LASER,
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| 52 | };
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| 53 |
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[df652d5] | 54 | struct SceneObject {
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[d9f99b2] | 55 | unsigned int id;
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[92b1e90] | 56 | ObjectType type;
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[95595de] | 57 |
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| 58 | // Currently, model_transform should only have translate, and rotation and scale need to be done in model_base since
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| 59 | // 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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| 60 | // matrices for each object that can be updated independently and then applied to the object in that order.
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[5c403fe] | 61 | mat4 model_mat, model_base, model_transform;
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[95595de] | 62 | mat4 translate_mat; // beginning of doing what's mentioned above
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[baa5848] | 63 | GLuint shader_program;
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[05e43cf] | 64 | unsigned int num_points;
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[c3c3158] | 65 | GLuint vertex_vbo_offset;
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| 66 | GLuint ubo_offset;
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[07ed460] | 67 | vector<GLfloat> points;
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| 68 | vector<GLfloat> colors;
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| 69 | vector<GLfloat> texcoords;
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[9dd2eb7] | 70 | vector<GLfloat> normals;
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[07ed460] | 71 | vector<GLfloat> selected_colors;
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[c3c3158] | 72 | bool deleted;
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[3d06b4e] | 73 | vec3 bounding_center;
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| 74 | GLfloat bounding_radius;
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[c3c3158] | 75 | };
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| 76 |
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[1f3d32b] | 77 | struct Asteroid : SceneObject {
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[0e0f851] | 78 | float hp;
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[1f3d32b] | 79 | };
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| 80 |
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| 81 | struct Laser : SceneObject {
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| 82 | Asteroid* targetAsteroid;
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| 83 | };
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| 84 |
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| 85 | struct EffectOverTime {
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[0e0f851] | 86 | float& effectedValue;
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| 87 | float startValue;
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[1f3d32b] | 88 | double startTime;
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[0e0f851] | 89 | float changePerSecond;
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[1f3d32b] | 90 | bool deleted;
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| 91 | SceneObject* effectedObject;
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| 92 |
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[0e0f851] | 93 | EffectOverTime(float& effectedValue, float changePerSecond, SceneObject* object)
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| 94 | : effectedValue(effectedValue), changePerSecond(changePerSecond), effectedObject(object) {
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[1f3d32b] | 95 | startValue = effectedValue;
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| 96 | startTime = glfwGetTime();
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| 97 | deleted = false;
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| 98 | }
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| 99 | };
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| 100 |
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[c3c3158] | 101 | struct BufferInfo {
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| 102 | unsigned int vbo_base;
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| 103 | unsigned int vbo_offset;
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| 104 | unsigned int vbo_capacity;
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| 105 | unsigned int ubo_base;
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| 106 | unsigned int ubo_offset;
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| 107 | unsigned int ubo_capacity;
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[df652d5] | 108 | };
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| 109 |
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[4f3262f] | 110 | void glfw_error_callback(int error, const char* description);
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| 111 |
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| 112 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
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[f7d35da] | 113 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
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[4f3262f] | 114 |
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[0e0f851] | 115 | void APIENTRY debugGlCallback(
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| 116 | GLenum source,
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| 117 | GLenum type,
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| 118 | GLuint id,
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| 119 | GLenum severity,
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| 120 | GLsizei length,
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| 121 | const GLchar* message,
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| 122 | const void* userParam
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| 123 | );
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| 124 |
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[d9f99b2] | 125 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point);
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[5c9d193] | 126 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
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[33a9664] | 127 |
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[ec4456b] | 128 | GLuint loadShader(GLenum type, string file);
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[485424b] | 129 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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| 130 | unsigned char* loadImage(string file_name, int* x, int* y);
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[ec4456b] | 131 |
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[e9347b4] | 132 | void printVector(string label, vec3& v);
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| 133 | void print4DVector(string label, vec4& v);
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[d12d003] | 134 |
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[1f3d32b] | 135 | void initObject(SceneObject* obj);
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| 136 | void addObjectToScene(SceneObject* obj,
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[8316333] | 137 | map<GLuint, BufferInfo>& shaderBufferInfo,
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[c3c3158] | 138 | GLuint points_vbo,
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| 139 | GLuint colors_vbo,
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| 140 | GLuint selected_colors_vbo,
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| 141 | GLuint texcoords_vbo,
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| 142 | GLuint normals_vbo,
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| 143 | GLuint ubo,
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[25b47d7] | 144 | GLuint model_mat_idx_vbo,
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| 145 | GLuint asteroid_sp);
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[95595de] | 146 | void removeObjectFromScene(SceneObject& obj, GLuint ubo);
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[c3c3158] | 147 |
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[1f3d32b] | 148 | void calculateObjectBoundingBox(SceneObject* obj);
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[b155f13] | 149 |
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[c3c3158] | 150 | void initializeBuffers(
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| 151 | GLuint* points_vbo,
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| 152 | GLuint* colors_vbo,
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| 153 | GLuint* selected_colors_vbo,
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| 154 | GLuint* texcoords_vbo,
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| 155 | GLuint* normals_vbo,
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| 156 | GLuint* ubo,
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[6877ef3] | 157 | GLuint* model_mat_idx_vbo);
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[c3c3158] | 158 |
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[1f3d32b] | 159 | void populateBuffers(vector<SceneObject*>& objects,
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[c3c3158] | 160 | map<GLuint, BufferInfo>& shaderBufferInfo,
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| 161 | GLuint points_vbo,
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| 162 | GLuint colors_vbo,
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| 163 | GLuint selected_colors_vbo,
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| 164 | GLuint texcoords_vbo,
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| 165 | GLuint normals_vbo,
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| 166 | GLuint ubo,
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[25b47d7] | 167 | GLuint model_mat_idx_vbo,
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| 168 | GLuint asteroid_sp);
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[c3c3158] | 169 |
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| 170 | void copyObjectDataToBuffers(SceneObject& obj,
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| 171 | map<GLuint, BufferInfo>& shaderBufferInfo,
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| 172 | GLuint points_vbo,
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| 173 | GLuint colors_vbo,
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| 174 | GLuint selected_colors_vbo,
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| 175 | GLuint texcoords_vbo,
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| 176 | GLuint normals_vbo,
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| 177 | GLuint ubo,
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[25b47d7] | 178 | GLuint model_mat_idx_vbo,
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| 179 | GLuint asteroid_sp);
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[f9a242b] | 180 |
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[5c403fe] | 181 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo);
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| 182 |
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[1f3d32b] | 183 | SceneObject* createShip(GLuint shader);
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| 184 | Asteroid* createAsteroid(vec3 pos, GLuint shader);
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| 185 | Laser* createLaser(vec3 start, vec3 end, vec3 color, GLfloat width, GLuint laser_sp);
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| 186 |
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| 187 | void translateLaser(Laser* laser, const vec3& translation, GLuint ubo);
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[25b47d7] | 188 | void updateLaserTarget(Laser* laser, vector<SceneObject*>& objects, GLuint points_vbo, GLuint asteroid_sp);
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[e9347b4] | 189 | bool getLaserAndAsteroidIntersection(vec3& start, vec3& end, SceneObject& asteroid, vec3& intersection);
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[612d1f6] | 190 |
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[93462c6] | 191 | void renderMainMenu();
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| 192 | void renderMainMenuGui();
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| 193 |
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[92b1e90] | 194 | void renderScene(map<GLuint, BufferInfo>& shaderBufferInfo,
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[0e0f851] | 195 | GLuint color_sp, GLuint asteroid_sp, GLuint texture_sp, GLuint laser_sp,
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| 196 | GLuint color_vao, GLuint asteroid_vao, GLuint texture_vao, GLuint laser_vao,
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[b155f13] | 197 | GLuint colors_vbo, GLuint selected_colors_vbo,
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[92b1e90] | 198 | SceneObject* selectedObject);
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[93462c6] | 199 | void renderSceneGui();
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[d12d003] | 200 |
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[5527206] | 201 | float getRandomNum(float low, float high);
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| 202 |
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| 203 | #define NUM_KEYS (512)
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| 204 | #define ONE_DEG_IN_RAD ((2.0f * M_PI) / 360.0f) // 0.017444444 (maybe make this a const instead)
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| 205 |
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| 206 | const int KEY_STATE_UNCHANGED = -1;
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| 207 | const bool FULLSCREEN = false;
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| 208 | unsigned int MAX_UNIFORMS = 0; // Requires OpenGL constants only available at runtime, so it can't be const
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| 209 |
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| 210 | int key_state[NUM_KEYS];
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[fabed35] | 211 | bool key_down[NUM_KEYS];
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[5527206] | 212 |
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| 213 | int width = 640;
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| 214 | int height = 480;
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| 215 |
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| 216 | double fps;
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[1e3dddf] | 217 | unsigned int score = 0;
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[5527206] | 218 |
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| 219 | vec3 cam_pos;
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| 220 |
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| 221 | mat4 view_mat;
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| 222 | mat4 proj_mat;
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| 223 |
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[1f3d32b] | 224 | vector<SceneObject*> objects;
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[5527206] | 225 | queue<Event> events;
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[1f3d32b] | 226 | vector<EffectOverTime*> effects;
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[5527206] | 227 |
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| 228 | SceneObject* clickedObject = NULL;
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| 229 | SceneObject* selectedObject = NULL;
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| 230 |
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| 231 | float NEAR_CLIP = 0.1f;
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| 232 | float FAR_CLIP = 100.0f;
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| 233 |
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[95595de] | 234 | // TODO: Should really have some array or struct of UI-related variables
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[5527206] | 235 | bool isRunning = true;
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| 236 |
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| 237 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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| 238 |
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[1f3d32b] | 239 | Laser* leftLaser = NULL;
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| 240 | EffectOverTime* leftLaserEffect = NULL;
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| 241 |
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| 242 | Laser* rightLaser = NULL;
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| 243 | EffectOverTime* rightLaserEffect = NULL;
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[fabed35] | 244 |
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[3effd81] | 245 | /*
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[e9347b4] | 246 | * TODO: Asteroid and ship movement currently depend on framerate, fix this in a generic/reusable way
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| 247 | * Disabling vsync is a great way to test this
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[3effd81] | 248 | */
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| 249 |
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[c1ca5b5] | 250 | int main(int argc, char* argv[]) {
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[5272b6b] | 251 | cout << "New OpenGL Game" << endl;
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| 252 |
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[ec4456b] | 253 | if (!restart_gl_log()) {}
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| 254 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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[22b2c37] | 255 |
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[ec4456b] | 256 | glfwSetErrorCallback(glfw_error_callback);
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[5272b6b] | 257 | if (!glfwInit()) {
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| 258 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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| 259 | return 1;
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[be246ad] | 260 | }
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| 261 |
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| 262 | #ifdef __APPLE__
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| 263 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 264 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 265 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 266 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 267 | #endif
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[5272b6b] | 268 |
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[ec4456b] | 269 | GLFWwindow* window = NULL;
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[e856d62] | 270 | GLFWmonitor* mon = NULL;
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[ec4456b] | 271 |
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[0e0f851] | 272 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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| 273 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 274 | glfwWindowHint(GLFW_SAMPLES, 16);
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| 275 | glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true);
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| 276 |
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[ec4456b] | 277 | if (FULLSCREEN) {
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[e856d62] | 278 | mon = glfwGetPrimaryMonitor();
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[ec4456b] | 279 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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| 280 |
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| 281 | width = vmode->width;
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| 282 | height = vmode->height;
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[e856d62] | 283 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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[ec4456b] | 284 | }
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[e856d62] | 285 | window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL);
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[ec4456b] | 286 |
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[5272b6b] | 287 | if (!window) {
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| 288 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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| 289 | glfwTerminate();
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| 290 | return 1;
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| 291 | }
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[c62eee6] | 292 |
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[644a2e4] | 293 | glfwMakeContextCurrent(window);
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[5272b6b] | 294 | glewExperimental = GL_TRUE;
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| 295 | glewInit();
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| 296 |
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[0e0f851] | 297 | if (GLEW_KHR_debug) {
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| 298 | cout << "FOUND GLEW debug extension" << endl;
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| 299 | glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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| 300 | glDebugMessageCallback((GLDEBUGPROC)debugGlCallback, nullptr);
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| 301 | cout << "Bound debug callback" << endl;
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| 302 | }
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| 303 |
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[5527206] | 304 | srand(time(0));
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| 305 |
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[14ff67c] | 306 | /*
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| 307 | * RENDERING ALGORITHM NOTES:
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| 308 | *
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| 309 | * Basically, I need to split my objects into groups, so that each group fits into
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| 310 | * GL_MAX_UNIFORM_BLOCK_SIZE. I need to have an offset and a size for each group.
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| 311 | * Getting the offset is straitforward. The size may as well be GL_MAX_UNIFORM_BLOCK_SIZE
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| 312 | * for each group, since it seems that smaller sizes just round up to the nearest GL_MAX_UNIFORM_BLOCK_SIZE
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| 313 | *
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| 314 | * I'll need to have a loop inside my render loop that calls glBindBufferRange(GL_UNIFORM_BUFFER, ...
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| 315 | * for every 1024 objects and then draws all those objects with one glDraw call.
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| 316 | *
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[0d5c100] | 317 | * Since I currently have very few objects, I'll wait to implement this until I have
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| 318 | * a reasonable number of objects always using the same shader.
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[14ff67c] | 319 | */
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| 320 |
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| 321 | GLint UNIFORM_BUFFER_OFFSET_ALIGNMENT, MAX_UNIFORM_BLOCK_SIZE;
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| 322 | glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &UNIFORM_BUFFER_OFFSET_ALIGNMENT);
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| 323 | glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &MAX_UNIFORM_BLOCK_SIZE);
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| 324 |
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| 325 | MAX_UNIFORMS = MAX_UNIFORM_BLOCK_SIZE / sizeof(mat4);
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| 326 |
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| 327 | cout << "UNIFORM_BUFFER_OFFSET_ALIGNMENT: " << UNIFORM_BUFFER_OFFSET_ALIGNMENT << endl;
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| 328 | cout << "MAX_UNIFORMS: " << MAX_UNIFORMS << endl;
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| 329 |
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[c1ca5b5] | 330 | // Setup Dear ImGui binding
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| 331 | IMGUI_CHECKVERSION();
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| 332 | ImGui::CreateContext();
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| 333 | ImGuiIO& io = ImGui::GetIO(); (void)io;
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| 334 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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| 335 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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| 336 | ImGui_ImplGlfwGL3_Init(window, true);
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| 337 |
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| 338 | // Setup style
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| 339 | ImGui::StyleColorsDark();
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| 340 | //ImGui::StyleColorsClassic();
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| 341 |
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| 342 | glfwSetMouseButtonCallback(window, mouse_button_callback);
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[f7d35da] | 343 | glfwSetKeyCallback(window, key_callback);
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[c1ca5b5] | 344 |
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[5272b6b] | 345 | const GLubyte* renderer = glGetString(GL_RENDERER);
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| 346 | const GLubyte* version = glGetString(GL_VERSION);
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[0e0f851] | 347 | cout << "Renderer: " << renderer << endl;
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| 348 | cout << "OpenGL version supported " << version << endl;
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[93baa0e] | 349 |
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[9f9f9a7] | 350 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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| 351 |
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[5272b6b] | 352 | glEnable(GL_DEPTH_TEST);
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| 353 | glDepthFunc(GL_LESS);
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[516668e] | 354 |
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[93baa0e] | 355 | glEnable(GL_CULL_FACE);
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| 356 | // glCullFace(GL_BACK);
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| 357 | // glFrontFace(GL_CW);
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| 358 |
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[9f9f9a7] | 359 | /*
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[485424b] | 360 | int x, y;
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| 361 | unsigned char* texImage = loadImage("test.png", &x, &y);
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| 362 | if (texImage) {
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| 363 | cout << "Yay, I loaded an image!" << endl;
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| 364 | cout << x << endl;
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| 365 | cout << y << endl;
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[e856d62] | 366 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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[485424b] | 367 | }
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| 368 |
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[9f9f9a7] | 369 | GLuint testTex = 0;
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| 370 | glGenTextures(1, &testTex);
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| 371 | glActiveTexture(GL_TEXTURE0);
|
---|
| 372 | glBindTexture(GL_TEXTURE_2D, testTex);
|
---|
| 373 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
|
---|
| 374 |
|
---|
| 375 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
| 376 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
| 377 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
| 378 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
---|
| 379 | */
|
---|
| 380 |
|
---|
| 381 | int x, y;
|
---|
| 382 | unsigned char* texImage = loadImage("laser.png", &x, &y);
|
---|
| 383 | if (texImage) {
|
---|
| 384 | cout << "Laser texture loaded successfully!" << endl;
|
---|
| 385 | cout << x << endl;
|
---|
| 386 | cout << y << endl;
|
---|
| 387 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
|
---|
| 388 | }
|
---|
| 389 |
|
---|
| 390 | GLuint laserTex = 0;
|
---|
| 391 | glGenTextures(1, &laserTex);
|
---|
[485424b] | 392 | glActiveTexture(GL_TEXTURE0);
|
---|
[9f9f9a7] | 393 | glBindTexture(GL_TEXTURE_2D, laserTex);
|
---|
[485424b] | 394 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
|
---|
| 395 |
|
---|
| 396 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
| 397 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
| 398 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
| 399 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
---|
| 400 |
|
---|
[0d5c100] | 401 | /* RENDERING ALGORITHM
|
---|
| 402 | *
|
---|
| 403 | * Create a separate vbo for each of the following things:
|
---|
| 404 | * - points
|
---|
| 405 | * - colors
|
---|
| 406 | * - texture coordinates
|
---|
| 407 | * - selected colors
|
---|
| 408 | * - normals
|
---|
| 409 | * - indices into a ubo that stores a model matrix for each object
|
---|
| 410 | *
|
---|
| 411 | * Also, make a model matrix ubo, the entirety of which will be passed to the vertex shader.
|
---|
| 412 | * The vbo containing the correct index into the ubo (mentioned above) will be used to select
|
---|
| 413 | * the right model matrix for each point. The index in the vbo will be the saem for all points
|
---|
| 414 | * of any given object.
|
---|
| 415 | *
|
---|
| 416 | * There will be two shader programs for now, one for draing colored objects, and another for
|
---|
| 417 | * drawing textured ones. The points, normals, and model mat ubo indices will be passed to both
|
---|
| 418 | * shaders, while the colors vbo will only be passed to the colors shader, and the texcoords vbo
|
---|
| 419 | * only to the texture shader.
|
---|
| 420 | *
|
---|
| 421 | * Right now, the currently selected object is drawn using one color (specified in the selected
|
---|
| 422 | * colors vbo) regardless of whether it is normally rendering using colors or a texture. The selected
|
---|
| 423 | * object is rendering by binding the selected colors vbo in place of the colors vbo and using the colors
|
---|
| 424 | * shader. Then, the selected object is redrawn along with all other objects, but the depth buffer test
|
---|
| 425 | * prevents the unselected version of the object from appearing on the screen. This lets me render all the
|
---|
| 426 | * objects that use a particular shader using one glDrawArrays() call.
