[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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[93baa0e] | 26 | #include <cmath>
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[1099b95] | 27 | #include <string>
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[19c9338] | 28 | #include <array>
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[df652d5] | 29 | #include <vector>
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[93462c6] | 30 | #include <queue>
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[0d5c100] | 31 | #include <map>
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[22b2c37] | 32 |
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[5272b6b] | 33 | using namespace std;
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[7ee66ea] | 34 | using namespace glm;
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| 35 |
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[92b1e90] | 36 | /* LASERS TODO:
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| 37 | * -Allow lasers that face any direction
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| 38 | * -Make the lasers rotate to always face the camera
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| 39 | * -Use textures to draw lasers
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| 40 | * -The textures should be grayscale and have transparency
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| 41 | * -The laser shader should take an input color to blend with the texture to give the lasers color
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| 42 | * -The lasers should be SceneObjects and drawn like all other objects
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| 43 | * -Make lasers shoot from the ends of the ship's wings when the user presses a button and disappear after a second or so
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| 44 | */
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| 45 |
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| 46 | enum State {
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| 47 | STATE_MAIN_MENU,
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| 48 | STATE_GAME,
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| 49 | };
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| 50 |
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| 51 | enum Event {
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| 52 | EVENT_GO_TO_MAIN_MENU,
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| 53 | EVENT_GO_TO_GAME,
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| 54 | EVENT_QUIT,
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| 55 | };
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| 56 |
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| 57 | enum ObjectType {
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| 58 | TYPE_SHIP,
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| 59 | TYPE_ASTEROID,
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| 60 | TYPE_LASER,
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| 61 | };
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| 62 |
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[df652d5] | 63 | struct SceneObject {
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[d9f99b2] | 64 | unsigned int id;
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[92b1e90] | 65 | ObjectType type;
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[95595de] | 66 |
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| 67 | // Currently, model_transform should only have translate, and rotation and scale need to be done in model_base since
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| 68 | // 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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| 69 | // matrices for each object that can be updated independently and then applied to the object in that order.
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[5c403fe] | 70 | mat4 model_mat, model_base, model_transform;
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[95595de] | 71 | mat4 translate_mat; // beginning of doing what's mentioned above
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[baa5848] | 72 | GLuint shader_program;
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[05e43cf] | 73 | unsigned int num_points;
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[c3c3158] | 74 | GLuint vertex_vbo_offset;
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| 75 | GLuint ubo_offset;
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[07ed460] | 76 | vector<GLfloat> points;
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| 77 | vector<GLfloat> colors;
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| 78 | vector<GLfloat> texcoords;
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[9dd2eb7] | 79 | vector<GLfloat> normals;
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[07ed460] | 80 | vector<GLfloat> selected_colors;
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[c3c3158] | 81 | bool deleted;
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[3d06b4e] | 82 | vec3 bounding_center;
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| 83 | GLfloat bounding_radius;
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[c3c3158] | 84 | };
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| 85 |
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| 86 | struct BufferInfo {
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| 87 | unsigned int vbo_base;
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| 88 | unsigned int vbo_offset;
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| 89 | unsigned int vbo_capacity;
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| 90 | unsigned int ubo_base;
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| 91 | unsigned int ubo_offset;
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| 92 | unsigned int ubo_capacity;
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[df652d5] | 93 | };
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| 94 |
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[4f3262f] | 95 | void glfw_error_callback(int error, const char* description);
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| 96 |
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| 97 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
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[f7d35da] | 98 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
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[4f3262f] | 99 |
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[d9f99b2] | 100 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point);
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[5c9d193] | 101 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
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[33a9664] | 102 |
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[ec4456b] | 103 | GLuint loadShader(GLenum type, string file);
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[485424b] | 104 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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| 105 | unsigned char* loadImage(string file_name, int* x, int* y);
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[ec4456b] | 106 |
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[d12d003] | 107 | void printVector(string label, vec3 v);
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[b73cb3b] | 108 | void print4DVector(string label, vec4 v);
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[d12d003] | 109 |