|
---|
| 427 | */
|
---|
[cffca4d] | 428 |
|
---|
[c3c3158] | 429 | map<GLuint, BufferInfo> shaderBufferInfo;
|
---|
| 430 |
|
---|
[0e0f851] | 431 | // TODO: Rename color_sp to ship_sp and comment out texture_sp)
|
---|
| 432 |
|
---|
| 433 | GLuint color_sp = loadShaderProgram("./ship.vert", "./ship.frag");
|
---|
| 434 | GLuint asteroid_sp = loadShaderProgram("./asteroid.vert", "./asteroid.frag");
|
---|
[cffca4d] | 435 | GLuint texture_sp = loadShaderProgram("./texture.vert", "./texture.frag");
|
---|
[b155f13] | 436 | GLuint laser_sp = loadShaderProgram("./laser.vert", "./laser.frag");
|
---|
[cffca4d] | 437 |
|
---|
[c3c3158] | 438 | shaderBufferInfo[color_sp] = BufferInfo();
|
---|
[0e0f851] | 439 | shaderBufferInfo[asteroid_sp] = BufferInfo();
|
---|
[c3c3158] | 440 | shaderBufferInfo[texture_sp] = BufferInfo();
|
---|
[b155f13] | 441 | shaderBufferInfo[laser_sp] = BufferInfo();
|
---|
[c3c3158] | 442 |
|
---|
[3effd81] | 443 | cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
---|
| 444 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
|
---|
| 445 | float cam_pitch = -50.0f * 2.0f * 3.14159f / 360.0f;
|
---|
| 446 |
|
---|
[f9a242b] | 447 | // player ship
|
---|
[1f3d32b] | 448 | SceneObject* ship = createShip(color_sp);
|
---|
| 449 | objects.push_back(ship);
|
---|
[81f28c0] | 450 |
|
---|
[1f3d32b] | 451 | vector<SceneObject>::iterator obj_it;
|
---|
[81f28c0] | 452 |
|
---|
[1f3d32b] | 453 | GLuint points_vbo, colors_vbo, selected_colors_vbo, texcoords_vbo,
|
---|
[25b47d7] | 454 | normals_vbo, ubo, model_mat_idx_vbo;
|
---|
[81f28c0] | 455 |
|
---|
[1f3d32b] | 456 | initializeBuffers(
|
---|
| 457 | &points_vbo,
|
---|
| 458 | &colors_vbo,
|
---|
| 459 | &selected_colors_vbo,
|
---|
| 460 | &texcoords_vbo,
|
---|
| 461 | &normals_vbo,
|
---|
| 462 | &ubo,
|
---|
| 463 | &model_mat_idx_vbo);
|
---|
[81f28c0] | 464 |
|
---|
[1f3d32b] | 465 | populateBuffers(objects,
|
---|
| 466 | shaderBufferInfo,
|
---|
| 467 | points_vbo,
|
---|
| 468 | colors_vbo,
|
---|
| 469 | selected_colors_vbo,
|
---|
| 470 | texcoords_vbo,
|
---|
| 471 | normals_vbo,
|
---|
| 472 | ubo,
|
---|
[25b47d7] | 473 | model_mat_idx_vbo,
|
---|
| 474 | asteroid_sp);
|
---|
[0e0f851] | 475 |
|
---|
[1f3d32b] | 476 | GLuint color_vao = 0;
|
---|
| 477 | glGenVertexArrays(1, &color_vao);
|
---|
| 478 | glBindVertexArray(color_vao);
|
---|
[81f28c0] | 479 |
|
---|
[1f3d32b] | 480 | glEnableVertexAttribArray(0);
|
---|
| 481 | glEnableVertexAttribArray(1);
|
---|
| 482 | glEnableVertexAttribArray(2);
|
---|
| 483 | glEnableVertexAttribArray(3);
|
---|
[20e0020] | 484 |
|
---|
[1f3d32b] | 485 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
| 486 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
[20e0020] | 487 |
|
---|
[2b0214c] | 488 | // Comment these two lines out when I want to use selected colors
|
---|
| 489 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 490 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
| 491 |
|
---|
[1f3d32b] | 492 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
| 493 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
[20e0020] | 494 |
|
---|
[1f3d32b] | 495 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
| 496 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
---|
[20e0020] | 497 |
|
---|
[0e0f851] | 498 | GLuint asteroid_vao = 0;
|
---|
| 499 | glGenVertexArrays(1, &asteroid_vao);
|
---|
| 500 | glBindVertexArray(asteroid_vao);
|
---|
| 501 |
|
---|
| 502 | glEnableVertexAttribArray(0);
|
---|
| 503 | glEnableVertexAttribArray(1);
|
---|
| 504 | glEnableVertexAttribArray(2);
|
---|
| 505 | glEnableVertexAttribArray(3);
|
---|
| 506 |
|
---|
| 507 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
| 508 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
| 509 |
|
---|
| 510 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 511 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
| 512 |
|
---|
| 513 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
| 514 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
| 515 |
|
---|
| 516 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
| 517 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
---|
| 518 |
|
---|
[1f3d32b] | 519 | GLuint texture_vao = 0;
|
---|
| 520 | glGenVertexArrays(1, &texture_vao);
|
---|
| 521 | glBindVertexArray(texture_vao);
|
---|
[20e0020] | 522 |
|
---|
[1f3d32b] | 523 | glEnableVertexAttribArray(0);
|
---|
| 524 | glEnableVertexAttribArray(1);
|
---|
| 525 | glEnableVertexAttribArray(2);
|
---|
| 526 | glEnableVertexAttribArray(3);
|
---|
[20e0020] | 527 |
|
---|
[1f3d32b] | 528 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
| 529 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
[20e0020] | 530 |
|
---|
[1f3d32b] | 531 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
| 532 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
[20e0020] | 533 |
|
---|
[1f3d32b] | 534 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
| 535 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
[20e0020] | 536 |
|
---|
[1f3d32b] | 537 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
| 538 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
---|
[20e0020] | 539 |
|
---|
[1f3d32b] | 540 | GLuint laser_vao = 0;
|
---|
| 541 | glGenVertexArrays(1, &laser_vao);
|
---|
| 542 | glBindVertexArray(laser_vao);
|
---|
[20e0020] | 543 |
|
---|
[1f3d32b] | 544 | glEnableVertexAttribArray(0);
|
---|
| 545 | glEnableVertexAttribArray(1);
|
---|
| 546 | glEnableVertexAttribArray(2);
|
---|
[20e0020] | 547 |
|
---|
[1f3d32b] | 548 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
| 549 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
[20e0020] | 550 |
|
---|
[1f3d32b] | 551 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
| 552 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
[20e0020] | 553 |
|
---|
[1f3d32b] | 554 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
| 555 | glVertexAttribIPointer(2, 1, GL_UNSIGNED_INT, 0, 0);
|
---|
[20e0020] | 556 |
|
---|
[1f3d32b] | 557 | float cam_speed = 1.0f;
|
---|
| 558 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
| 559 | float cam_pitch_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
[20e0020] | 560 |
|
---|
[1f3d32b] | 561 | // glm::lookAt can create the view matrix
|
---|
| 562 | // glm::perspective can create the projection matrix
|
---|
[20e0020] | 563 |
|
---|
[1f3d32b] | 564 | mat4 T = translate(mat4(1.0f), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
| 565 | mat4 yaw_mat = rotate(mat4(1.0f), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
| 566 | mat4 pitch_mat = rotate(mat4(1.0f), -cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
---|
| 567 | mat4 R = pitch_mat * yaw_mat;
|
---|
| 568 | view_mat = R*T;
|
---|
[20e0020] | 569 |
|
---|
[1f3d32b] | 570 | // TODO: Create a function to construct the projection matrix
|
---|
| 571 | // (Maybe I should just use glm::perspective, after making sure it matches what I have now)
|
---|
| 572 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
---|
| 573 | float aspect = (float)width / (float)height;
|
---|
[20e0020] | 574 |
|
---|
[1f3d32b] | 575 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
---|
| 576 | float Sx = NEAR_CLIP / (range * aspect);
|
---|
| 577 | float Sy = NEAR_CLIP / range;
|
---|
| 578 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
| 579 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
[20e0020] | 580 |
|
---|
[1f3d32b] | 581 | float proj_arr[] = {
|
---|
| 582 | Sx, 0.0f, 0.0f, 0.0f,
|
---|
| 583 | 0.0f, Sy, 0.0f, 0.0f,
|
---|
| 584 | 0.0f, 0.0f, Sz, -1.0f,
|
---|
| 585 | 0.0f, 0.0f, Pz, 0.0f,
|
---|
[f9a242b] | 586 | };
|
---|
[1f3d32b] | 587 | proj_mat = make_mat4(proj_arr);
|
---|
[81f28c0] | 588 |
|
---|
[1f3d32b] | 589 | GLuint ub_binding_point = 0;
|
---|
[81f28c0] | 590 |
|
---|
[1f3d32b] | 591 | // TODO: Replace test_loc and mat_loc with more descriptive names
|
---|
| 592 | GLuint view_test_loc = glGetUniformLocation(color_sp, "view");
|
---|
| 593 | GLuint proj_test_loc = glGetUniformLocation(color_sp, "proj");
|
---|
[0e0f851] | 594 | GLuint color_sp_models_ub_index = glGetUniformBlockIndex(color_sp, "models");
|
---|
| 595 |
|
---|
| 596 | GLuint asteroid_view_mat_loc = glGetUniformLocation(asteroid_sp, "view");
|
---|
| 597 | GLuint asteroid_proj_mat_loc = glGetUniformLocation(asteroid_sp, "proj");
|
---|
| 598 | GLuint asteroid_sp_models_ub_index = glGetUniformBlockIndex(asteroid_sp, "models");
|
---|
| 599 | //GLuint asteroid_sp_hp_ub_index = glGetUniformBlockIndex(asteroid_sp, "hp_uniform");
|
---|
[81f28c0] | 600 |
|
---|
[1f3d32b] | 601 | GLuint view_mat_loc = glGetUniformLocation(texture_sp, "view");
|
---|
| 602 | GLuint proj_mat_loc = glGetUniformLocation(texture_sp, "proj");
|
---|
[0e0f851] | 603 | GLuint texture_sp_models_ub_index = glGetUniformBlockIndex(texture_sp, "models");
|
---|
[81f28c0] | 604 |
|
---|
[1f3d32b] | 605 | GLuint laser_view_mat_loc = glGetUniformLocation(laser_sp, "view");
|
---|
| 606 | GLuint laser_proj_mat_loc = glGetUniformLocation(laser_sp, "proj");
|
---|
| 607 | GLuint laser_color_loc = glGetUniformLocation(laser_sp, "laser_color");
|
---|
[0e0f851] | 608 | GLuint laser_sp_models_ub_index = glGetUniformBlockIndex(laser_sp, "models");
|
---|
[81f28c0] | 609 |
|
---|
| 610 |
|
---|
[1f3d32b] | 611 | glUseProgram(color_sp);
|
---|
| 612 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 613 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[485424b] | 614 |
|
---|
[0e0f851] | 615 | glUniformBlockBinding(color_sp, color_sp_models_ub_index, ub_binding_point);
|
---|
[14ff67c] | 616 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
[e165b85] | 617 |
|
---|
[fd6f465] | 618 |
|
---|
[0e0f851] | 619 | glUseProgram(asteroid_sp);
|
---|
| 620 | glUniformMatrix4fv(asteroid_view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 621 | glUniformMatrix4fv(asteroid_proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
| 622 |
|
---|
| 623 | glUniformBlockBinding(asteroid_sp, asteroid_sp_models_ub_index, ub_binding_point);
|
---|
| 624 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
| 625 |
|
---|
| 626 |
|
---|
[cffca4d] | 627 | glUseProgram(texture_sp);
|
---|
[19c9338] | 628 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[c62eee6] | 629 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[7ee66ea] | 630 |
|
---|
[0e0f851] | 631 | glUniformBlockBinding(texture_sp, texture_sp_models_ub_index, ub_binding_point);
|
---|
[14ff67c] | 632 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
| 633 |
|
---|
[9f9f9a7] | 634 |
|
---|
[b155f13] | 635 | glUseProgram(laser_sp);
|
---|
| 636 | glUniformMatrix4fv(laser_view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 637 | glUniformMatrix4fv(laser_proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[9f9f9a7] | 638 | glUniform3f(laser_color_loc, 0.2f, 1.0f, 0.2f);
|
---|
[b155f13] | 639 |
|
---|
[0e0f851] | 640 | glUniformBlockBinding(laser_sp, laser_sp_models_ub_index, ub_binding_point);
|
---|
[fd6f465] | 641 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
| 642 |
|
---|
| 643 |
|
---|
[7ee66ea] | 644 | bool cam_moved = false;
|
---|
| 645 |
|
---|
[046ce72] | 646 | int frame_count = 0;
|
---|
[f70ab75] | 647 | double elapsed_seconds_fps = 0.0f;
|
---|
[5527206] | 648 | double elapsed_seconds_spawn = 0.0f;
|
---|
[93baa0e] | 649 | double previous_seconds = glfwGetTime();
|
---|
[046ce72] | 650 |
|
---|
[9dd2eb7] | 651 | // This draws wireframes. Useful for seeing separate faces and occluded objects.