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[c3c3158] | 110 | void addObjectToSceneDuringInit(SceneObject& obj);
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| 111 | void addObjectToScene(SceneObject& obj, map<GLuint, BufferInfo>& shaderBufferInfo,
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| 112 | GLuint points_vbo,
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| 113 | GLuint colors_vbo,
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| 114 | GLuint selected_colors_vbo,
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| 115 | GLuint texcoords_vbo,
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| 116 | GLuint normals_vbo,
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| 117 | GLuint ubo,
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[92b1e90] | 118 | GLuint model_mat_idx_vbo,
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| 119 | GLuint laser_points_vbo,
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| 120 | GLuint laser_colors_vbo);
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[95595de] | 121 | void removeObjectFromScene(SceneObject& obj, GLuint ubo);
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[c3c3158] | 122 |
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[3d06b4e] | 123 | void calculateObjectBoundingBox(SceneObject& obj);
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| 124 |
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[92b1e90] | 125 | void addLaserToScene(SceneObject& obj, vec3 start, vec3 end, vec3 color, GLfloat width);
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[b155f13] | 126 |
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[c3c3158] | 127 | void initializeBuffers(
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| 128 | GLuint* points_vbo,
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| 129 | GLuint* colors_vbo,
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| 130 | GLuint* selected_colors_vbo,
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| 131 | GLuint* texcoords_vbo,
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| 132 | GLuint* normals_vbo,
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| 133 | GLuint* ubo,
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[92b1e90] | 134 | GLuint* model_mat_idx_vbo,
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| 135 | GLuint* laser_points_vbo,
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| 136 | GLuint* laser_colors_vbo);
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[c3c3158] | 137 |
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[0d5c100] | 138 | void populateBuffers(vector<SceneObject>& objects,
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[c3c3158] | 139 | map<GLuint, BufferInfo>& shaderBufferInfo,
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| 140 | GLuint points_vbo,
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| 141 | GLuint colors_vbo,
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| 142 | GLuint selected_colors_vbo,
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| 143 | GLuint texcoords_vbo,
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| 144 | GLuint normals_vbo,
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| 145 | GLuint ubo,
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[92b1e90] | 146 | GLuint model_mat_idx_vbo,
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| 147 | GLuint laser_points_vbo,
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| 148 | GLuint laser_colors_vbo);
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[c3c3158] | 149 |
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| 150 | void copyObjectDataToBuffers(SceneObject& obj,
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| 151 | map<GLuint, BufferInfo>& shaderBufferInfo,
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| 152 | GLuint points_vbo,
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| 153 | GLuint colors_vbo,
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| 154 | GLuint selected_colors_vbo,
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| 155 | GLuint texcoords_vbo,
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| 156 | GLuint normals_vbo,
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| 157 | GLuint ubo,
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[92b1e90] | 158 | GLuint model_mat_idx_vbo,
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| 159 | GLuint laser_points_vbo,
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| 160 | GLuint laser_colors_vbo);
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[f9a242b] | 161 |
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[5c403fe] | 162 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo);
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| 163 |
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[93462c6] | 164 | void renderMainMenu();
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| 165 | void renderMainMenuGui();
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| 166 |
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[92b1e90] | 167 | void renderScene(map<GLuint, BufferInfo>& shaderBufferInfo,
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| 168 | GLuint color_sp, GLuint texture_sp, GLuint laser_sp,
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| 169 | GLuint color_vao, GLuint texture_vao, GLuint laser_vao,
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[b155f13] | 170 | GLuint colors_vbo, GLuint selected_colors_vbo,
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[92b1e90] | 171 | SceneObject* selectedObject);
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[93462c6] | 172 | void renderSceneGui();
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[d12d003] | 173 |
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[c3c3158] | 174 | void spawnAsteroid(vec3 pos, GLuint shader,
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| 175 | map<GLuint, BufferInfo>& shaderBufferInfo,
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| 176 | GLuint points_vbo,
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| 177 | GLuint colors_vbo,
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| 178 | GLuint selected_colors_vbo,
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| 179 | GLuint texcoords_vbo,
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| 180 | GLuint normals_vbo,
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| 181 | GLuint ubo,
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[92b1e90] | 182 | GLuint model_mat_idx_vbo,
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| 183 | GLuint laser_points_vbo,
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| 184 | GLuint laser_colors_vbo);
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[cf2d1e5] | 185 |
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[5527206] | 186 | float getRandomNum(float low, float high);
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| 187 |
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| 188 | #define NUM_KEYS (512)
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| 189 | #define ONE_DEG_IN_RAD ((2.0f * M_PI) / 360.0f) // 0.017444444 (maybe make this a const instead)
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| 190 |
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| 191 | const int KEY_STATE_UNCHANGED = -1;
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| 192 | const bool FULLSCREEN = false;
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| 193 | const bool SHOW_FPS = false;