|
---|
| 652 | //glPolygonMode(GL_FRONT, GL_LINE);
|
---|
| 653 |
|
---|
[1f3d32b] | 654 | // disable vsync to see real framerate
|
---|
| 655 | //glfwSwapInterval(0);
|
---|
[1c81bf0] | 656 |
|
---|
[93462c6] | 657 | State curState = STATE_MAIN_MENU;
|
---|
| 658 |
|
---|
[5b3462b] | 659 | while (!glfwWindowShouldClose(window) && isRunning) {
|
---|
[93baa0e] | 660 | double current_seconds = glfwGetTime();
|
---|
| 661 | double elapsed_seconds = current_seconds - previous_seconds;
|
---|
| 662 | previous_seconds = current_seconds;
|
---|
| 663 |
|
---|
[1f3d32b] | 664 | elapsed_seconds_fps += elapsed_seconds;
|
---|
| 665 | if (elapsed_seconds_fps > 0.25f) {
|
---|
| 666 | fps = (double)frame_count / elapsed_seconds_fps;
|
---|
[046ce72] | 667 |
|
---|
[1f3d32b] | 668 | frame_count = 0;
|
---|
| 669 | elapsed_seconds_fps = 0.0f;
|
---|
[14ff67c] | 670 | }
|
---|
[046ce72] | 671 |
|
---|
[1f3d32b] | 672 | frame_count++;
|
---|
| 673 |
|
---|
[f7d35da] | 674 | // Handle events
|
---|
[baa5848] | 675 |
|
---|
| 676 | clickedObject = NULL;
|
---|
[f7d35da] | 677 |
|
---|
| 678 | // reset the all key states to KEY_STATE_UNCHANGED (something the GLFW key callback can never return)
|
---|
| 679 | // so that GLFW_PRESS and GLFW_RELEASE are only detected once
|
---|
[cf2d1e5] | 680 | // TODO: Change this if we ever need to act on GLFW_REPEAT (which is when a key is held down
|
---|
| 681 | // continuously for a period of time)
|
---|
[f7d35da] | 682 | fill(key_state, key_state + NUM_KEYS, KEY_STATE_UNCHANGED);
|
---|
| 683 |
|
---|
[baa5848] | 684 | glfwPollEvents();
|
---|
| 685 |
|
---|
[93462c6] | 686 | while (!events.empty()) {
|
---|
| 687 | switch (events.front()) {
|
---|
| 688 | case EVENT_GO_TO_MAIN_MENU:
|
---|
| 689 | curState = STATE_MAIN_MENU;
|
---|
| 690 | break;
|
---|
| 691 | case EVENT_GO_TO_GAME:
|
---|
| 692 | curState = STATE_GAME;
|
---|
| 693 | break;
|
---|
| 694 | case EVENT_QUIT:
|
---|
| 695 | isRunning = false;
|
---|
| 696 | break;
|
---|
| 697 | }
|
---|
| 698 | events.pop();
|
---|
[147ac6d] | 699 | }
|
---|
[93462c6] | 700 |
|
---|
| 701 | if (curState == STATE_GAME) {
|
---|
[95595de] | 702 |
|
---|
| 703 | elapsed_seconds_spawn += elapsed_seconds;
|
---|
| 704 | if (elapsed_seconds_spawn > 0.5f) {
|
---|
[0e0f851] | 705 | SceneObject* obj = createAsteroid(vec3(getRandomNum(-1.3f, 1.3f), -1.2f, getRandomNum(-5.5f, -4.5f)), asteroid_sp);
|
---|
[1f3d32b] | 706 | addObjectToScene(obj, shaderBufferInfo,
|
---|
[95595de] | 707 | points_vbo,
|
---|
| 708 | colors_vbo,
|
---|
| 709 | selected_colors_vbo,
|
---|
| 710 | texcoords_vbo,
|
---|
| 711 | normals_vbo,
|
---|
| 712 | ubo,
|
---|
[25b47d7] | 713 | model_mat_idx_vbo,
|
---|
| 714 | asteroid_sp);
|
---|
[95595de] | 715 |
|
---|
| 716 | elapsed_seconds_spawn -= 0.5f;
|
---|
| 717 | }
|
---|
| 718 |
|
---|
[cf2d1e5] | 719 | /*
|
---|
[93462c6] | 720 | if (clickedObject == &objects[0]) {
|
---|
| 721 | selectedObject = &objects[0];
|
---|
| 722 | }
|
---|
| 723 | if (clickedObject == &objects[1]) {
|
---|
| 724 | selectedObject = &objects[1];
|
---|
| 725 | }
|
---|
[cf2d1e5] | 726 | */
|
---|
[f7d35da] | 727 |
|
---|
| 728 | /*
|
---|
| 729 | if (key_state[GLFW_KEY_SPACE] == GLFW_PRESS) {
|
---|
[dba67b2] | 730 | transformObject(objects[1], translate(mat4(1.0f), vec3(0.3f, 0.0f, 0.0f)), ubo);
|
---|
[f7d35da] | 731 | }
|
---|
[fabed35] | 732 | if (key_down[GLFW_KEY_RIGHT]) {
|
---|
[dba67b2] | 733 | transformObject(objects[2], translate(mat4(1.0f), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
---|
[f7d35da] | 734 | }
|
---|
[fabed35] | 735 | if (key_down[GLFW_KEY_LEFT]) {
|
---|
[dba67b2] | 736 | transformObject(objects[2], translate(mat4(1.0f), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
---|
[f7d35da] | 737 | }
|
---|
| 738 | */
|
---|
[cf2d1e5] | 739 |
|
---|
[fabed35] | 740 | if (key_down[GLFW_KEY_RIGHT]) {
|
---|
[1f3d32b] | 741 | transformObject(*objects[0], translate(mat4(1.0f), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
---|
[fabed35] | 742 |
|
---|
[1f3d32b] | 743 | if (leftLaser != NULL && !leftLaser->deleted) {
|
---|
| 744 | translateLaser(leftLaser, vec3(0.01f, 0.0f, 0.0f), ubo);
|
---|
[fabed35] | 745 | }
|
---|
[1f3d32b] | 746 | if (rightLaser != NULL && !rightLaser->deleted) {
|
---|
| 747 | translateLaser(rightLaser, vec3(0.01f, 0.0f, 0.0f), ubo);
|
---|
[fabed35] | 748 | }
|
---|
[cf2d1e5] | 749 | }
|
---|
[fabed35] | 750 | if (key_down[GLFW_KEY_LEFT]) {
|
---|
[1f3d32b] | 751 | transformObject(*objects[0], translate(mat4(1.0f), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
---|
[fabed35] | 752 |
|
---|
[1f3d32b] | 753 | if (leftLaser != NULL && !leftLaser->deleted) {
|
---|
| 754 | translateLaser(leftLaser, vec3(-0.01f, 0.0f, 0.0f), ubo);
|
---|
[fabed35] | 755 | }
|
---|
[1f3d32b] | 756 | if (rightLaser != NULL && !rightLaser->deleted) {
|
---|
| 757 | translateLaser(rightLaser, vec3(-0.01f, 0.0f, 0.0f), ubo);
|
---|
[fabed35] | 758 | }
|
---|
[8316333] | 759 | }
|
---|
[fabed35] | 760 |
|
---|
| 761 | if (key_state[GLFW_KEY_Z] == GLFW_PRESS) {
|
---|
[1f3d32b] | 762 | vec3 offset(objects[0]->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
---|
[8316333] | 763 |
|
---|
[1f3d32b] | 764 | leftLaser = createLaser(vec3(-0.21f, -1.19f, 1.76f)+offset, vec3(-0.21f, -1.19f, -3.0f)+offset,
|
---|
[8316333] | 765 | vec3(0.0f, 1.0f, 0.0f), 0.03f, laser_sp);
|
---|
[1f3d32b] | 766 | addObjectToScene(leftLaser, shaderBufferInfo,
|
---|
[8316333] | 767 | points_vbo,
|
---|
| 768 | colors_vbo,
|
---|
| 769 | selected_colors_vbo,
|
---|
| 770 | texcoords_vbo,
|
---|
| 771 | normals_vbo,
|
---|
| 772 | ubo,
|
---|
[25b47d7] | 773 | model_mat_idx_vbo,
|
---|
| 774 | asteroid_sp);
|
---|
[fabed35] | 775 | } else if (key_state[GLFW_KEY_Z] == GLFW_RELEASE) {
|
---|
[1f3d32b] | 776 | removeObjectFromScene(*leftLaser, ubo);
|
---|
[8316333] | 777 | }
|
---|
[fabed35] | 778 |
|
---|
| 779 | if (key_state[GLFW_KEY_X] == GLFW_PRESS) {
|
---|
[1f3d32b] | 780 | vec3 offset(objects[0]->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
---|
[8316333] | 781 |
|
---|
[1f3d32b] | 782 | rightLaser = createLaser(vec3(0.21f, -1.19f, 1.76f) + offset, vec3(0.21f, -1.19f, -3.0f) + offset,
|
---|
[8316333] | 783 | vec3(0.0f, 1.0f, 0.0f), 0.03f, laser_sp);
|
---|
[1f3d32b] | 784 | addObjectToScene(rightLaser, shaderBufferInfo,
|
---|
[8316333] | 785 | points_vbo,
|
---|
| 786 | colors_vbo,
|
---|
| 787 | selected_colors_vbo,
|
---|
| 788 | texcoords_vbo,
|
---|
| 789 | normals_vbo,
|
---|
| 790 | ubo,
|
---|
[25b47d7] | 791 | model_mat_idx_vbo,
|
---|
| 792 | asteroid_sp);
|
---|
[fabed35] | 793 | } else if (key_state[GLFW_KEY_X] == GLFW_RELEASE) {
|
---|
[1f3d32b] | 794 | removeObjectFromScene(*rightLaser, ubo);
|
---|
[cf2d1e5] | 795 | }
|
---|
| 796 |
|
---|
[92b1e90] | 797 | // this code moves the asteroids
|
---|
| 798 | for (int i = 0; i < objects.size(); i++) {
|
---|
[1f3d32b] | 799 | if (objects[i]->type == TYPE_ASTEROID && !objects[i]->deleted) {
|
---|
| 800 | transformObject(*objects[i], translate(mat4(1.0f), vec3(0.0f, 0.0f, 0.04f)), ubo);
|
---|
[95595de] | 801 |
|
---|
[1f3d32b] | 802 | vec3 obj_center = vec3(view_mat * vec4(objects[i]->bounding_center, 1.0f));
|
---|
[ebaa95c] | 803 |
|
---|
[1f3d32b] | 804 | if ((obj_center.z - objects[i]->bounding_radius) > -NEAR_CLIP) {
|
---|
| 805 | removeObjectFromScene(*objects[i], ubo);
|
---|
[95595de] | 806 | }
|
---|
[2b0214c] | 807 | if (((Asteroid*)objects[i])->hp <= 0) {
|
---|
| 808 | removeObjectFromScene(*objects[i], ubo);
|
---|
[1e3dddf] | 809 | score++;
|
---|
[2b0214c] | 810 | }
|
---|
[5527206] | 811 | }
|
---|
[cf2d1e5] | 812 | }
|
---|
[93baa0e] | 813 |
|
---|
[1f3d32b] | 814 | if (leftLaser != NULL && !leftLaser->deleted) {
|
---|
[25b47d7] | 815 | updateLaserTarget(leftLaser, objects, points_vbo, asteroid_sp);
|
---|
[1f3d32b] | 816 | }
|
---|
| 817 | if (rightLaser != NULL && !rightLaser->deleted) {
|
---|
[25b47d7] | 818 | updateLaserTarget(rightLaser, objects, points_vbo, asteroid_sp);
|
---|
[1f3d32b] | 819 | }
|
---|
| 820 | }
|
---|
| 821 |
|
---|
| 822 | for (vector<EffectOverTime*>::iterator it = effects.begin(); it != effects.end(); ) {
|
---|
| 823 | if ((*it)->deleted || (*it)->effectedObject->deleted) {
|
---|
| 824 | delete *it;
|
---|
| 825 | it = effects.erase(it);
|
---|
| 826 | } else {
|
---|
| 827 | EffectOverTime* eot = *it;
|
---|
| 828 | eot->effectedValue = eot->startValue + (current_seconds - eot->startTime) * eot->changePerSecond;
|
---|
| 829 |
|
---|
| 830 | it++;
|
---|
[c3c3158] | 831 | }
|
---|
[baa5848] | 832 | }
|
---|
[df652d5] | 833 |
|
---|
[c3c3158] | 834 | if (key_state[GLFW_KEY_ESCAPE] == GLFW_PRESS) {
|
---|
[ec4456b] | 835 | glfwSetWindowShouldClose(window, 1);
|
---|
| 836 | }
|
---|
[7ee66ea] | 837 |
|
---|
| 838 | float dist = cam_speed * elapsed_seconds;
|
---|
[fabed35] | 839 | if (key_down[GLFW_KEY_A]) {
|
---|
[dba67b2] | 840 | vec3 dir = vec3(inverse(R) * vec4(-1.0f, 0.0f, 0.0f, 1.0f));
|
---|
[809ce16] | 841 | cam_pos += dir * dist;
|
---|
[f7d35da] | 842 |
|
---|
[7ee66ea] | 843 | cam_moved = true;
|
---|
| 844 | }
|
---|
[fabed35] | 845 | if (key_down[GLFW_KEY_D]) {
|
---|
[dba67b2] | 846 | vec3 dir = vec3(inverse(R) * vec4(1.0f, 0.0f, 0.0f, 1.0f));
|
---|
[809ce16] | 847 | cam_pos += dir * dist;
|
---|
[f7d35da] | 848 |
|
---|
[7ee66ea] | 849 | cam_moved = true;
|
---|
| 850 | }
|
---|
[fabed35] | 851 | if (key_down[GLFW_KEY_W]) {
|
---|
[dba67b2] | 852 | vec3 dir = vec3(inverse(R) * vec4(0.0f, 0.0f, -1.0f, 1.0f));
|
---|
[809ce16] | 853 | cam_pos += dir * dist;
|
---|
[f7d35da] | 854 |
|
---|
[7ee66ea] | 855 | cam_moved = true;
|
---|
| 856 | }
|
---|
[fabed35] | 857 | if (key_down[GLFW_KEY_S]) {
|
---|
[dba67b2] | 858 | vec3 dir = vec3(inverse(R) * vec4(0.0f, 0.0f, 1.0f, 1.0f));
|
---|
[809ce16] | 859 | cam_pos += dir * dist;
|
---|
[f7d35da] | 860 |
|
---|
[7ee66ea] | 861 | cam_moved = true;
|
---|
| 862 | }
|
---|
[cf2d1e5] | 863 | /*
|
---|
[fabed35] | 864 | if (key_down[GLFW_KEY_LEFT]) {
|
---|
[c3c3158] | 865 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
---|
| 866 | cam_moved = true;
|
---|
[7ee66ea] | 867 | }
|
---|
[fabed35] | 868 | if (key_down[GLFW_KEY_RIGHT]) {
|
---|
[c3c3158] | 869 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
---|
| 870 | cam_moved = true;
|
---|
[7ee66ea] | 871 | }
|
---|
[fabed35] | 872 | if (key_down[GLFW_KEY_UP]) {
|
---|
[c3c3158] | 873 | cam_pitch += cam_pitch_speed * elapsed_seconds;
|
---|
| 874 | cam_moved = true;
|
---|
[809ce16] | 875 | }
|
---|
[fabed35] | 876 | if (key_down[GLFW_KEY_DOWN]) {
|
---|
[c3c3158] | 877 | cam_pitch -= cam_pitch_speed * elapsed_seconds;
|
---|
| 878 | cam_moved = true;
|
---|
[809ce16] | 879 | }
|
---|
[cf2d1e5] | 880 | */
|
---|
[1f3d32b] | 881 | if (cam_moved && false) { // disable camera movement
|
---|
[dba67b2] | 882 | T = translate(mat4(1.0f), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
[809ce16] | 883 |
|
---|
[dba67b2] | 884 | mat4 yaw_mat = rotate(mat4(1.0f), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
| 885 | mat4 pitch_mat = rotate(mat4(1.0f), -cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
---|
[809ce16] | 886 | R = pitch_mat * yaw_mat;
|
---|
[f7d35da] | 887 |
|
---|
[c3c3158] | 888 | view_mat = R * T;
|
---|
[7ee66ea] | 889 |
|
---|
[20e0020] | 890 | //printVector("cam pos", cam_pos);
|
---|
[809ce16] | 891 |
|
---|
[cffca4d] | 892 | glUseProgram(color_sp);
|
---|
[267c4c5] | 893 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 894 |
|
---|
[cffca4d] | 895 | glUseProgram(texture_sp);
|
---|
[7ee66ea] | 896 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[267c4c5] | 897 |
|
---|
[b155f13] | 898 | glUseProgram(laser_sp);
|
---|
| 899 | glUniformMatrix4fv(laser_view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 900 |
|
---|
[7ee66ea] | 901 | cam_moved = false;
|
---|
| 902 | }
|
---|
[c3c3158] | 903 |
|
---|
| 904 | // Render scene
|
---|
| 905 |
|
---|
| 906 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 907 |
|
---|
| 908 | switch (curState) {
|
---|
| 909 | case STATE_MAIN_MENU:
|
---|
| 910 | renderMainMenu();
|
---|
| 911 | renderMainMenuGui();
|
---|
| 912 | break;
|
---|
| 913 | case STATE_GAME:
|
---|
[92b1e90] | 914 | renderScene(shaderBufferInfo,
|
---|
[0e0f851] | 915 | color_sp, asteroid_sp, texture_sp, laser_sp,
|
---|
| 916 | color_vao, asteroid_vao, texture_vao, laser_vao,
|
---|
[b155f13] | 917 | colors_vbo, selected_colors_vbo,
|
---|
[92b1e90] | 918 | selectedObject);
|
---|
[c3c3158] | 919 | renderSceneGui();
|
---|
| 920 | break;
|
---|
| 921 | }
|
---|
| 922 |
|
---|
| 923 | glfwSwapBuffers(window);
|
---|
[644a2e4] | 924 | }
|
---|
| 925 |
|
---|
[c1ca5b5] | 926 | ImGui_ImplGlfwGL3_Shutdown();
|
---|
| 927 | ImGui::DestroyContext();
|
---|
| 928 |
|
---|
| 929 | glfwDestroyWindow(window);
|
---|
[5272b6b] | 930 | glfwTerminate();
|
---|
[c1ca5b5] | 931 |
|
---|
[1f3d32b] | 932 | // free memory
|
---|
| 933 |
|
---|
| 934 | for (vector<SceneObject*>::iterator it = objects.begin(); it != objects.end(); it++) {
|
---|
| 935 | delete *it;
|
---|
| 936 | }
|
---|
| 937 |
|
---|
[5272b6b] | 938 | return 0;
|
---|
| 939 | }
|
---|
[ec4456b] | 940 |
|
---|
[4f3262f] | 941 | void glfw_error_callback(int error, const char* description) {
|
---|
| 942 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
|
---|
| 943 | }
|
---|
| 944 |
|
---|
| 945 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
|
---|
| 946 | double mouse_x, mouse_y;
|
---|
| 947 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
---|
| 948 |
|
---|
| 949 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
|
---|
| 950 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
|
---|
| 951 | selectedObject = NULL;
|
---|
| 952 |
|
---|
| 953 | float x = (2.0f*mouse_x) / width - 1.0f;
|
---|
| 954 | float y = 1.0f - (2.0f*mouse_y) / height;
|
---|
| 955 |
|
---|
| 956 | cout << "x: " << x << ", y: " << y << endl;
|
---|
| 957 |
|
---|
| 958 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
|
---|
| 959 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
|
---|
[dba67b2] | 960 | ray_eye = vec4(vec2(ray_eye), -1.0f, 1.0f);
|
---|
[4f3262f] | 961 | vec4 ray_world = inverse(view_mat) * ray_eye;
|
---|
| 962 |
|
---|
| 963 | vec4 click_point;
|
---|
| 964 | 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
|
---|
| 965 | SceneObject* closest_object = NULL;
|
---|
| 966 |
|
---|
[1f3d32b] | 967 | for (vector<SceneObject*>::iterator it = objects.begin(); it != objects.end(); it++) {
|
---|
| 968 | if ((*it)->type == TYPE_LASER) continue;
|
---|
| 969 | for (unsigned int p_idx = 0; p_idx < (*it)->points.size(); p_idx += 9) {
|
---|
[0d5c100] | 970 | if (faceClicked(
|
---|
| 971 | {
|
---|
[1f3d32b] | 972 | vec3((*it)->points[p_idx], (*it)->points[p_idx + 1], (*it)->points[p_idx + 2]),
|
---|
| 973 | vec3((*it)->points[p_idx + 3], (*it)->points[p_idx + 4], (*it)->points[p_idx + 5]),
|
---|
| 974 | vec3((*it)->points[p_idx + 6], (*it)->points[p_idx + 7], (*it)->points[p_idx + 8]),
|
---|
[4f3262f] | 975 | },
|
---|
[1f3d32b] | 976 | *it, ray_world, vec4(cam_pos, 1.0f), click_point
|
---|
[0d5c100] | 977 | )) {
|
---|
[4f3262f] | 978 | click_point = view_mat * click_point;
|
---|
| 979 |
|
---|
| 980 | if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
|
---|
[dba67b2] | 981 | closest_point = vec3(click_point);