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| 194 | const bool DISABLE_VSYNC = false; // disable vsync to see real framerate
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| 195 | unsigned int MAX_UNIFORMS = 0; // Requires OpenGL constants only available at runtime, so it can't be const
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| 196 |
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| 197 | int key_state[NUM_KEYS];
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| 198 | bool key_pressed[NUM_KEYS];
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| 199 |
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| 200 | int width = 640;
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| 201 | int height = 480;
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| 202 |
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| 203 | double fps;
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| 204 |
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| 205 | vec3 cam_pos;
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| 206 |
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| 207 | mat4 view_mat;
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| 208 | mat4 proj_mat;
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| 209 |
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| 210 | // TODO: Consider using a list instead since it will make element deletion more efficient
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| 211 | vector<SceneObject> objects;
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| 212 | queue<Event> events;
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| 213 |
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| 214 | SceneObject* clickedObject = NULL;
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| 215 | SceneObject* selectedObject = NULL;
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| 216 |
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| 217 | float NEAR_CLIP = 0.1f;
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| 218 | float FAR_CLIP = 100.0f;
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| 219 |
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[95595de] | 220 | // TODO: Should really have some array or struct of UI-related variables
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[5527206] | 221 | bool isRunning = true;
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| 222 |
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| 223 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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| 224 |
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[c1ca5b5] | 225 | int main(int argc, char* argv[]) {
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[5272b6b] | 226 | cout << "New OpenGL Game" << endl;
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| 227 |
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[ec4456b] | 228 | if (!restart_gl_log()) {}
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| 229 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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[22b2c37] | 230 |
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[ec4456b] | 231 | glfwSetErrorCallback(glfw_error_callback);
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[5272b6b] | 232 | if (!glfwInit()) {
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| 233 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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| 234 | return 1;
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[be246ad] | 235 | }
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| 236 |
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| 237 | #ifdef __APPLE__
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| 238 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 239 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 240 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 241 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 242 | #endif
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[5272b6b] | 243 |
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[ec4456b] | 244 | glfwWindowHint(GLFW_SAMPLES, 4);
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| 245 |
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| 246 | GLFWwindow* window = NULL;
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[e856d62] | 247 | GLFWmonitor* mon = NULL;
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[ec4456b] | 248 |
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| 249 | if (FULLSCREEN) {
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[e856d62] | 250 | mon = glfwGetPrimaryMonitor();
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[ec4456b] | 251 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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| 252 |
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| 253 | width = vmode->width;
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| 254 | height = vmode->height;
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[e856d62] | 255 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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[ec4456b] | 256 | }
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[e856d62] | 257 | window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL);
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[ec4456b] | 258 |
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[5272b6b] | 259 | if (!window) {
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| 260 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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| 261 | glfwTerminate();
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| 262 | return 1;
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| 263 | }
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[c62eee6] | 264 |
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[644a2e4] | 265 | glfwMakeContextCurrent(window);
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[5272b6b] | 266 | glewExperimental = GL_TRUE;
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| 267 | glewInit();
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| 268 |
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[5527206] | 269 | srand(time(0));
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| 270 |
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[14ff67c] | 271 | /*
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| 272 | * RENDERING ALGORITHM NOTES:
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| 273 | *
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| 274 | * Basically, I need to split my objects into groups, so that each group fits into
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| 275 | * GL_MAX_UNIFORM_BLOCK_SIZE. I need to have an offset and a size for each group.
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| 276 | * Getting the offset is straitforward. The size may as well be GL_MAX_UNIFORM_BLOCK_SIZE
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| 277 | * for each group, since it seems that smaller sizes just round up to the nearest GL_MAX_UNIFORM_BLOCK_SIZE
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| 278 | *
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| 279 | * I'll need to have a loop inside my render loop that calls glBindBufferRange(GL_UNIFORM_BUFFER, ...
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| 280 | * for every 1024 objects and then draws all those objects with one glDraw call.
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| 281 | *
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[0d5c100] | 282 | * Since I currently have very few objects, I'll wait to implement this until I have
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| 283 | * a reasonable number of objects always using the same shader.
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[14ff67c] | 284 | */
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| 285 |
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| 286 | GLint UNIFORM_BUFFER_OFFSET_ALIGNMENT, MAX_UNIFORM_BLOCK_SIZE;
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| 287 | glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &UNIFORM_BUFFER_OFFSET_ALIGNMENT);
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| 288 | glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &MAX_UNIFORM_BLOCK_SIZE);
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| 289 |
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| 290 | MAX_UNIFORMS = MAX_UNIFORM_BLOCK_SIZE / sizeof(mat4);
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| 291 |
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| 292 | cout << "UNIFORM_BUFFER_OFFSET_ALIGNMENT: " << UNIFORM_BUFFER_OFFSET_ALIGNMENT << endl;
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| 293 | cout << "MAX_UNIFORMS: " << MAX_UNIFORMS << endl;
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| 294 |
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[c1ca5b5] | 295 | // Setup Dear ImGui binding
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| 296 | IMGUI_CHECKVERSION();
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| 297 | ImGui::CreateContext();
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| 298 | ImGuiIO& io = ImGui::GetIO(); (void)io;
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| 299 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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| 300 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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| 301 | ImGui_ImplGlfwGL3_Init(window, true);
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| 302 |
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| 303 | // Setup style
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| 304 | ImGui::StyleColorsDark();
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| 305 | //ImGui::StyleColorsClassic();
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| 306 |
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| 307 | glfwSetMouseButtonCallback(window, mouse_button_callback);
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[f7d35da] | 308 | glfwSetKeyCallback(window, key_callback);
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[c1ca5b5] | 309 |
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[5272b6b] | 310 | const GLubyte* renderer = glGetString(GL_RENDERER);
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| 311 | const GLubyte* version = glGetString(GL_VERSION);
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| 312 | printf("Renderer: %s\n", renderer);
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| 313 | printf("OpenGL version supported %s\n", version);
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[93baa0e] | 314 |
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[5272b6b] | 315 | glEnable(GL_DEPTH_TEST);
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| 316 | glDepthFunc(GL_LESS);
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[516668e] | 317 |
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[93baa0e] | 318 | glEnable(GL_CULL_FACE);
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| 319 | // glCullFace(GL_BACK);
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| 320 | // glFrontFace(GL_CW);
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| 321 |
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[485424b] | 322 | int x, y;
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| 323 | unsigned char* texImage = loadImage("test.png", &x, &y);
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| 324 | if (texImage) {
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| 325 | cout << "Yay, I loaded an image!" << endl;
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| 326 | cout << x << endl;
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| 327 | cout << y << endl;
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[e856d62] | 328 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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[485424b] | 329 | }
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| 330 |
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| 331 | GLuint tex = 0;
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| 332 | glGenTextures(1, &tex);
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| 333 | glActiveTexture(GL_TEXTURE0);
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| 334 | glBindTexture(GL_TEXTURE_2D, tex);
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| 335 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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| 336 |
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| 337 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 338 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 339 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 340 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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| 341 |
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[0d5c100] | 342 | /* RENDERING ALGORITHM
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| 343 | *
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| 344 | * Create a separate vbo for each of the following things:
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| 345 | * - points
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| 346 | * - colors
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| 347 | * - texture coordinates
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| 348 | * - selected colors
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| 349 | * - normals
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| 350 | * - indices into a ubo that stores a model matrix for each object
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| 351 | *
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| 352 | * Also, make a model matrix ubo, the entirety of which will be passed to the vertex shader.
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| 353 | * The vbo containing the correct index into the ubo (mentioned above) will be used to select
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| 354 | * the right model matrix for each point. The index in the vbo will be the saem for all points
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| 355 | * of any given object.
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| 356 | *
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| 357 | * There will be two shader programs for now, one for draing colored objects, and another for
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| 358 | * drawing textured ones. The points, normals, and model mat ubo indices will be passed to both
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| 359 | * shaders, while the colors vbo will only be passed to the colors shader, and the texcoords vbo
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| 360 | * only to the texture shader.