|
---|
[1f3d32b] | 982 | closest_object = *it;
|
---|
[4f3262f] | 983 | }
|
---|
| 984 | }
|
---|
| 985 | }
|
---|
| 986 | }
|
---|
| 987 |
|
---|
| 988 | if (closest_object == NULL) {
|
---|
| 989 | cout << "No object was clicked" << endl;
|
---|
[f7d35da] | 990 | } else {
|
---|
[4f3262f] | 991 | clickedObject = closest_object;
|
---|
| 992 | cout << "Clicked object: " << clickedObject->id << endl;
|
---|
| 993 | }
|
---|
| 994 | }
|
---|
| 995 | }
|
---|
| 996 |
|
---|
[f7d35da] | 997 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
|
---|
| 998 | key_state[key] = action;
|
---|
| 999 |
|
---|
| 1000 | // should be true for GLFW_PRESS and GLFW_REPEAT
|
---|
[fabed35] | 1001 | key_down[key] = (action != GLFW_RELEASE);
|
---|
[f7d35da] | 1002 | }
|
---|
| 1003 |
|
---|
[0e0f851] | 1004 | void APIENTRY debugGlCallback(
|
---|
| 1005 | GLenum source,
|
---|
| 1006 | GLenum type,
|
---|
| 1007 | GLuint id,
|
---|
| 1008 | GLenum severity,
|
---|
| 1009 | GLsizei length,
|
---|
| 1010 | const GLchar* message,
|
---|
| 1011 | const void* userParam
|
---|
| 1012 | ) {
|
---|
| 1013 | string strMessage(message);
|
---|
| 1014 |
|
---|
| 1015 | // TODO: Use C++ strings directly
|
---|
| 1016 | char source_str[2048];
|
---|
| 1017 | char type_str[2048];
|
---|
| 1018 | char severity_str[2048];
|
---|
| 1019 |
|
---|
| 1020 | switch (source) {
|
---|
| 1021 | case 0x8246:
|
---|
| 1022 | strcpy(source_str, "API");
|
---|
| 1023 | break;
|
---|
| 1024 | case 0x8247:
|
---|
| 1025 | strcpy(source_str, "WINDOW_SYSTEM");
|
---|
| 1026 | break;
|
---|
| 1027 | case 0x8248:
|
---|
| 1028 | strcpy(source_str, "SHADER_COMPILER");
|
---|
| 1029 | break;
|
---|
| 1030 | case 0x8249:
|
---|
| 1031 | strcpy(source_str, "THIRD_PARTY");
|
---|
| 1032 | break;
|
---|
| 1033 | case 0x824A:
|
---|
| 1034 | strcpy(source_str, "APPLICATION");
|
---|
| 1035 | break;
|
---|
| 1036 | case 0x824B:
|
---|
| 1037 | strcpy(source_str, "OTHER");
|
---|
| 1038 | break;
|
---|
| 1039 | default:
|
---|
| 1040 | strcpy(source_str, "undefined");
|
---|
| 1041 | break;
|
---|
| 1042 | }
|
---|
| 1043 |
|
---|
| 1044 | switch (type) {
|
---|
| 1045 | case 0x824C:
|
---|
| 1046 | strcpy(type_str, "ERROR");
|
---|
| 1047 | break;
|
---|
| 1048 | case 0x824D:
|
---|
| 1049 | strcpy(type_str, "DEPRECATED_BEHAVIOR");
|
---|
| 1050 | break;
|
---|
| 1051 | case 0x824E:
|
---|
| 1052 | strcpy(type_str, "UNDEFINED_BEHAVIOR");
|
---|
| 1053 | break;
|
---|
| 1054 | case 0x824F:
|
---|
| 1055 | strcpy(type_str, "PORTABILITY");
|
---|
| 1056 | break;
|
---|
| 1057 | case 0x8250:
|
---|
| 1058 | strcpy(type_str, "PERFORMANCE");
|
---|
| 1059 | break;
|
---|
| 1060 | case 0x8251:
|
---|
| 1061 | strcpy(type_str, "OTHER");
|
---|
| 1062 | break;
|
---|
| 1063 | case 0x8268:
|
---|
| 1064 | strcpy(type_str, "MARKER");
|
---|
| 1065 | break;
|
---|
| 1066 | case 0x8269:
|
---|
| 1067 | strcpy(type_str, "PUSH_GROUP");
|
---|
| 1068 | break;
|
---|
| 1069 | case 0x826A:
|
---|
| 1070 | strcpy(type_str, "POP_GROUP");
|
---|
| 1071 | break;
|
---|
| 1072 | default:
|
---|
| 1073 | strcpy(type_str, "undefined");
|
---|
| 1074 | break;
|
---|
| 1075 | }
|
---|
| 1076 | switch (severity) {
|
---|
| 1077 | case 0x9146:
|
---|
| 1078 | strcpy(severity_str, "HIGH");
|
---|
| 1079 | break;
|
---|
| 1080 | case 0x9147:
|
---|
| 1081 | strcpy(severity_str, "MEDIUM");
|
---|
| 1082 | break;
|
---|
| 1083 | case 0x9148:
|
---|
| 1084 | strcpy(severity_str, "LOW");
|
---|
| 1085 | break;
|
---|
| 1086 | case 0x826B:
|
---|
| 1087 | strcpy(severity_str, "NOTIFICATION");
|
---|
| 1088 | break;
|
---|
| 1089 | default:
|
---|
| 1090 | strcpy(severity_str, "undefined");
|
---|
| 1091 | break;
|
---|
| 1092 | }
|
---|
| 1093 |
|
---|
| 1094 | if (string(severity_str) != "NOTIFICATION") {
|
---|
| 1095 | cout << "OpenGL Error!!!" << endl;
|
---|
| 1096 | cout << "Source: " << string(source_str) << endl;
|
---|
| 1097 | cout << "Type: " << string(type_str) << endl;
|
---|
| 1098 | cout << "Severity: " << string(severity_str) << endl;
|
---|
| 1099 | cout << strMessage << endl;
|
---|
| 1100 | }
|
---|
| 1101 | }
|
---|
| 1102 |
|
---|
[f7d35da] | 1103 |
|
---|
[ec4456b] | 1104 | GLuint loadShader(GLenum type, string file) {
|
---|
| 1105 | cout << "Loading shader from file " << file << endl;
|
---|
| 1106 |
|
---|
| 1107 | ifstream shaderFile(file);
|
---|
| 1108 | GLuint shaderId = 0;
|
---|
| 1109 |
|
---|
| 1110 | if (shaderFile.is_open()) {
|
---|
| 1111 | string line, shaderString;
|
---|
| 1112 |
|
---|
| 1113 | while(getline(shaderFile, line)) {
|
---|
| 1114 | shaderString += line + "\n";
|
---|
| 1115 | }
|
---|
| 1116 | shaderFile.close();
|
---|
| 1117 | const char* shaderCString = shaderString.c_str();
|
---|
| 1118 |
|
---|
| 1119 | shaderId = glCreateShader(type);
|
---|
| 1120 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
---|
| 1121 | glCompileShader(shaderId);
|
---|
| 1122 |
|
---|
| 1123 | cout << "Loaded successfully" << endl;
|
---|
| 1124 | } else {
|
---|
[e856d62] | 1125 | cout << "Failed to load the file" << endl;
|
---|
[ec4456b] | 1126 | }
|
---|
| 1127 |
|
---|
| 1128 | return shaderId;
|
---|
| 1129 | }
|
---|
[485424b] | 1130 |
|
---|
| 1131 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
---|
| 1132 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
---|
| 1133 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
---|
| 1134 |
|
---|
| 1135 | GLuint shader_program = glCreateProgram();
|
---|
| 1136 | glAttachShader(shader_program, vs);
|
---|
| 1137 | glAttachShader(shader_program, fs);
|
---|
| 1138 |
|
---|
| 1139 | glLinkProgram(shader_program);
|
---|
| 1140 |
|
---|
| 1141 | return shader_program;
|
---|
| 1142 | }
|
---|
| 1143 |
|
---|
| 1144 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
---|
| 1145 | int n;
|
---|
[e856d62] | 1146 | int force_channels = 4; // This forces RGBA (4 bytes per pixel)
|
---|
[485424b] | 1147 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
---|
[e856d62] | 1148 |
|
---|
| 1149 | int width_in_bytes = *x * 4;
|
---|
| 1150 | unsigned char *top = NULL;
|
---|
| 1151 | unsigned char *bottom = NULL;
|
---|
| 1152 | unsigned char temp = 0;
|
---|
| 1153 | int half_height = *y / 2;
|
---|
| 1154 |
|
---|
| 1155 | // flip image upside-down to account for OpenGL treating lower-left as (0, 0)
|
---|
| 1156 | for (int row = 0; row < half_height; row++) {
|
---|
| 1157 | top = image_data + row * width_in_bytes;
|
---|
| 1158 | bottom = image_data + (*y - row - 1) * width_in_bytes;
|
---|
| 1159 | for (int col = 0; col < width_in_bytes; col++) {
|
---|
| 1160 | temp = *top;
|
---|
| 1161 | *top = *bottom;
|
---|
| 1162 | *bottom = temp;
|
---|
| 1163 | top++;
|
---|
| 1164 | bottom++;
|
---|
| 1165 | }
|
---|
| 1166 | }
|
---|
| 1167 |
|
---|
[485424b] | 1168 | if (!image_data) {
|
---|
| 1169 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
---|
| 1170 | }
|
---|
[e856d62] | 1171 |
|
---|
| 1172 | // Not Power-of-2 check
|
---|
| 1173 | if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) {
|
---|
| 1174 | fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str());
|
---|
| 1175 | }
|
---|
| 1176 |
|
---|
[485424b] | 1177 | return image_data;
|
---|
| 1178 | }
|
---|
[33a9664] | 1179 |
|
---|
[d9f99b2] | 1180 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point) {
|
---|
[5c9d193] | 1181 | // LINE EQUATION: P = O + Dt
|
---|
[b73cb3b] | 1182 | // O = cam
|
---|
[5c9d193] | 1183 | // D = ray_world
|
---|
| 1184 |
|
---|
[b73cb3b] | 1185 | // PLANE EQUATION: P dot n + d = 0
|
---|
| 1186 | // n is the normal vector
|
---|
| 1187 | // d is the offset from the origin
|
---|
[5c9d193] | 1188 |
|
---|
| 1189 | // Take the cross-product of two vectors on the plane to get the normal
|
---|
[d9f99b2] | 1190 | vec3 v1 = points[1] - points[0];
|
---|
| 1191 | vec3 v2 = points[2] - points[0];
|
---|
[5c9d193] | 1192 |
|
---|
[1f3d32b] | 1193 | 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);
|
---|
| 1194 |
|
---|
| 1195 | vec3 local_ray = vec3(inverse(obj->model_mat) * world_ray);
|
---|
| 1196 | vec3 local_cam = vec3(inverse(obj->model_mat) * cam);
|
---|
| 1197 |
|
---|
| 1198 | local_ray = local_ray - local_cam;
|
---|
| 1199 |
|
---|
| 1200 | float d = -glm::dot(points[0], normal);
|
---|
| 1201 | float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
|
---|
| 1202 |
|
---|
| 1203 | vec3 intersection = local_cam + t*local_ray;
|
---|
| 1204 |
|
---|
| 1205 | if (insideTriangle(intersection, points)) {
|
---|
| 1206 | click_point = obj->model_mat * vec4(intersection, 1.0f);
|
---|
| 1207 | return true;
|
---|
| 1208 | } else {
|
---|
| 1209 | return false;
|
---|
| 1210 | }
|
---|
| 1211 | }
|
---|
| 1212 |
|
---|
| 1213 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
|
---|
| 1214 | vec3 v21 = triangle_points[1] - triangle_points[0];
|
---|
| 1215 | vec3 v31 = triangle_points[2] - triangle_points[0];
|
---|
| 1216 | vec3 pv1 = p - triangle_points[0];
|
---|
| 1217 |
|
---|
| 1218 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
---|
| 1219 | float x = (pv1.x-y*v31.x) / v21.x;
|
---|
| 1220 |
|
---|
| 1221 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
---|
| 1222 | }
|
---|
| 1223 |
|
---|
| 1224 | void printVector(string label, vec3& v) {
|
---|
| 1225 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
|
---|
| 1226 | }
|
---|
| 1227 |
|
---|
| 1228 | void print4DVector(string label, vec4& v) {
|
---|
| 1229 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
|
---|
| 1230 | }
|
---|
| 1231 |
|
---|
| 1232 | void initObject(SceneObject* obj) {
|
---|
| 1233 | // Each objects must have at least 3 points, so the size of
|
---|
| 1234 | // the points array must be a positive multiple of 9
|
---|
| 1235 | if (obj->points.size() == 0 || (obj->points.size() % 9) != 0) {
|
---|
| 1236 | // TODO: Maybe throw some kind of error here instead
|
---|
| 1237 | return;
|
---|
| 1238 | }
|
---|
| 1239 |
|
---|
| 1240 | obj->id = objects.size(); // currently unused
|
---|
| 1241 | obj->num_points = obj->points.size() / 3;
|
---|
| 1242 | obj->model_transform = mat4(1.0f);
|
---|
| 1243 | obj->deleted = false;
|
---|
| 1244 |
|
---|
| 1245 | obj->normals.reserve(obj->points.size());
|
---|
| 1246 | for (int i = 0; i < obj->points.size(); i += 9) {
|
---|
| 1247 | vec3 point1 = vec3(obj->points[i], obj->points[i + 1], obj->points[i + 2]);
|
---|
| 1248 | vec3 point2 = vec3(obj->points[i + 3], obj->points[i + 4], obj->points[i + 5]);
|
---|
| 1249 | vec3 point3 = vec3(obj->points[i + 6], obj->points[i + 7], obj->points[i + 8]);
|
---|
| 1250 |
|
---|
| 1251 | vec3 normal = normalize(cross(point2 - point1, point3 - point1));
|
---|
| 1252 |
|
---|
| 1253 | // Add the same normal for all 3 points
|
---|
| 1254 | for (int j = 0; j < 3; j++) {
|
---|
| 1255 | obj->normals.push_back(normal.x);
|
---|
| 1256 | obj->normals.push_back(normal.y);
|
---|
| 1257 | obj->normals.push_back(normal.z);
|
---|
| 1258 | }
|
---|
| 1259 | }
|
---|
| 1260 |
|
---|
| 1261 | if (obj->type != TYPE_LASER) {
|
---|
| 1262 | calculateObjectBoundingBox(obj);
|
---|
| 1263 |
|
---|
| 1264 | obj->bounding_center = vec3(obj->translate_mat * vec4(obj->bounding_center, 1.0f));
|
---|
| 1265 | }
|
---|
| 1266 | }
|
---|
| 1267 |
|
---|
| 1268 | void addObjectToScene(SceneObject* obj,
|
---|
| 1269 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
| 1270 | GLuint points_vbo,
|
---|
| 1271 | GLuint colors_vbo,
|
---|
| 1272 | GLuint selected_colors_vbo,
|
---|
| 1273 | GLuint texcoords_vbo,
|
---|
| 1274 | GLuint normals_vbo,
|
---|
| 1275 | GLuint ubo,
|
---|
[25b47d7] | 1276 | GLuint model_mat_idx_vbo,
|
---|
| 1277 | GLuint asteroid_sp) {
|
---|
[1f3d32b] | 1278 | objects.push_back(obj);
|
---|
| 1279 |
|
---|
| 1280 | BufferInfo* bufferInfo = &shaderBufferInfo[obj->shader_program];
|
---|
| 1281 |
|
---|
| 1282 | // Check if the buffers aren't large enough to fit the new object and, if so, call
|
---|
| 1283 | // populateBuffers() to resize and repopupulate them
|
---|
| 1284 | if (bufferInfo->vbo_capacity < (bufferInfo->ubo_offset + obj->num_points) ||
|
---|
| 1285 | bufferInfo->ubo_capacity < (bufferInfo->ubo_offset + 1)) {
|
---|
| 1286 |
|
---|
| 1287 | if (leftLaser != NULL && leftLaser->deleted) {
|
---|
| 1288 | leftLaser = NULL;
|
---|
| 1289 | }
|
---|
| 1290 | if (rightLaser != NULL && rightLaser->deleted) {
|
---|
| 1291 | rightLaser = NULL;
|
---|
| 1292 | }
|
---|
| 1293 |
|
---|
| 1294 | populateBuffers(objects, shaderBufferInfo,
|
---|
| 1295 | points_vbo,
|
---|
| 1296 | colors_vbo,
|
---|
| 1297 | selected_colors_vbo,
|
---|
| 1298 | texcoords_vbo,
|
---|
| 1299 | normals_vbo,
|
---|
| 1300 | ubo,
|
---|
[25b47d7] | 1301 | model_mat_idx_vbo,
|
---|
| 1302 | asteroid_sp);
|
---|
[1f3d32b] | 1303 | } else {
|
---|
| 1304 | copyObjectDataToBuffers(*objects.back(), shaderBufferInfo,
|
---|
| 1305 | points_vbo,
|
---|
| 1306 | colors_vbo,
|
---|
| 1307 | selected_colors_vbo,
|
---|
| 1308 | texcoords_vbo,
|
---|
| 1309 | normals_vbo,
|
---|
| 1310 | ubo,
|
---|
[25b47d7] | 1311 | model_mat_idx_vbo,
|
---|
| 1312 | asteroid_sp);
|
---|
[1f3d32b] | 1313 | }
|
---|
| 1314 | }
|
---|
| 1315 |
|
---|
| 1316 | void removeObjectFromScene(SceneObject& obj, GLuint ubo) {
|
---|
| 1317 | if (!obj.deleted) {
|
---|
| 1318 | // Move the object outside the render bounds of the scene so it doesn't get rendered
|
---|
| 1319 | // TODO: Find a better way of hiding the object until the next time buffers are repopulated
|
---|
| 1320 | transformObject(obj, translate(mat4(1.0f), vec3(0.0f, 0.0f, FAR_CLIP * 1000.0f)), ubo);
|
---|
| 1321 | obj.deleted = true;
|
---|
| 1322 | }
|
---|
| 1323 | }
|
---|
| 1324 |
|
---|
| 1325 | void calculateObjectBoundingBox(SceneObject* obj) {
|
---|
| 1326 | GLfloat min_x = obj->points[0];
|
---|
| 1327 | GLfloat max_x = obj->points[0];
|
---|
| 1328 | GLfloat min_y = obj->points[1];
|
---|
| 1329 | GLfloat max_y = obj->points[1];
|
---|
| 1330 | GLfloat min_z = obj->points[2];
|
---|
| 1331 | GLfloat max_z = obj->points[2];
|
---|
| 1332 |
|
---|
| 1333 | // start from the second point
|
---|
| 1334 | for (int i = 3; i < obj->points.size(); i += 3) {
|
---|
| 1335 | if (min_x > obj->points[i]) {
|
---|
| 1336 | min_x = obj->points[i];
|
---|
| 1337 | }
|
---|
| 1338 | else if (max_x < obj->points[i]) {
|
---|
| 1339 | max_x = obj->points[i];
|
---|
| 1340 | }
|
---|
| 1341 |
|
---|
| 1342 | if (min_y > obj->points[i + 1]) {
|
---|
| 1343 | min_y = obj->points[i + 1];
|
---|
| 1344 | }
|
---|
| 1345 | else if (max_y < obj->points[i + 1]) {
|
---|
| 1346 | max_y = obj->points[i + 1];
|
---|
| 1347 | }
|
---|
| 1348 |
|
---|
| 1349 | if (min_z > obj->points[i + 2]) {
|
---|
| 1350 | min_z = obj->points[i + 2];
|
---|
| 1351 | }
|
---|
| 1352 | else if (max_z < obj->points[i + 2]) {
|
---|
| 1353 | max_z = obj->points[i + 2];
|
---|
| 1354 | }
|
---|
| 1355 | }
|
---|
| 1356 |
|
---|
| 1357 | obj->bounding_center = vec3((min_x + max_x) / 2.0f, (min_y + max_y) / 2.0f, (min_z + max_z) / 2.0f);
|
---|
| 1358 |
|
---|
| 1359 | GLfloat radius_x = max_x - obj->bounding_center.x;
|
---|
| 1360 | GLfloat radius_y = max_y - obj->bounding_center.y;
|
---|
| 1361 | GLfloat radius_z = max_z - obj->bounding_center.z;
|
---|
| 1362 |
|
---|
| 1363 | // TODO: This actually underestimates the radius. Might need to be fixed at some point.