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| 361 | *
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| 362 | * Right now, the currently selected object is drawn using one color (specified in the selected
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| 363 | * colors vbo) regardless of whether it is normally rendering using colors or a texture. The selected
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| 364 | * object is rendering by binding the selected colors vbo in place of the colors vbo and using the colors
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| 365 | * shader. Then, the selected object is redrawn along with all other objects, but the depth buffer test
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| 366 | * prevents the unselected version of the object from appearing on the screen. This lets me render all the
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| 367 | * objects that use a particular shader using one glDrawArrays() call.
|
---|
| 368 | */
|
---|
[cffca4d] | 369 |
|
---|
[c3c3158] | 370 | map<GLuint, BufferInfo> shaderBufferInfo;
|
---|
| 371 |
|
---|
[cffca4d] | 372 | GLuint color_sp = loadShaderProgram("./color.vert", "./color.frag");
|
---|
| 373 | GLuint texture_sp = loadShaderProgram("./texture.vert", "./texture.frag");
|
---|
[b155f13] | 374 | GLuint laser_sp = loadShaderProgram("./laser.vert", "./laser.frag");
|
---|
[cffca4d] | 375 |
|
---|
[c3c3158] | 376 | shaderBufferInfo[color_sp] = BufferInfo();
|
---|
| 377 | shaderBufferInfo[texture_sp] = BufferInfo();
|
---|
[b155f13] | 378 | shaderBufferInfo[laser_sp] = BufferInfo();
|
---|
[c3c3158] | 379 |
|
---|
[f9a242b] | 380 | SceneObject obj;
|
---|
[07ed460] | 381 | mat4 T_model, R_model;
|
---|
| 382 |
|
---|
[92b1e90] | 383 | // TODO: Confirm there's nothing I need from the commented out models and delete them
|
---|
| 384 | // (Check to make sure the textured square is drawn correctly)
|
---|
| 385 |
|
---|
[cf2d1e5] | 386 | /*
|
---|
[07ed460] | 387 | // triangle
|
---|
[f9a242b] | 388 | obj = SceneObject();
|
---|
| 389 | obj.shader_program = color_sp;
|
---|
| 390 | obj.points = {
|
---|
[d12d003] | 391 | 0.0f, 0.5f, 0.0f,
|
---|
| 392 | -0.5f, -0.5f, 0.0f,
|
---|
| 393 | 0.5f, -0.5f, 0.0f,
|
---|
| 394 | 0.5f, -0.5f, 0.0f,
|
---|
| 395 | -0.5f, -0.5f, 0.0f,
|
---|
| 396 | 0.0f, 0.5f, 0.0f,
|
---|
[516668e] | 397 | };
|
---|
[f9a242b] | 398 | obj.colors = {
|
---|
[07ed460] | 399 | 1.0f, 0.0f, 0.0f,
|
---|
| 400 | 0.0f, 0.0f, 1.0f,
|
---|
| 401 | 0.0f, 1.0f, 0.0f,
|
---|
| 402 | 0.0f, 1.0f, 0.0f,
|
---|
| 403 | 0.0f, 0.0f, 1.0f,
|
---|
| 404 | 1.0f, 0.0f, 0.0f,
|
---|
[93baa0e] | 405 | };
|
---|
[c94a699] | 406 | obj.texcoords = { 0.0f };
|
---|
[f9a242b] | 407 | obj.selected_colors = {
|
---|