|
---|
| 1364 | // TODO: Does not take into account any scaling in the model matrix
|
---|
| 1365 | obj->bounding_radius = radius_x;
|
---|
| 1366 | if (obj->bounding_radius < radius_y)
|
---|
| 1367 | obj->bounding_radius = radius_y;
|
---|
| 1368 | if (obj->bounding_radius < radius_z)
|
---|
| 1369 | obj->bounding_radius = radius_z;
|
---|
| 1370 |
|
---|
| 1371 | for (int i = 0; i < obj->points.size(); i += 3) {
|
---|
| 1372 | obj->points[i] -= obj->bounding_center.x;
|
---|
| 1373 | obj->points[i + 1] -= obj->bounding_center.y;
|
---|
| 1374 | obj->points[i + 2] -= obj->bounding_center.z;
|
---|
| 1375 | }
|
---|
| 1376 |
|
---|
| 1377 | obj->bounding_center = vec3(0.0f, 0.0f, 0.0f);
|
---|
| 1378 | }
|
---|
| 1379 |
|
---|
| 1380 | SceneObject* createShip(GLuint shader) {
|
---|
| 1381 | SceneObject* ship = new SceneObject();
|
---|
| 1382 |
|
---|
| 1383 | ship->type = TYPE_SHIP;
|
---|
| 1384 | ship->shader_program = shader;
|
---|
| 1385 |
|
---|
| 1386 | ship->points = {
|
---|
| 1387 | //back
|
---|
| 1388 | -0.5f, 0.3f, 0.0f,
|
---|
| 1389 | -0.5f, 0.0f, 0.0f,
|
---|
| 1390 | 0.5f, 0.0f, 0.0f,
|
---|
| 1391 | -0.5f, 0.3f, 0.0f,
|
---|
| 1392 | 0.5f, 0.0f, 0.0f,
|
---|
| 1393 | 0.5f, 0.3f, 0.0f,
|
---|
| 1394 |
|
---|
| 1395 | // left back
|
---|
| 1396 | -0.5f, 0.3f, -2.0f,
|
---|
| 1397 | -0.5f, 0.0f, -2.0f,
|
---|
| 1398 | -0.5f, 0.0f, 0.0f,
|
---|
| 1399 | -0.5f, 0.3f, -2.0f,
|
---|
| 1400 | -0.5f, 0.0f, 0.0f,
|
---|
| 1401 | -0.5f, 0.3f, 0.0f,
|
---|
| 1402 |
|
---|
| 1403 | // right back
|
---|
| 1404 | 0.5f, 0.3f, 0.0f,
|
---|
| 1405 | 0.5f, 0.0f, 0.0f,
|
---|
| 1406 | 0.5f, 0.0f, -2.0f,
|
---|
| 1407 | 0.5f, 0.3f, 0.0f,
|
---|
| 1408 | 0.5f, 0.0f, -2.0f,
|
---|
| 1409 | 0.5f, 0.3f, -2.0f,
|
---|
| 1410 |
|
---|
| 1411 | // left mid
|
---|
| 1412 | -0.25f, 0.3f, -3.0f,
|
---|
| 1413 | -0.25f, 0.0f, -3.0f,
|
---|
| 1414 | -0.5f, 0.0f, -2.0f,
|
---|
| 1415 | -0.25f, 0.3f, -3.0f,
|
---|
| 1416 | -0.5f, 0.0f, -2.0f,
|
---|
| 1417 | -0.5f, 0.3f, -2.0f,
|
---|
| 1418 |
|
---|
| 1419 | // right mid
|
---|
| 1420 | 0.5f, 0.3f, -2.0f,
|
---|
| 1421 | 0.5f, 0.0f, -2.0f,
|
---|
| 1422 | 0.25f, 0.0f, -3.0f,
|
---|
| 1423 | 0.5f, 0.3f, -2.0f,
|
---|
| 1424 | 0.25f, 0.0f, -3.0f,
|
---|
| 1425 | 0.25f, 0.3f, -3.0f,
|
---|
| 1426 |
|
---|
| 1427 | // left front
|
---|
| 1428 | 0.0f, 0.0f, -3.5f,
|
---|
| 1429 | -0.25f, 0.0f, -3.0f,
|
---|
| 1430 | -0.25f, 0.3f, -3.0f,
|
---|
| 1431 |
|
---|
| 1432 | // right front
|
---|
| 1433 | 0.25f, 0.3f, -3.0f,
|
---|
| 1434 | 0.25f, 0.0f, -3.0f,
|
---|
| 1435 | 0.0f, 0.0f, -3.5f,
|
---|
| 1436 |
|
---|
| 1437 | // top back
|
---|
| 1438 | -0.5f, 0.3f, -2.0f,
|
---|
| 1439 | -0.5f, 0.3f, 0.0f,
|
---|
| 1440 | 0.5f, 0.3f, 0.0f,
|
---|
| 1441 | -0.5f, 0.3f, -2.0f,
|
---|
| 1442 | 0.5f, 0.3f, 0.0f,
|
---|
| 1443 | 0.5f, 0.3f, -2.0f,
|
---|
| 1444 |
|
---|
| 1445 | // bottom back
|
---|
| 1446 | -0.5f, 0.0f, 0.0f,
|
---|
| 1447 | -0.5f, 0.0f, -2.0f,
|
---|
| 1448 | 0.5f, 0.0f, 0.0f,
|
---|
| 1449 | 0.5f, 0.0f, 0.0f,
|
---|
| 1450 | -0.5f, 0.0f, -2.0f,
|
---|
| 1451 | 0.5f, 0.0f, -2.0f,
|
---|
| 1452 |
|
---|
| 1453 | // top mid
|
---|
| 1454 | -0.25f, 0.3f, -3.0f,
|
---|
| 1455 | -0.5f, 0.3f, -2.0f,
|
---|
| 1456 | 0.5f, 0.3f, -2.0f,
|
---|
| 1457 | -0.25f, 0.3f, -3.0f,
|
---|
| 1458 | 0.5f, 0.3f, -2.0f,
|
---|
| 1459 | 0.25f, 0.3f, -3.0f,
|
---|
| 1460 |
|
---|
| 1461 | // bottom mid
|
---|
| 1462 | -0.5f, 0.0f, -2.0f,
|
---|
| 1463 | -0.25f, 0.0f, -3.0f,
|
---|
| 1464 | 0.5f, 0.0f, -2.0f,
|
---|
| 1465 | 0.5f, 0.0f, -2.0f,
|
---|
| 1466 | -0.25f, 0.0f, -3.0f,
|
---|
| 1467 | 0.25f, 0.0f, -3.0f,
|
---|
| 1468 |
|
---|
| 1469 | // top front
|
---|
| 1470 | -0.25f, 0.3f, -3.0f,
|
---|
| 1471 | 0.25f, 0.3f, -3.0f,
|
---|
| 1472 | 0.0f, 0.0f, -3.5f,
|
---|
| 1473 |
|
---|
| 1474 | // bottom front
|
---|
| 1475 | 0.25f, 0.0f, -3.0f,
|
---|
| 1476 | -0.25f, 0.0f, -3.0f,
|
---|
| 1477 | 0.0f, 0.0f, -3.5f,
|
---|
| 1478 |
|
---|
| 1479 | // left wing start back
|
---|
| 1480 | -1.5f, 0.3f, 0.0f,
|
---|
| 1481 | -1.5f, 0.0f, 0.0f,
|
---|
| 1482 | -0.5f, 0.0f, 0.0f,
|
---|
| 1483 | -1.5f, 0.3f, 0.0f,
|
---|
| 1484 | -0.5f, 0.0f, 0.0f,
|
---|
| 1485 | -0.5f, 0.3f, 0.0f,
|
---|
| 1486 |
|
---|
| 1487 | // left wing start top
|
---|
| 1488 | -0.5f, 0.3f, -0.3f,
|
---|
| 1489 | -1.3f, 0.3f, -0.3f,
|
---|
| 1490 | -1.5f, 0.3f, 0.0f,
|
---|
| 1491 | -0.5f, 0.3f, -0.3f,
|
---|
| 1492 | -1.5f, 0.3f, 0.0f,
|
---|
| 1493 | -0.5f, 0.3f, 0.0f,
|
---|
| 1494 |
|
---|
| 1495 | // left wing start front
|
---|
| 1496 | -0.5f, 0.3f, -0.3f,
|
---|
| 1497 | -0.5f, 0.0f, -0.3f,
|
---|
| 1498 | -1.3f, 0.0f, -0.3f,
|
---|
| 1499 | -0.5f, 0.3f, -0.3f,
|
---|
| 1500 | -1.3f, 0.0f, -0.3f,
|
---|
| 1501 | -1.3f, 0.3f, -0.3f,
|
---|
| 1502 |
|
---|
| 1503 | // left wing start bottom
|
---|
| 1504 | -0.5f, 0.0f, 0.0f,
|
---|
| 1505 | -1.5f, 0.0f, 0.0f,
|
---|
| 1506 | -1.3f, 0.0f, -0.3f,
|
---|
| 1507 | -0.5f, 0.0f, 0.0f,
|
---|
| 1508 | -1.3f, 0.0f, -0.3f,
|
---|
| 1509 | -0.5f, 0.0f, -0.3f,
|
---|
| 1510 |
|
---|
| 1511 | // left wing end outside
|
---|
| 1512 | -1.5f, 0.3f, 0.0f,
|
---|
| 1513 | -2.2f, 0.15f, -0.8f,
|
---|
| 1514 | -1.5f, 0.0f, 0.0f,
|
---|
| 1515 |
|
---|
| 1516 | // left wing end top
|
---|
| 1517 | -1.3f, 0.3f, -0.3f,
|
---|
| 1518 | -2.2f, 0.15f, -0.8f,
|
---|
| 1519 | -1.5f, 0.3f, 0.0f,
|
---|
| 1520 |
|
---|
| 1521 | // left wing end front
|
---|
| 1522 | -1.3f, 0.0f, -0.3f,
|
---|
| 1523 | -2.2f, 0.15f, -0.8f,
|
---|
| 1524 | -1.3f, 0.3f, -0.3f,
|
---|
| 1525 |
|
---|
| 1526 | // left wing end bottom
|
---|
| 1527 | -1.5f, 0.0f, 0.0f,
|
---|
| 1528 | -2.2f, 0.15f, -0.8f,
|
---|
| 1529 | -1.3f, 0.0f, -0.3f,
|
---|
| 1530 |
|
---|
| 1531 | // right wing start back
|
---|
| 1532 | 1.5f, 0.0f, 0.0f,
|
---|
| 1533 | 1.5f, 0.3f, 0.0f,
|
---|
| 1534 | 0.5f, 0.0f, 0.0f,
|
---|
| 1535 | 0.5f, 0.0f, 0.0f,
|
---|
| 1536 | 1.5f, 0.3f, 0.0f,
|
---|
| 1537 | 0.5f, 0.3f, 0.0f,
|
---|
| 1538 |
|
---|
| 1539 | // right wing start top
|
---|
| 1540 | 1.3f, 0.3f, -0.3f,
|
---|
| 1541 | 0.5f, 0.3f, -0.3f,
|
---|
| 1542 | 1.5f, 0.3f, 0.0f,
|
---|
| 1543 | 1.5f, 0.3f, 0.0f,
|
---|
| 1544 | 0.5f, 0.3f, -0.3f,
|
---|
| 1545 | 0.5f, 0.3f, 0.0f,
|
---|
| 1546 |
|
---|
| 1547 | // right wing start front
|
---|
| 1548 | 0.5f, 0.0f, -0.3f,
|
---|
| 1549 | 0.5f, 0.3f, -0.3f,
|
---|
| 1550 | 1.3f, 0.0f, -0.3f,
|
---|
| 1551 | 1.3f, 0.0f, -0.3f,
|
---|
| 1552 | 0.5f, 0.3f, -0.3f,
|
---|
| 1553 | 1.3f, 0.3f, -0.3f,
|
---|
| 1554 |
|
---|
| 1555 | // right wing start bottom
|
---|
| 1556 | 1.5f, 0.0f, 0.0f,
|
---|
| 1557 | 0.5f, 0.0f, 0.0f,
|
---|
| 1558 | 1.3f, 0.0f, -0.3f,
|
---|
| 1559 | 1.3f, 0.0f, -0.3f,
|
---|
| 1560 | 0.5f, 0.0f, 0.0f,
|
---|
| 1561 | 0.5f, 0.0f, -0.3f,
|
---|
| 1562 |
|
---|
| 1563 | // right wing end outside
|
---|
| 1564 | 2.2f, 0.15f, -0.8f,
|
---|
| 1565 | 1.5f, 0.3f, 0.0f,
|
---|
| 1566 | 1.5f, 0.0f, 0.0f,
|
---|
| 1567 |
|
---|
| 1568 | // right wing end top
|
---|
| 1569 | 2.2f, 0.15f, -0.8f,
|
---|
| 1570 | 1.3f, 0.3f, -0.3f,
|
---|
| 1571 | 1.5f, 0.3f, 0.0f,
|
---|
| 1572 |
|
---|
| 1573 | // right wing end front
|
---|
| 1574 | 2.2f, 0.15f, -0.8f,
|
---|
| 1575 | 1.3f, 0.0f, -0.3f,
|
---|
| 1576 | 1.3f, 0.3f, -0.3f,
|
---|
| 1577 |
|
---|
| 1578 | // right wing end bottom
|
---|
| 1579 | 2.2f, 0.15f, -0.8f,
|
---|
| 1580 | 1.5f, 0.0f, 0.0f,
|
---|
| 1581 | 1.3f, 0.0f, -0.3f,
|
---|
| 1582 | };
|
---|
| 1583 | ship->colors = {
|
---|
| 1584 | 0.0f, 0.0f, 0.3f,
|
---|
| 1585 | 0.0f, 0.0f, 0.3f,
|
---|
| 1586 | 0.0f, 0.0f, 0.3f,
|
---|
| 1587 | 0.0f, 0.0f, 0.3f,
|
---|
| 1588 | 0.0f, 0.0f, 0.3f,
|
---|
| 1589 | 0.0f, 0.0f, 0.3f,
|
---|
| 1590 |
|
---|
| 1591 | 0.0f, 0.0f, 0.3f,
|
---|
| 1592 | 0.0f, 0.0f, 0.3f,
|
---|
| 1593 | 0.0f, 0.0f, 0.3f,
|
---|
| 1594 | 0.0f, 0.0f, 0.3f,
|
---|
| 1595 | 0.0f, 0.0f, 0.3f,
|
---|
| 1596 | 0.0f, 0.0f, 0.3f,
|
---|
[b73cb3b] | 1597 |
|
---|
[1f3d32b] | 1598 | 0.0f, 0.0f, 0.3f,
|
---|
| 1599 | 0.0f, 0.0f, 0.3f,
|
---|
| 1600 | 0.0f, 0.0f, 0.3f,
|
---|
| 1601 | 0.0f, 0.0f, 0.3f,
|
---|
| 1602 | 0.0f, 0.0f, 0.3f,
|
---|
| 1603 | 0.0f, 0.0f, 0.3f,
|
---|
[5c9d193] | 1604 |
|
---|
[1f3d32b] | 1605 | 0.0f, 0.0f, 0.3f,
|
---|
| 1606 | 0.0f, 0.0f, 0.3f,
|
---|
| 1607 | 0.0f, 0.0f, 0.3f,
|
---|
| 1608 | 0.0f, 0.0f, 0.3f,
|
---|
| 1609 | 0.0f, 0.0f, 0.3f,
|
---|
| 1610 | 0.0f, 0.0f, 0.3f,
|
---|
[5c9d193] | 1611 |
|
---|
[1f3d32b] | 1612 | 0.0f, 0.0f, 0.3f,
|
---|
| 1613 | 0.0f, 0.0f, 0.3f,
|
---|
| 1614 | 0.0f, 0.0f, 0.3f,
|
---|
| 1615 | 0.0f, 0.0f, 0.3f,
|
---|
| 1616 | 0.0f, 0.0f, 0.3f,
|
---|
| 1617 | 0.0f, 0.0f, 0.3f,
|
---|
[5c9d193] | 1618 |
|
---|
[1f3d32b] | 1619 | 0.0f, 0.0f, 1.0f,
|
---|
| 1620 | 0.0f, 0.0f, 1.0f,
|
---|
| 1621 | 0.0f, 0.0f, 1.0f,
|
---|
[5c9d193] | 1622 |
|
---|
[1f3d32b] | 1623 | 0.0f, 0.0f, 1.0f,
|
---|
| 1624 | 0.0f, 0.0f, 1.0f,
|
---|
| 1625 | 0.0f, 0.0f, 1.0f,
|
---|
[f7d35da] | 1626 |
|
---|
[1f3d32b] | 1627 | 0.0f, 0.0f, 1.0f,
|
---|
| 1628 | 0.0f, 0.0f, 1.0f,
|
---|
| 1629 | 0.0f, 0.0f, 1.0f,
|
---|
| 1630 | 0.0f, 0.0f, 1.0f,
|
---|
| 1631 | 0.0f, 0.0f, 1.0f,
|
---|
| 1632 | 0.0f, 0.0f, 1.0f,
|
---|
[33a9664] | 1633 |
|
---|
[1f3d32b] | 1634 | 0.0f, 0.0f, 1.0f,
|
---|
| 1635 | 0.0f, 0.0f, 1.0f,
|
---|
| 1636 | 0.0f, 0.0f, 1.0f,
|
---|
| 1637 | 0.0f, 0.0f, 1.0f,
|
---|
| 1638 | 0.0f, 0.0f, 1.0f,
|
---|
| 1639 | 0.0f, 0.0f, 1.0f,
|
---|
[33a9664] | 1640 |
|
---|
[1f3d32b] | 1641 | 0.0f, 0.0f, 1.0f,
|
---|
| 1642 | 0.0f, 0.0f, 1.0f,
|
---|
| 1643 | 0.0f, 0.0f, 1.0f,
|
---|
| 1644 | 0.0f, 0.0f, 1.0f,
|
---|
| 1645 | 0.0f, 0.0f, 1.0f,
|
---|
| 1646 | 0.0f, 0.0f, 1.0f,
|
---|
[d12d003] | 1647 |
|
---|
[1f3d32b] | 1648 | 0.0f, 0.0f, 1.0f,
|
---|
| 1649 | 0.0f, 0.0f, 1.0f,
|
---|
| 1650 | 0.0f, 0.0f, 1.0f,
|
---|
| 1651 | 0.0f, 0.0f, 1.0f,
|
---|
| 1652 | 0.0f, 0.0f, 1.0f,
|
---|
| 1653 | 0.0f, 0.0f, 1.0f,
|
---|
[b73cb3b] | 1654 |
|
---|
[1f3d32b] | 1655 | 0.0f, 0.0f, 0.3f,
|
---|
| 1656 | 0.0f, 0.0f, 0.3f,
|
---|
| 1657 | 0.0f, 0.0f, 0.3f,
|
---|
[c1ca5b5] | 1658 |
|
---|
[1f3d32b] | 1659 | 0.0f, 0.0f, 0.3f,
|
---|
| 1660 | 0.0f, 0.0f, 0.3f,
|
---|
| 1661 | 0.0f, 0.0f, 0.3f,
|
---|
[3d06b4e] | 1662 |
|
---|
[1f3d32b] | 1663 | 0.0f, 0.0f, 0.3f,
|
---|
| 1664 | 0.0f, 0.0f, 0.3f,
|
---|
| 1665 | 0.0f, 0.0f, 0.3f,
|
---|
| 1666 | 0.0f, 0.0f, 0.3f,
|
---|
| 1667 | 0.0f, 0.0f, 0.3f,
|
---|
| 1668 | 0.0f, 0.0f, 0.3f,
|
---|
[0d5c100] | 1669 |
|
---|
[1f3d32b] | 1670 | 0.0f, 0.0f, 0.3f,
|
---|
| 1671 | 0.0f, 0.0f, 0.3f,
|
---|
| 1672 | 0.0f, 0.0f, 0.3f,
|
---|
| 1673 | 0.0f, 0.0f, 0.3f,
|
---|
| 1674 | 0.0f, 0.0f, 0.3f,
|
---|
| 1675 | 0.0f, 0.0f, 0.3f,
|
---|
[cffca4d] | 1676 |
|
---|
[1f3d32b] | 1677 | 0.0f, 0.0f, 0.3f,
|
---|
| 1678 | 0.0f, 0.0f, 0.3f,
|
---|
| 1679 | 0.0f, 0.0f, 0.3f,
|
---|
| 1680 | 0.0f, 0.0f, 0.3f,
|
---|
| 1681 | 0.0f, 0.0f, 0.3f,
|
---|
| 1682 | 0.0f, 0.0f, 0.3f,
|
---|
[cffca4d] | 1683 |
|
---|
[1f3d32b] | 1684 | 0.0f, 0.0f, 0.3f,
|
---|
| 1685 | 0.0f, 0.0f, 0.3f,
|
---|
| 1686 | 0.0f, 0.0f, 0.3f,
|
---|
| 1687 | 0.0f, 0.0f, 0.3f,
|
---|
| 1688 | 0.0f, 0.0f, 0.3f,
|
---|
| 1689 | 0.0f, 0.0f, 0.3f,
|
---|
[cffca4d] | 1690 |
|
---|
[1f3d32b] | 1691 | 0.0f, 0.0f, 0.3f,
|
---|
| 1692 | 0.0f, 0.0f, 0.3f,
|
---|
| 1693 | 0.0f, 0.0f, 0.3f,
|
---|
[95595de] | 1694 |
|
---|
[1f3d32b] | 1695 | 0.0f, 0.0f, 0.3f,
|
---|
| 1696 | 0.0f, 0.0f, 0.3f,
|
---|
| 1697 | 0.0f, 0.0f, 0.3f,
|
---|
[cffca4d] | 1698 |
|
---|
[1f3d32b] | 1699 | 0.0f, 0.0f, 0.3f,
|
---|
| 1700 | 0.0f, 0.0f, 0.3f,
|
---|
| 1701 | 0.0f, 0.0f, 0.3f,
|
---|
[c3c3158] | 1702 |
|
---|
[1f3d32b] | 1703 | 0.0f, 0.0f, 0.3f,
|
---|
| 1704 | 0.0f, 0.0f, 0.3f,
|
---|
| 1705 | 0.0f, 0.0f, 0.3f,
|
---|
[c3c3158] | 1706 |
|
---|
[1f3d32b] | 1707 | 0.0f, 0.0f, 0.3f,
|
---|
| 1708 | 0.0f, 0.0f, 0.3f,
|
---|
| 1709 | 0.0f, 0.0f, 0.3f,
|
---|
| 1710 | 0.0f, 0.0f, 0.3f,
|
---|
| 1711 | 0.0f, 0.0f, 0.3f,
|
---|
| 1712 | 0.0f, 0.0f, 0.3f,
|
---|
[fabed35] | 1713 |
|
---|
[1f3d32b] | 1714 | 0.0f, 0.0f, 0.3f,
|
---|
| 1715 | 0.0f, 0.0f, 0.3f,
|
---|
| 1716 | 0.0f, 0.0f, 0.3f,
|
---|
| 1717 | 0.0f, 0.0f, 0.3f,
|
---|
| 1718 | 0.0f, 0.0f, 0.3f,
|
---|
| 1719 | 0.0f, 0.0f, 0.3f,
|
---|
[fabed35] | 1720 |
|
---|
[1f3d32b] | 1721 | 0.0f, 0.0f, 0.3f,
|
---|
| 1722 | 0.0f, 0.0f, 0.3f,
|
---|
| 1723 | 0.0f, 0.0f, 0.3f,
|
---|
| 1724 | 0.0f, 0.0f, 0.3f,
|
---|
| 1725 | 0.0f, 0.0f, 0.3f,
|
---|
| 1726 | 0.0f, 0.0f, 0.3f,
|
---|
[c3c3158] | 1727 |
|
---|
[1f3d32b] | 1728 | 0.0f, 0.0f, 0.3f,
|
---|
| 1729 | 0.0f, 0.0f, 0.3f,
|
---|
| 1730 | 0.0f, 0.0f, 0.3f,
|
---|
| 1731 | 0.0f, 0.0f, 0.3f,
|
---|
| 1732 | 0.0f, 0.0f, 0.3f,
|
---|
| 1733 | 0.0f, 0.0f, 0.3f,
|
---|
[c3c3158] | 1734 |
|
---|
[1f3d32b] | 1735 | 0.0f, 0.0f, 0.3f,
|
---|
| 1736 | 0.0f, 0.0f, 0.3f,
|
---|
| 1737 | 0.0f, 0.0f, 0.3f,
|
---|
[3d06b4e] | 1738 |
|
---|
[1f3d32b] | 1739 | 0.0f, 0.0f, 0.3f,
|
---|
| 1740 | 0.0f, 0.0f, 0.3f,
|
---|
| 1741 | 0.0f, 0.0f, 0.3f,
|
---|
[3d06b4e] | 1742 |
|
---|
[1f3d32b] | 1743 | 0.0f, 0.0f, 0.3f,
|
---|
| 1744 | 0.0f, 0.0f, 0.3f,
|
---|
| 1745 | 0.0f, 0.0f, 0.3f,
|
---|
[3d06b4e] | 1746 |
|
---|
[1f3d32b] | 1747 | 0.0f, 0.0f, 0.3f,
|
---|
| 1748 | 0.0f, 0.0f, 0.3f,
|
---|
| 1749 | 0.0f, 0.0f, 0.3f,
|
---|
| 1750 | };
|
---|
| 1751 | ship->texcoords = { 0.0f };
|
---|
| 1752 | ship->selected_colors = { 0.0f };
|
---|
[3d06b4e] | 1753 |
|
---|
[1f3d32b] | 1754 | mat4 T_model = translate(mat4(1.0f), vec3(0.0f, -1.2f, 1.65f));
|
---|
| 1755 | mat4 R_model(1.0f);
|
---|
| 1756 | ship->model_base = T_model * R_model * scale(mat4(1.0f), vec3(0.1f, 0.1f, 0.1f));
|
---|
[3d06b4e] | 1757 |
|
---|
[1f3d32b] | 1758 | ship->translate_mat = T_model;
|
---|
[3d06b4e] | 1759 |
|
---|
[1f3d32b] | 1760 | initObject(ship);
|
---|
[3d06b4e] | 1761 |
|
---|
[1f3d32b] | 1762 | return ship;
|
---|
[3d06b4e] | 1763 | }
|
---|
| 1764 |
|
---|
[3effd81] | 1765 | /* LASER RENDERING/POSITIONING ALGORITHM
|
---|
| 1766 | * -Draw a thin rectangle for the laser beam, using the specified width and endpoints
|
---|
| 1767 | * -Texture the beam with a grayscale partially transparent image
|
---|
| 1768 | * -In the shader, blend the image with a color to support lasers of different colors
|
---|
| 1769 | *
|
---|
| 1770 | * The flat part of the textured rectangle needs to always face the camera, so the laser's width is constant
|
---|
| 1771 | * This is done as follows:
|
---|
| 1772 | * -Determine the length of the laser based on the start and end points
|
---|
| 1773 | * -Draw a rectangle along the z-axis and rotated upwards along the y-axis, with the correct final length and width
|
---|
| 1774 | * -Rotate the beam around the z-axis by the correct angle, sot that in its final position, the flat part faces the camera
|
---|
| 1775 | * -Rotate the beam along the x-axis and then along the y-axis and then translate it to put it into its final position
|
---|
| 1776 | */
|
---|
[8316333] | 1777 | // TODO: Make the color parameter have an effect
|
---|
| 1778 | // TODO: Come up with a better way of passing the object back than copying it
|
---|
[1f3d32b] | 1779 | Laser* createLaser(vec3 start, vec3 end, vec3 color, GLfloat width, GLuint laser_sp) {
|
---|
| 1780 | Laser* obj = new Laser();
|
---|
| 1781 | obj->type = TYPE_LASER;
|
---|
| 1782 | obj->targetAsteroid = NULL;
|
---|
| 1783 | obj->shader_program = laser_sp;
|
---|
[b155f13] | 1784 |
|
---|
[3effd81] | 1785 | vec3 ray = end - start;
|
---|
| 1786 | float length = glm::length(ray);
|
---|
[b155f13] | 1787 |
|
---|
[1f3d32b] | 1788 | obj->points = {
|
---|
[fd6f465] | 1789 | width / 2, 0.0f, -width / 2,
|
---|
| 1790 | -width / 2, 0.0f, -width / 2,
|
---|
| 1791 | -width / 2, 0.0f, 0.0f,
|
---|
| 1792 | width / 2, 0.0f, -width / 2,
|
---|
| 1793 | -width / 2, 0.0f, 0.0f,
|
---|
| 1794 | width / 2, 0.0f, 0.0f,
|
---|
| 1795 | width / 2, 0.0f, -length + width / 2,
|
---|
| 1796 | -width / 2, 0.0f, -length + width / 2,
|
---|
| 1797 | -width / 2, 0.0f, -width / 2,
|
---|
| 1798 | width / 2, 0.0f, -length + width / 2,
|
---|
| 1799 | -width / 2, 0.0f, -width / 2,
|
---|
| 1800 | width / 2, 0.0f, -width / 2,
|
---|
| 1801 | width / 2, 0.0f, -length,
|
---|
| 1802 | -width / 2, 0.0f, -length,
|
---|
| 1803 | -width / 2, 0.0f, -length + width / 2,
|
---|
| 1804 | width / 2, 0.0f, -length,
|
---|
| 1805 | -width / 2, 0.0f, -length + width / 2,
|
---|
| 1806 | width / 2, 0.0f, -length + width / 2,
|
---|
[b155f13] | 1807 | };
|
---|
| 1808 |
|
---|
[1f3d32b] | 1809 | obj->texcoords = {
|
---|
[9f9f9a7] | 1810 | 1.0f, 0.5f,
|
---|
| 1811 | 0.0f, 0.5f,
|
---|
| 1812 | 0.0f, 0.0f,
|
---|
| 1813 | 1.0f, 0.5f,
|
---|
| 1814 | 0.0f, 0.0f,
|
---|
| 1815 | 1.0f, 0.0f,
|
---|
| 1816 | 1.0f, 0.51f,
|
---|
| 1817 | 0.0f, 0.51f,
|
---|
| 1818 | 0.0f, 0.49f,
|
---|
| 1819 | 1.0f, 0.51f,
|
---|
| 1820 | 0.0f, 0.49f,
|
---|
| 1821 | 1.0f, 0.49f,
|
---|
| 1822 | 1.0f, 1.0f,
|
---|
| 1823 | 0.0f, 1.0f,
|
---|
| 1824 | 0.0f, 0.5f,
|
---|
| 1825 | 1.0f, 1.0f,
|
---|
| 1826 | 0.0f, 0.5f,
|
---|
| 1827 | 1.0f, 0.5f,
|
---|
| 1828 | };
|
---|
| 1829 |
|
---|
[3effd81] | 1830 | float xAxisRotation = asin(ray.y / length);
|
---|
| 1831 | float yAxisRotation = atan2(-ray.x, -ray.z);
|
---|
| 1832 |
|
---|
| 1833 | vec3 normal(rotate(mat4(1.0f), yAxisRotation, vec3(0.0f, 1.0f, 0.0f)) *
|
---|
| 1834 | rotate(mat4(1.0f), xAxisRotation, vec3(1.0f, 0.0f, 0.0f)) *
|
---|
| 1835 | vec4(0.0f, 1.0f, 0.0f, 1.0f));
|
---|
| 1836 |
|
---|
| 1837 | // To project point P onto line AB:
|
---|
| 1838 | // projection = A + dot(AP,AB) / dot(AB,AB) * AB
|
---|
| 1839 | vec3 projOnLaser = start + glm::dot(cam_pos-start, ray) / (length*length) * ray;
|
---|
| 1840 | vec3 laserToCam = cam_pos - projOnLaser;
|
---|
| 1841 |
|
---|
| 1842 | float zAxisRotation = -atan2(glm::dot(glm::cross(normal, laserToCam), glm::normalize(ray)), glm::dot(normal, laserToCam));
|
---|
| 1843 |
|
---|
[1f3d32b] | 1844 | obj->model_base = rotate(mat4(1.0f), zAxisRotation, vec3(0.0f, 0.0f, 1.0f));
|
---|
[b155f13] | 1845 |
|
---|
[8316333] | 1846 | initObject(obj);
|
---|
| 1847 |
|
---|
[1f3d32b] | 1848 | obj->model_transform = rotate(mat4(1.0f), xAxisRotation, vec3(1.0f, 0.0f, 0.0f)) * obj->model_transform;
|
---|
| 1849 | obj->model_transform = rotate(mat4(1.0f), yAxisRotation, vec3(0.0f, 1.0f, 0.0f)) * obj->model_transform;
|
---|
| 1850 | obj->model_transform = translate(mat4(1.0f), start) * obj->model_transform;
|
---|
[612d1f6] | 1851 |
|
---|
[8316333] | 1852 | return obj;
|
---|
[b155f13] | 1853 | }
|
---|
| 1854 |
|
---|
[c3c3158] | 1855 | void initializeBuffers(
|
---|
| 1856 | GLuint* points_vbo,
|
---|
| 1857 | GLuint* colors_vbo,
|
---|
| 1858 | GLuint* selected_colors_vbo,
|
---|
| 1859 | GLuint* texcoords_vbo,
|
---|
| 1860 | GLuint* normals_vbo,
|
---|
| 1861 | GLuint* ubo,
|
---|
[6877ef3] | 1862 | GLuint* model_mat_idx_vbo) {
|
---|
[c3c3158] | 1863 | *points_vbo = 0;
|
---|
| 1864 | glGenBuffers(1, points_vbo);
|
---|
| 1865 |
|
---|
| 1866 | *colors_vbo = 0;
|
---|
| 1867 | glGenBuffers(1, colors_vbo);
|
---|
| 1868 |
|
---|
| 1869 | *selected_colors_vbo = 0;
|
---|
| 1870 | glGenBuffers(1, selected_colors_vbo);
|
---|
| 1871 |
|
---|
| 1872 | *texcoords_vbo = 0;
|
---|
| 1873 | glGenBuffers(1, texcoords_vbo);
|
---|
| 1874 |
|
---|
| 1875 | *normals_vbo = 0;
|
---|
| 1876 | glGenBuffers(1, normals_vbo);
|
---|
| 1877 |
|
---|
| 1878 | *ubo = 0;
|
---|
| 1879 | glGenBuffers(1, ubo);
|
---|
| 1880 |
|
---|
| 1881 | *model_mat_idx_vbo = 0;
|
---|
| 1882 | glGenBuffers(1, model_mat_idx_vbo);
|
---|
| 1883 | }
|
---|
| 1884 |
|
---|
[1f3d32b] | 1885 | void populateBuffers(vector<SceneObject*>& objects,
|
---|
[c3c3158] | 1886 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
| 1887 | GLuint points_vbo,
|
---|
| 1888 | GLuint colors_vbo,
|
---|
| 1889 | GLuint selected_colors_vbo,
|
---|
| 1890 | GLuint texcoords_vbo,
|
---|
| 1891 | GLuint normals_vbo,
|
---|
| 1892 | GLuint ubo,
|
---|
[25b47d7] | 1893 | GLuint ubo_idx_vbo,
|
---|
| 1894 | GLuint asteroid_sp) {
|
---|
[0e0f851] | 1895 | GLsizeiptr num_points = 0;
|
---|
| 1896 | GLsizeiptr num_objects = 0;
|
---|
[0d5c100] | 1897 |
|
---|
[c3c3158] | 1898 | map<GLuint, unsigned int> shaderCounts;
|
---|
[0d5c100] | 1899 | map<GLuint, unsigned int> shaderUboCounts;
|
---|
[93462c6] | 1900 |
|
---|
[1f3d32b] | 1901 | vector<SceneObject*>::iterator it;
|
---|
[0d5c100] | 1902 |
|
---|
[92b1e90] | 1903 | /* Find all shaders that need to be used and the number of objects and
|
---|
[c3c3158] | 1904 | * number of points for each shader. Construct a map from shader id to count
|
---|
| 1905 | * of points being drawn using that shader (for thw model matrix ubo, we
|
---|
| 1906 | * need object counts instead). These will be used to get offsets into the
|
---|
| 1907 | * vertex buffer for each shader.
|
---|
| 1908 | */
|
---|
[1f3d32b] | 1909 | for (it = objects.begin(); it != objects.end(); ) {
|
---|
| 1910 | if ((*it)->deleted) {
|
---|
| 1911 | delete *it;
|
---|
[c3c3158] | 1912 | it = objects.erase(it);
|
---|
[0d5c100] | 1913 | } else {
|
---|
[0e0f851] | 1914 | num_points += (*it)->num_points;
|
---|
| 1915 | num_objects++;
|
---|
[c3c3158] | 1916 |
|
---|
[1f3d32b] | 1917 | if (shaderCounts.count((*it)->shader_program) == 0) {
|
---|
| 1918 | shaderCounts[(*it)->shader_program] = (*it)->num_points;
|
---|
| 1919 | shaderUboCounts[(*it)->shader_program] = 1;
|
---|
[c3c3158] | 1920 | } else {
|
---|
[1f3d32b] | 1921 | shaderCounts[(*it)->shader_program] += (*it)->num_points;
|
---|
| 1922 | shaderUboCounts[(*it)->shader_program]++;
|
---|
[c3c3158] | 1923 | }
|
---|
| 1924 |
|
---|
| 1925 | it++;
|
---|
[e3ca955] | 1926 | }
|
---|
[0d5c100] | 1927 | }
|
---|
| 1928 |
|
---|
[c3c3158] | 1929 | // double the buffer sizes to leave room for new objects
|
---|
[0e0f851] | 1930 | num_points *= 2;
|
---|
| 1931 | num_objects *= 2;
|
---|
[c3c3158] | 1932 |
|
---|
[0d5c100] | 1933 | map<GLuint, unsigned int>::iterator shaderIt;
|
---|
| 1934 | unsigned int lastShaderCount = 0;
|
---|
| 1935 | unsigned int lastShaderUboCount = 0;
|
---|
| 1936 |
|
---|
| 1937 | /*
|
---|
[c3c3158] | 1938 | * The counts calculated above can be used to get the starting offset of
|
---|
| 1939 | * each shader in the vertex buffer. Create a map of base offsets to mark
|
---|
| 1940 | * where the data for the first object using a given shader begins. Also,
|
---|
| 1941 | * create a map of current offsets to mark where to copy data for the next
|
---|
| 1942 | * object being added.
|
---|
| 1943 | */
|
---|
[0d5c100] | 1944 | for (shaderIt = shaderCounts.begin(); shaderIt != shaderCounts.end(); shaderIt++) {
|
---|
[0e0f851] | 1945 | // When populating the buffers, leave as much empty space as space taken up by existing objects
|
---|
| 1946 | // to allow new objects to be added without immediately having to resize the buffers
|
---|
[c3c3158] | 1947 | shaderBufferInfo[shaderIt->first].vbo_base = lastShaderCount * 2;
|
---|
| 1948 | shaderBufferInfo[shaderIt->first].ubo_base = lastShaderUboCount * 2;
|
---|
[92b1e90] | 1949 |
|
---|
[3effd81] | 1950 | /*
|
---|
[c3c3158] | 1951 | cout << "shader: " << shaderIt->first << endl;
|
---|
| 1952 | cout << "point counts: " << shaderCounts[shaderIt->first] << endl;
|
---|
| 1953 | cout << "object counts: " << shaderUboCounts[shaderIt->first] << endl;
|
---|
| 1954 | cout << "vbo_base: " << shaderBufferInfo[shaderIt->first].vbo_base << endl;
|
---|
| 1955 | cout << "ubo_base: " << shaderBufferInfo[shaderIt->first].ubo_base << endl;
|
---|
[3effd81] | 1956 | */
|
---|
[0d5c100] | 1957 |
|
---|
[c3c3158] | 1958 | shaderBufferInfo[shaderIt->first].vbo_offset = 0;
|
---|
| 1959 | shaderBufferInfo[shaderIt->first].ubo_offset = 0;
|
---|
| 1960 |
|
---|
| 1961 | shaderBufferInfo[shaderIt->first].vbo_capacity = shaderCounts[shaderIt->first] * 2;
|
---|
| 1962 | shaderBufferInfo[shaderIt->first].ubo_capacity = shaderUboCounts[shaderIt->first] * 2;
|
---|
[0d5c100] | 1963 |
|
---|
[c3c3158] | 1964 | lastShaderCount += shaderCounts[shaderIt->first];
|
---|
[0d5c100] | 1965 | lastShaderUboCount += shaderUboCounts[shaderIt->first];
|
---|
| 1966 | }
|
---|
| 1967 |
|
---|
[c3c3158] | 1968 | // Allocate all the buffers using the counts calculated above
|
---|
[0d5c100] | 1969 |
|
---|
[c3c3158] | 1970 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
[0e0f851] | 1971 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLfloat) * 3, NULL, GL_DYNAMIC_DRAW);
|
---|
[0d5c100] | 1972 |
|
---|
[c3c3158] | 1973 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
[0e0f851] | 1974 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLfloat) * 3, NULL, GL_DYNAMIC_DRAW);
|
---|
[0d5c100] | 1975 |
|
---|
[c3c3158] | 1976 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
[0e0f851] | 1977 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLfloat) * 3, NULL, GL_DYNAMIC_DRAW);
|
---|
[0d5c100] | 1978 |
|
---|
[c3c3158] | 1979 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
[0e0f851] | 1980 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLfloat) * 2, NULL, GL_DYNAMIC_DRAW);
|
---|
[0d5c100] | 1981 |
|
---|
[c3c3158] | 1982 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
[0e0f851] | 1983 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLfloat) * 3, NULL, GL_DYNAMIC_DRAW);
|
---|
[0d5c100] | 1984 |
|
---|
[c3c3158] | 1985 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
[0e0f851] | 1986 | glBufferData(GL_UNIFORM_BUFFER, num_objects * sizeof(mat4), NULL, GL_DYNAMIC_DRAW);
|
---|
[0d5c100] | 1987 |
|
---|
[0e0f851] | 1988 | glBindBuffer(GL_ARRAY_BUFFER, ubo_idx_vbo);
|
---|
| 1989 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLuint), NULL, GL_DYNAMIC_DRAW);
|
---|
[0d5c100] | 1990 |
|
---|
| 1991 | for (it = objects.begin(); it != objects.end(); it++) {
|
---|
[1f3d32b] | 1992 | copyObjectDataToBuffers(**it, shaderBufferInfo,
|
---|
[c3c3158] | 1993 | points_vbo,
|
---|
| 1994 | colors_vbo,
|
---|
| 1995 | selected_colors_vbo,
|
---|
| 1996 | texcoords_vbo,
|
---|
| 1997 | normals_vbo,
|
---|
| 1998 | ubo,
|
---|
[25b47d7] | 1999 | ubo_idx_vbo,
|
---|
| 2000 | asteroid_sp);
|
---|
[c3c3158] | 2001 | }
|
---|
| 2002 | }
|
---|
[0d5c100] | 2003 |
|
---|
[c3c3158] | 2004 | void copyObjectDataToBuffers(SceneObject& obj,
|
---|
| 2005 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
| 2006 | GLuint points_vbo,
|
---|
| 2007 | GLuint colors_vbo,
|
---|
| 2008 | GLuint selected_colors_vbo,
|
---|
| 2009 | GLuint texcoords_vbo,
|
---|
| 2010 | GLuint normals_vbo,
|
---|
| 2011 | GLuint ubo,
|
---|
[25b47d7] | 2012 | GLuint model_mat_idx_vbo,
|
---|
| 2013 | GLuint asteroid_sp) {
|
---|
[c3c3158] | 2014 | BufferInfo* bufferInfo = &shaderBufferInfo[obj.shader_program];
|
---|
[0d5c100] | 2015 |
|
---|
[c3c3158] | 2016 | obj.vertex_vbo_offset = bufferInfo->vbo_base + bufferInfo->vbo_offset;
|
---|
| 2017 | obj.ubo_offset = bufferInfo->ubo_base + bufferInfo->ubo_offset;
|
---|
[0d5c100] | 2018 |
|
---|
[6877ef3] | 2019 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
| 2020 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.points.size() * sizeof(GLfloat), &obj.points[0]);
|
---|
[0d5c100] | 2021 |
|
---|
[fd6f465] | 2022 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
| 2023 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 2, obj.texcoords.size() * sizeof(GLfloat), &obj.texcoords[0]);
|
---|
[0d5c100] | 2024 |
|
---|
[fd6f465] | 2025 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
| 2026 | for (int i = 0; i < obj.num_points; i++) {
|
---|
| 2027 | glBufferSubData(GL_ARRAY_BUFFER, (obj.vertex_vbo_offset + i) * sizeof(GLuint), sizeof(GLuint), &obj.ubo_offset);
|
---|
| 2028 | }
|
---|
[0d5c100] | 2029 |
|
---|
[6877ef3] | 2030 | if (obj.type != TYPE_LASER) {
|
---|
[fd6f465] | 2031 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 2032 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.colors.size() * sizeof(GLfloat), &obj.colors[0]);
|
---|
| 2033 |
|
---|
[92b1e90] | 2034 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
| 2035 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.selected_colors.size() * sizeof(GLfloat), &obj.selected_colors[0]);
|
---|
[0d5c100] | 2036 |
|
---|
[92b1e90] | 2037 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
| 2038 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.normals.size() * sizeof(GLfloat), &obj.normals[0]);
|
---|
| 2039 | }
|
---|
[c3c3158] | 2040 |
|
---|
[fd6f465] | 2041 | obj.model_mat = obj.model_transform * obj.model_base;
|
---|
| 2042 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
| 2043 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat));
|
---|
| 2044 |
|
---|
[25b47d7] | 2045 | if (obj.type == TYPE_ASTEROID) {
|
---|
| 2046 | glUseProgram(asteroid_sp);
|
---|
| 2047 |
|
---|
| 2048 | ostringstream oss;
|
---|
| 2049 | oss << "hp[" << obj.ubo_offset << "]";
|
---|
| 2050 | glUniform1f(glGetUniformLocation(asteroid_sp, oss.str().c_str()), ((Asteroid*)&obj)->hp);
|
---|
| 2051 | }
|
---|
[0e0f851] | 2052 |
|
---|
[c3c3158] | 2053 | bufferInfo->vbo_offset += obj.num_points;
|
---|
| 2054 | bufferInfo->ubo_offset++;
|
---|
[0d5c100] | 2055 | }
|
---|
[93462c6] | 2056 |
|
---|
[5c403fe] | 2057 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo) {
|
---|
[fabed35] | 2058 | if (obj.deleted) return;
|
---|
| 2059 |
|
---|
[3d06b4e] | 2060 | obj.model_transform = transform * obj.model_transform;
|
---|
[5c403fe] | 2061 | obj.model_mat = obj.model_transform * obj.model_base;
|
---|
| 2062 |
|
---|
[95595de] | 2063 | obj.bounding_center = vec3(transform * vec4(obj.bounding_center, 1.0f));
|
---|
| 2064 |
|
---|
[5c403fe] | 2065 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
| 2066 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat));
|
---|
| 2067 | }
|
---|
| 2068 |
|
---|
[1f3d32b] | 2069 | void translateLaser(Laser* laser, const vec3& translation, GLuint ubo) {
|
---|
[e9347b4] | 2070 | // TODO: A lot of the values calculated here can be calculated once and saved when the laser is created,
|
---|
[612d1f6] | 2071 | // and then re-used here
|
---|
| 2072 |
|
---|
[1f3d32b] | 2073 | mat4 new_model_transform = translate(mat4(1.0f), translation) * laser->model_transform;
|
---|
[612d1f6] | 2074 |
|
---|
[1f3d32b] | 2075 | vec3 start = vec3(laser->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
---|
| 2076 | vec3 end = vec3(laser->model_transform * vec4(0.0f, 0.0f, laser->points[38], 1.0f));
|
---|
[612d1f6] | 2077 |
|
---|
| 2078 | vec3 ray = end - start;
|
---|
| 2079 | float length = glm::length(ray);
|
---|
| 2080 |
|
---|
| 2081 | float xAxisRotation = asin(ray.y / length);
|
---|
| 2082 | float yAxisRotation = atan2(-ray.x, -ray.z);
|
---|
| 2083 |
|
---|
| 2084 | vec3 normal(rotate(mat4(1.0f), yAxisRotation, vec3(0.0f, 1.0f, 0.0f)) *
|
---|
| 2085 | rotate(mat4(1.0f), xAxisRotation, vec3(1.0f, 0.0f, 0.0f)) *
|
---|
| 2086 | vec4(0.0f, 1.0f, 0.0f, 1.0f));
|
---|
| 2087 |
|
---|
| 2088 | // To project point P onto line AB:
|
---|
| 2089 | // projection = A + dot(AP,AB) / dot(AB,AB) * AB
|
---|
| 2090 | vec3 projOnLaser = start + glm::dot(cam_pos - start, ray) / (length*length) * ray;
|
---|
| 2091 | vec3 laserToCam = cam_pos - projOnLaser;
|
---|
| 2092 |
|
---|
| 2093 | float zAxisRotation = -atan2(glm::dot(glm::cross(normal, laserToCam), glm::normalize(ray)), glm::dot(normal, laserToCam));
|
---|
| 2094 |
|
---|
[1f3d32b] | 2095 | laser->model_base = rotate(mat4(1.0f), zAxisRotation, vec3(0.0f, 0.0f, 1.0f));
|
---|
[612d1f6] | 2096 |
|
---|
[1f3d32b] | 2097 | transformObject(*laser, translate(mat4(1.0f), translation), ubo);
|
---|
[612d1f6] | 2098 | }
|
---|
| 2099 |
|
---|
[25b47d7] | 2100 | void updateLaserTarget(Laser* laser, vector<SceneObject*>& objects, GLuint points_vbo, GLuint asteroid_sp) {
|
---|
[e9347b4] | 2101 | // TODO: A lot of the values calculated here can be calculated once and saved when the laser is created,
|
---|
| 2102 | // and then re-used here
|
---|
| 2103 |
|
---|
[1f3d32b] | 2104 | vec3 start = vec3(laser->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
---|
| 2105 | vec3 end = vec3(laser->model_transform * vec4(0.0f, 0.0f, laser->points[2] + laser->points[20], 1.0f));
|
---|
[e9347b4] | 2106 |
|
---|
| 2107 | vec3 intersection(0.0f), closestIntersection(0.0f);
|
---|
[1f3d32b] | 2108 | Asteroid* closestAsteroid = NULL;
|
---|
[e9347b4] | 2109 |
|
---|
[1f3d32b] | 2110 | for (vector<SceneObject*>::iterator it = objects.begin(); it != objects.end(); it++) {
|
---|
| 2111 | if ((*it)->type == TYPE_ASTEROID && !(*it)->deleted && getLaserAndAsteroidIntersection(start, end, **it, intersection)) {
|
---|
[e9347b4] | 2112 | // TODO: Implement a more generic algorithm for testing the closest object by getting the distance between the points
|
---|
| 2113 | if (closestAsteroid == NULL || intersection.z > closestIntersection.z) {
|
---|
| 2114 | // TODO: At this point, find the real intersection of the laser with one of the asteroid's sides
|
---|
[1f3d32b] | 2115 | closestAsteroid = (Asteroid*)*it;
|
---|
[e9347b4] | 2116 | closestIntersection = intersection;
|
---|
| 2117 | }
|
---|
| 2118 | }
|
---|
| 2119 | }
|
---|
| 2120 |
|
---|
[1f3d32b] | 2121 | float width = laser->points[0] - laser->points[2];
|
---|
| 2122 |
|
---|
| 2123 | if (laser->targetAsteroid != closestAsteroid) {
|
---|
| 2124 | if (laser->targetAsteroid != NULL) {
|
---|
| 2125 | if (laser == leftLaser) {
|
---|
| 2126 | leftLaserEffect->deleted = true;
|
---|
| 2127 | } else if (laser == rightLaser) {
|
---|
| 2128 | rightLaserEffect->deleted = true;
|
---|
| 2129 | }
|
---|
| 2130 | }
|
---|
| 2131 |
|
---|
| 2132 | EffectOverTime* eot = NULL;
|
---|
[e9347b4] | 2133 |
|
---|
[1f3d32b] | 2134 | if (closestAsteroid != NULL) {
|
---|
[25b47d7] | 2135 | eot = new EffectOverTime(closestAsteroid->hp, -20.0f, closestAsteroid);
|
---|
[1f3d32b] | 2136 | effects.push_back(eot);
|
---|
| 2137 | }
|
---|
| 2138 |
|
---|
| 2139 | if (laser == leftLaser) {
|
---|
| 2140 | leftLaserEffect = eot;
|
---|
| 2141 | } else if (laser == rightLaser) {
|
---|
| 2142 | rightLaserEffect = eot;
|
---|
| 2143 | }
|
---|
| 2144 | }
|
---|
| 2145 | laser->targetAsteroid = closestAsteroid;
|
---|
| 2146 |
|
---|
| 2147 | float length = 5.24f; // I think this was to make sure the laser went past the end of the screen
|
---|
[e9347b4] | 2148 | if (closestAsteroid != NULL) {
|
---|
| 2149 | length = glm::length(closestIntersection - start);
|
---|
[0e0f851] | 2150 |
|
---|
[25b47d7] | 2151 | // TODO: Find a more generic way of updating the laser hp than in updateLaserTarget
|
---|
[0e0f851] | 2152 |
|
---|
| 2153 | glUseProgram(asteroid_sp);
|
---|
[25b47d7] | 2154 |
|
---|
| 2155 | ostringstream oss;
|
---|
| 2156 | oss << "hp[" << closestAsteroid->ubo_offset << "]";
|
---|
| 2157 | glUniform1f(glGetUniformLocation(asteroid_sp, oss.str().c_str()), closestAsteroid->hp);
|
---|
[e9347b4] | 2158 | }
|
---|
| 2159 |
|
---|
[1f3d32b] | 2160 | laser->points[20] = -length + width / 2;
|
---|
| 2161 | laser->points[23] = -length + width / 2;
|
---|
| 2162 | laser->points[29] = -length + width / 2;
|
---|
| 2163 | laser->points[38] = -length;
|
---|
| 2164 | laser->points[41] = -length;
|
---|
| 2165 | laser->points[44] = -length + width / 2;
|
---|
| 2166 | laser->points[47] = -length;
|
---|
| 2167 | laser->points[50] = -length + width / 2;
|
---|
| 2168 | laser->points[53] = -length + width / 2;
|
---|
[e9347b4] | 2169 |
|
---|
| 2170 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
[1f3d32b] | 2171 | glBufferSubData(GL_ARRAY_BUFFER, laser->vertex_vbo_offset * sizeof(GLfloat) * 3, laser->points.size() * sizeof(GLfloat), &laser->points[0]);
|
---|
[e9347b4] | 2172 | }
|
---|
| 2173 |
|
---|
| 2174 | bool getLaserAndAsteroidIntersection(vec3& start, vec3& end, SceneObject& asteroid, vec3& intersection) {
|
---|
| 2175 | /*
|
---|
| 2176 | ### LINE EQUATIONS ###
|
---|
| 2177 | x = x1 + u * (x2 - x1)
|
---|
| 2178 | y = y1 + u * (y2 - y1)
|
---|
| 2179 | z = z1 + u * (z2 - z1)
|
---|
| 2180 |
|
---|
| 2181 | ### SPHERE EQUATION ###
|
---|
| 2182 | (x - x3)^2 + (y - y3)^2 + (z - z3)^2 = r^2
|
---|
| 2183 |
|
---|
| 2184 | ### QUADRATIC EQUATION TO SOLVE ###
|
---|
| 2185 | a*u^2 + b*u + c = 0
|
---|
| 2186 | WHERE THE CONSTANTS ARE
|
---|
| 2187 | a = (x2 - x1)^2 + (y2 - y1)^2 + (z2 - z1)^2
|
---|
| 2188 | b = 2*( (x2 - x1)*(x1 - x3) + (y2 - y1)*(y1 - y3) + (z2 - z1)*(z1 - z3) )
|
---|
| 2189 | c = x3^2 + y3^2 + z3^2 + x1^2 + y1^2 + z1^2 - 2(x3*x1 + y3*y1 + z3*z1) - r^2
|
---|
| 2190 |
|
---|
| 2191 | u = (-b +- sqrt(b^2 - 4*a*c)) / 2a
|
---|
| 2192 |
|
---|
| 2193 | If the value under the root is >= 0, we got an intersection
|
---|
| 2194 | If the value > 0, there are two solutions. Take the one closer to 0, since that's the
|
---|
| 2195 | one closer to the laser start point
|
---|
| 2196 | */
|
---|
| 2197 |
|
---|
| 2198 | vec3& center = asteroid.bounding_center;
|
---|
| 2199 |
|
---|
| 2200 | float a = pow(end.x-start.x, 2) + pow(end.y-start.y, 2) + pow(end.z-start.z, 2);
|
---|
| 2201 | float b = 2*((start.x-end.x)*(start.x-center.x) + (end.y-start.y)*(start.y-center.y) + (end.z-start.z)*(start.z-center.z));
|
---|
| 2202 | float c = pow(center.x, 2) + pow(center.y, 2) + pow(center.z, 2) + pow(start.x, 2) + pow(start.y, 2) + pow(start.z, 2) - 2*(center.x*start.x + center.y*start.y + center.z*start.z) - pow(asteroid.bounding_radius, 2);
|
---|
| 2203 | float discriminant = pow(b, 2) - 4*a*c;
|
---|
| 2204 |
|
---|
| 2205 | if (discriminant >= 0.0f) {
|
---|
| 2206 | // In this case, the negative root will always give the point closer to the laser start point
|
---|
| 2207 | float u = (-b - sqrt(discriminant)) / (2 * a);
|
---|
| 2208 |
|
---|
| 2209 | // Check that the intersection is within the line segment corresponding to the laser
|
---|
| 2210 | if (0.0f <= u && u <= 1.0f) {
|
---|
| 2211 | intersection = start + u * (end - start);
|
---|
| 2212 | return true;
|
---|
| 2213 | }
|
---|
| 2214 | }
|
---|
| 2215 |
|
---|
| 2216 | return false;
|
---|
| 2217 | }
|
---|
| 2218 |
|
---|
[92b1e90] | 2219 | void renderScene(map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
[0e0f851] | 2220 | GLuint color_sp, GLuint asteroid_sp, GLuint texture_sp, GLuint laser_sp,
|
---|
| 2221 | GLuint color_vao, GLuint asteroid_vao, GLuint texture_vao, GLuint laser_vao,
|
---|
[b155f13] | 2222 | GLuint colors_vbo, GLuint selected_colors_vbo,
|
---|
[92b1e90] | 2223 | SceneObject* selectedObject) {
|
---|
[93462c6] | 2224 |
|
---|
[cffca4d] | 2225 | glUseProgram(color_sp);
|
---|
[92b1e90] | 2226 | glBindVertexArray(color_vao);
|
---|
[93462c6] | 2227 |
|
---|
[2b0214c] | 2228 | /*
|
---|
[0d5c100] | 2229 | if (selectedObject != NULL) {
|
---|
| 2230 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
| 2231 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
[cffca4d] | 2232 |
|
---|
[0d5c100] | 2233 | glDrawArrays(GL_TRIANGLES, selectedObject->vertex_vbo_offset, selectedObject->num_points);
|
---|
[cffca4d] | 2234 | }
|
---|
[2b0214c] | 2235 | */
|
---|
[93462c6] | 2236 |
|
---|
[2b0214c] | 2237 | // Uncomment this code when I want to use selected colors again
|
---|
| 2238 | // glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 2239 | // glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
[93462c6] | 2240 |
|
---|
[c3c3158] | 2241 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[color_sp].vbo_base, shaderBufferInfo[color_sp].vbo_offset);
|
---|
[93462c6] | 2242 |
|
---|
[0e0f851] | 2243 | glUseProgram(asteroid_sp);
|
---|
| 2244 | glBindVertexArray(asteroid_vao);
|
---|
| 2245 |
|
---|
| 2246 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[asteroid_sp].vbo_base, shaderBufferInfo[asteroid_sp].vbo_offset);
|
---|
| 2247 |
|
---|
[cffca4d] | 2248 | glUseProgram(texture_sp);
|
---|
[92b1e90] | 2249 | glBindVertexArray(texture_vao);
|
---|
[93462c6] | 2250 |
|
---|
[c3c3158] | 2251 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[texture_sp].vbo_base, shaderBufferInfo[texture_sp].vbo_offset);
|
---|
[93462c6] | 2252 |
|
---|
[9f9f9a7] | 2253 | glEnable(GL_BLEND);
|
---|
| 2254 |
|
---|
[92b1e90] | 2255 | glUseProgram(laser_sp);
|
---|
[fd6f465] | 2256 | glBindVertexArray(laser_vao);
|
---|
[b155f13] | 2257 |
|
---|
[92b1e90] | 2258 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[laser_sp].vbo_base, shaderBufferInfo[laser_sp].vbo_offset);
|
---|
[9f9f9a7] | 2259 |
|
---|
| 2260 | glDisable(GL_BLEND);
|
---|
[b155f13] | 2261 | }
|
---|
| 2262 |
|
---|
[93462c6] | 2263 | void renderSceneGui() {
|
---|
[c1ca5b5] | 2264 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
| 2265 |
|
---|
| 2266 | // 1. Show a simple window.
|
---|
| 2267 | // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
---|
[5b3462b] | 2268 | /*
|
---|
[c1ca5b5] | 2269 | {
|
---|
| 2270 | static float f = 0.0f;
|
---|
| 2271 | static int counter = 0;
|
---|
| 2272 | ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
---|
| 2273 | ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
---|
| 2274 | ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
---|
| 2275 |
|
---|
| 2276 | ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
---|
| 2277 | ImGui::Checkbox("Another Window", &show_another_window);
|
---|
| 2278 |
|
---|
| 2279 | if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
---|
| 2280 | counter++;
|
---|
| 2281 | ImGui::SameLine();
|
---|
| 2282 | ImGui::Text("counter = %d", counter);
|
---|
| 2283 |
|
---|
| 2284 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
---|
| 2285 | }
|
---|
[5b3462b] | 2286 | */
|
---|
[c1ca5b5] | 2287 |
|
---|
[1e3dddf] | 2288 | stringstream ssScore, ssFps;
|
---|
| 2289 | ssScore << "Score: " << score;
|
---|
| 2290 | ssFps << "FPS: " << fps;
|
---|
[1f3d32b] | 2291 |
|
---|
[5b3462b] | 2292 | {
|
---|
[1f3d32b] | 2293 | ImGui::SetNextWindowSize(ImVec2(95, 46), ImGuiCond_Once);
|
---|
[5b3462b] | 2294 | ImGui::SetNextWindowPos(ImVec2(10, 50), ImGuiCond_Once);
|
---|
[f0cc877] | 2295 | ImGui::Begin("WndStats", NULL,
|
---|
| 2296 | ImGuiWindowFlags_NoTitleBar |
|
---|
| 2297 | ImGuiWindowFlags_NoResize |
|
---|
| 2298 | ImGuiWindowFlags_NoMove);
|
---|
[1e3dddf] | 2299 | ImGui::Text(ssScore.str().c_str());
|
---|
| 2300 | ImGui::Text(ssFps.str().c_str());
|
---|
[c1ca5b5] | 2301 | ImGui::End();
|
---|
| 2302 | }
|
---|
| 2303 |
|
---|
[5b3462b] | 2304 | {
|
---|
| 2305 | ImGui::SetNextWindowPos(ImVec2(380, 10), ImGuiCond_Once);
|
---|
| 2306 | ImGui::SetNextWindowSize(ImVec2(250, 35), ImGuiCond_Once);
|
---|
[f0cc877] | 2307 | ImGui::Begin("WndMenubar", NULL,
|
---|
| 2308 | ImGuiWindowFlags_NoTitleBar |
|
---|
[5b3462b] | 2309 | ImGuiWindowFlags_NoResize |
|
---|
| 2310 | ImGuiWindowFlags_NoMove);
|
---|
[93462c6] | 2311 | ImGui::InvisibleButton("", ImVec2(155, 18));
|
---|
[5b3462b] | 2312 | ImGui::SameLine();
|
---|
[93462c6] | 2313 | if (ImGui::Button("Main Menu")) {
|
---|
| 2314 | events.push(EVENT_GO_TO_MAIN_MENU);
|
---|
[5b3462b] | 2315 | }
|
---|
| 2316 | ImGui::End();
|
---|
[c1ca5b5] | 2317 | }
|
---|
| 2318 |
|
---|
[93462c6] | 2319 | ImGui::Render();
|
---|
| 2320 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
| 2321 | }
|
---|
| 2322 |
|
---|
| 2323 | void renderMainMenu() {
|
---|
| 2324 | }
|
---|
| 2325 |
|
---|
| 2326 | void renderMainMenuGui() {
|
---|
| 2327 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
| 2328 |
|
---|
[f0cc877] | 2329 | {
|
---|
| 2330 | int padding = 4;
|
---|
| 2331 | ImGui::SetNextWindowPos(ImVec2(-padding, -padding), ImGuiCond_Once);
|
---|
[93462c6] | 2332 | ImGui::SetNextWindowSize(ImVec2(width + 2 * padding, height + 2 * padding), ImGuiCond_Once);
|
---|
[f0cc877] | 2333 | ImGui::Begin("WndMain", NULL,
|
---|
| 2334 | ImGuiWindowFlags_NoTitleBar |
|
---|
| 2335 | ImGuiWindowFlags_NoResize |
|
---|
| 2336 | ImGuiWindowFlags_NoMove);
|
---|
[93462c6] | 2337 |
|
---|
| 2338 | ImGui::InvisibleButton("", ImVec2(10, 80));
|
---|
| 2339 | ImGui::InvisibleButton("", ImVec2(285, 18));
|
---|
| 2340 | ImGui::SameLine();
|
---|
| 2341 | if (ImGui::Button("New Game")) {
|
---|
| 2342 | events.push(EVENT_GO_TO_GAME);
|
---|
| 2343 | }
|
---|
| 2344 |
|
---|
| 2345 | ImGui::InvisibleButton("", ImVec2(10, 15));
|
---|
| 2346 | ImGui::InvisibleButton("", ImVec2(300, 18));
|
---|
| 2347 | ImGui::SameLine();
|
---|
| 2348 | if (ImGui::Button("Quit")) {
|
---|
| 2349 | events.push(EVENT_QUIT);
|
---|
| 2350 | }
|
---|
| 2351 |
|
---|
[f0cc877] | 2352 | ImGui::End();
|
---|
| 2353 | }
|
---|
| 2354 |
|
---|
[c1ca5b5] | 2355 | ImGui::Render();
|
---|
| 2356 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
| 2357 | }
|
---|
[cf2d1e5] | 2358 |
|
---|
[1f3d32b] | 2359 | Asteroid* createAsteroid(vec3 pos, GLuint shader) {
|
---|
| 2360 | Asteroid* obj = new Asteroid();
|
---|
| 2361 | obj->type = TYPE_ASTEROID;
|
---|
| 2362 | obj->hp = 10.0f;
|
---|
| 2363 | obj->shader_program = shader;
|
---|
[cf2d1e5] | 2364 |
|
---|
[1f3d32b] | 2365 | obj->points = {
|
---|
[cf2d1e5] | 2366 | // front
|
---|
| 2367 | 1.0f, 1.0f, 1.0f,
|
---|
| 2368 | -1.0f, 1.0f, 1.0f,
|
---|
| 2369 | -1.0f, -1.0f, 1.0f,
|
---|
| 2370 | 1.0f, 1.0f, 1.0f,
|
---|
| 2371 | -1.0f, -1.0f, 1.0f,
|
---|
| 2372 | 1.0f, -1.0f, 1.0f,
|
---|
| 2373 |
|
---|
| 2374 | // top
|
---|
| 2375 | 1.0f, 1.0f, -1.0f,
|
---|
| 2376 | -1.0f, 1.0f, -1.0f,
|
---|
| 2377 | -1.0f, 1.0f, 1.0f,
|
---|
| 2378 | 1.0f, 1.0f, -1.0f,
|
---|
| 2379 | -1.0f, 1.0f, 1.0f,
|
---|
| 2380 | 1.0f, 1.0f, 1.0f,
|
---|
| 2381 |
|
---|
| 2382 | // bottom
|
---|
| 2383 | 1.0f, -1.0f, 1.0f,
|
---|
| 2384 | -1.0f, -1.0f, 1.0f,
|
---|
| 2385 | -1.0f, -1.0f, -1.0f,
|
---|
| 2386 | 1.0f, -1.0f, 1.0f,
|
---|
| 2387 | -1.0f, -1.0f, -1.0f,
|
---|
| 2388 | 1.0f, -1.0f, -1.0f,
|
---|
| 2389 |
|
---|
| 2390 | // back
|
---|
| 2391 | 1.0f, 1.0f, -1.0f,
|
---|
| 2392 | -1.0f, -1.0f, -1.0f,
|
---|
| 2393 | -1.0f, 1.0f, -1.0f,
|
---|
| 2394 | 1.0f, 1.0f, -1.0f,
|
---|
| 2395 | 1.0f, -1.0f, -1.0f,
|
---|
| 2396 | -1.0f, -1.0f, -1.0f,
|
---|
| 2397 |
|
---|
| 2398 | // right
|
---|
| 2399 | 1.0f, 1.0f, -1.0f,
|
---|
| 2400 | 1.0f, 1.0f, 1.0f,
|
---|
| 2401 | 1.0f, -1.0f, 1.0f,
|
---|
| 2402 | 1.0f, 1.0f, -1.0f,
|
---|
| 2403 | 1.0f, -1.0f, 1.0f,
|
---|
| 2404 | 1.0f, -1.0f, -1.0f,
|
---|
| 2405 |
|
---|
| 2406 | // left
|
---|
| 2407 | -1.0f, 1.0f, 1.0f,
|
---|
| 2408 | -1.0f, 1.0f, -1.0f,
|
---|
| 2409 | -1.0f, -1.0f, -1.0f,
|
---|
| 2410 | -1.0f, 1.0f, 1.0f,
|
---|
| 2411 | -1.0f, -1.0f, -1.0f,
|
---|
| 2412 | -1.0f, -1.0f, 1.0f,
|
---|
| 2413 | };
|
---|
[1f3d32b] | 2414 | obj->colors = {
|
---|
[cf2d1e5] | 2415 | // front
|
---|
[25b47d7] | 2416 | 0.4f, 0.4f, 0.4f,
|
---|
| 2417 | 0.4f, 0.4f, 0.4f,
|
---|
| 2418 | 0.4f, 0.4f, 0.4f,
|
---|
| 2419 | 0.4f, 0.4f, 0.4f,
|
---|
| 2420 | 0.4f, 0.4f, 0.4f,
|
---|
| 2421 | 0.4f, 0.4f, 0.4f,
|
---|
[cf2d1e5] | 2422 |
|
---|
| 2423 | // top
|
---|
[25b47d7] | 2424 | 0.4f, 0.4f, 0.4f,
|
---|
| 2425 | 0.4f, 0.4f, 0.4f,
|
---|
| 2426 | 0.4f, 0.4f, 0.4f,
|
---|
| 2427 | 0.4f, 0.4f, 0.4f,
|
---|
| 2428 | 0.4f, 0.4f, 0.4f,
|
---|
| 2429 | 0.4f, 0.4f, 0.4f,
|
---|
[cf2d1e5] | 2430 |
|
---|
| 2431 | // bottom
|
---|
[25b47d7] | 2432 | 0.4f, 0.4f, 0.4f,
|
---|
| 2433 | 0.4f, 0.4f, 0.4f,
|
---|
| 2434 | 0.4f, 0.4f, 0.4f,
|
---|
| 2435 | 0.4f, 0.4f, 0.4f,
|
---|
| 2436 | 0.4f, 0.4f, 0.4f,
|
---|
| 2437 | 0.4f, 0.4f, 0.4f,
|
---|
[cf2d1e5] | 2438 |
|
---|
| 2439 | // back
|
---|
[25b47d7] | 2440 | 0.4f, 0.4f, 0.4f,
|
---|
| 2441 | 0.4f, 0.4f, 0.4f,
|
---|
| 2442 | 0.4f, 0.4f, 0.4f,
|
---|
| 2443 | 0.4f, 0.4f, 0.4f,
|
---|
| 2444 | 0.4f, 0.4f, 0.4f,
|
---|
| 2445 | 0.4f, 0.4f, 0.4f,
|
---|
[cf2d1e5] | 2446 |
|
---|
| 2447 | // right
|
---|
[25b47d7] | 2448 | 0.4f, 0.4f, 0.4f,
|
---|
| 2449 | 0.4f, 0.4f, 0.4f,
|
---|
| 2450 | 0.4f, 0.4f, 0.4f,
|
---|
| 2451 | 0.4f, 0.4f, 0.4f,
|
---|
| 2452 | 0.4f, 0.4f, 0.4f,
|
---|
| 2453 | 0.4f, 0.4f, 0.4f,
|
---|
[cf2d1e5] | 2454 |
|
---|
| 2455 | // left
|
---|
[25b47d7] | 2456 | 0.4f, 0.4f, 0.4f,
|
---|
| 2457 | 0.4f, 0.4f, 0.4f,
|
---|
| 2458 | 0.4f, 0.4f, 0.4f,
|
---|
| 2459 | 0.4f, 0.4f, 0.4f,
|
---|
| 2460 | 0.4f, 0.4f, 0.4f,
|
---|
| 2461 | 0.4f, 0.4f, 0.4f,
|
---|
[cf2d1e5] | 2462 | };
|
---|
[1f3d32b] | 2463 | obj->texcoords = { 0.0f };
|
---|
| 2464 | obj->selected_colors = { 0.0f };
|
---|
[cf2d1e5] | 2465 |
|
---|
[dba67b2] | 2466 | mat4 T = translate(mat4(1.0f), pos);
|
---|
| 2467 | mat4 R = rotate(mat4(1.0f), 60.0f * (float)ONE_DEG_IN_RAD, vec3(1.0f, 1.0f, -1.0f));
|
---|
[1f3d32b] | 2468 | obj->model_base = T * R * scale(mat4(1.0f), vec3(0.1f, 0.1f, 0.1f));
|
---|
[cf2d1e5] | 2469 |
|
---|
[1f3d32b] | 2470 | obj->translate_mat = T;
|
---|
[95595de] | 2471 |
|
---|
[8316333] | 2472 | initObject(obj);
|
---|
[e9347b4] | 2473 | // This accounts for the scaling in model_base.
|
---|
| 2474 | // Dividing by 8 instead of 10 since the bounding radius algorithm
|
---|
| 2475 | // under-calculates the true value.
|
---|
| 2476 | // TODO: Once the intersection check with the sides of the asteroid is done,
|
---|
| 2477 | // this can be removed.
|
---|
[1f3d32b] | 2478 | obj->bounding_radius /= 8.0f;
|
---|
| 2479 |
|
---|
| 2480 | return obj;
|
---|
[cf2d1e5] | 2481 | }
|
---|
[5527206] | 2482 |
|
---|
| 2483 | float getRandomNum(float low, float high) {
|
---|
| 2484 | return low + ((float)rand()/RAND_MAX) * (high-low);
|
---|
[e9347b4] | 2485 | }
|
---|