[07ed460] | 408 | 0.0f, 1.0f, 0.0f,
|
---|
| 409 | 0.0f, 1.0f, 0.0f,
|
---|
| 410 | 0.0f, 1.0f, 0.0f,
|
---|
| 411 | 0.0f, 1.0f, 0.0f,
|
---|
| 412 | 0.0f, 1.0f, 0.0f,
|
---|
| 413 | 0.0f, 1.0f, 0.0f,
|
---|
| 414 | };
|
---|
| 415 |
|
---|
[dba67b2] | 416 | T_model = translate(mat4(1.0f), vec3(0.45f, -1.5f, 0.0f));
|
---|
| 417 | R_model = rotate(mat4(1.0f), 0.0f, vec3(0.0f, 1.0f, 0.0f));
|
---|
[5c403fe] | 418 | obj.model_base = T_model*R_model;
|
---|
[f9a242b] | 419 |
|
---|
[c3c3158] | 420 | addObjectToSceneDuringInit(obj);
|
---|
[33a9664] | 421 |
|
---|
[07ed460] | 422 | // square
|
---|
[f9a242b] | 423 | obj = SceneObject();
|
---|
| 424 | obj.shader_program = texture_sp;
|
---|
| 425 | obj.points = {
|
---|
[b73cb3b] | 426 | 0.5f, 0.5f, 0.0f,
|
---|
[d12d003] | 427 | -0.5f, 0.5f, 0.0f,
|
---|
| 428 | -0.5f, -0.5f, 0.0f,
|
---|
[b73cb3b] | 429 | 0.5f, 0.5f, 0.0f,
|
---|
[d12d003] | 430 | -0.5f, -0.5f, 0.0f,
|
---|
[b73cb3b] | 431 | 0.5f, -0.5f, 0.0f,
|
---|
[64a70f4] | 432 | };
|
---|
[c94a699] | 433 | obj.colors = { 0.0f };
|
---|
[f9a242b] | 434 | obj.texcoords = {
|
---|
[64a70f4] | 435 | 1.0f, 1.0f,
|
---|
| 436 | 0.0f, 1.0f,
|
---|
[07ed460] | 437 | 0.0f, 0.0f,
|
---|
| 438 | 1.0f, 1.0f,
|
---|
| 439 | 0.0f, 0.0f,
|
---|
| 440 | 1.0f, 0.0f
|
---|
[485424b] | 441 | };
|
---|
[f9a242b] | 442 | obj.selected_colors = {
|
---|
[9f4986b] | 443 | 0.0f, 0.6f, 0.9f,
|
---|
| 444 | 0.0f, 0.6f, 0.9f,
|
---|
| 445 | 0.0f, 0.6f, 0.9f,
|
---|
| 446 | 0.0f, 0.6f, 0.9f,
|
---|
| 447 | 0.0f, 0.6f, 0.9f,
|
---|
| 448 | 0.0f, 0.6f, 0.9f,
|
---|
[19c9338] | 449 | };
|
---|
[df652d5] | 450 |
|
---|
[dba67b2] | 451 | T_model = translate(mat4(1.0f), vec3(-0.5f, -1.5f, -1.00f));
|
---|
| 452 | R_model = rotate(mat4(1.0f), 0.5f, vec3(0.0f, 1.0f, 0.0f));
|
---|
[5c403fe] | 453 | obj.model_base = T_model*R_model;
|
---|
[f9a242b] | 454 |
|
---|
[c3c3158] | 455 | addObjectToSceneDuringInit(obj);
|
---|
[cf2d1e5] | 456 | */
|
---|
[f9a242b] | 457 |
|
---|
| 458 | // player ship
|
---|
| 459 | obj = SceneObject();
|
---|
[92b1e90] | 460 | obj.type = TYPE_SHIP;
|
---|
[f9a242b] | 461 | obj.shader_program = color_sp;
|
---|
| 462 | obj.points = {
|
---|
[81f28c0] | 463 | //back
|
---|
[3d06b4e] | 464 | -0.5f, 0.3f, 0.0f,
|
---|
| 465 | -0.5f, 0.0f, 0.0f,
|
---|
| 466 | 0.5f, 0.0f, 0.0f,
|
---|
| 467 | -0.5f, 0.3f, 0.0f,
|
---|
| 468 | 0.5f, 0.0f, 0.0f,
|
---|
| 469 | 0.5f, 0.3f, 0.0f,
|
---|
[81f28c0] | 470 |
|
---|
| 471 | // left back
|
---|
[3d06b4e] | 472 | -0.5f, 0.3f, -2.0f,
|
---|
| 473 | -0.5f, 0.0f, -2.0f,
|
---|
| 474 | -0.5f, 0.0f, 0.0f,
|
---|
| 475 | -0.5f, 0.3f, -2.0f,
|
---|
| 476 | -0.5f, 0.0f, 0.0f,
|
---|
| 477 | -0.5f, 0.3f, 0.0f,
|
---|
[81f28c0] | 478 |
|
---|
| 479 | // right back
|
---|
[3d06b4e] | 480 | 0.5f, 0.3f, 0.0f,
|
---|
| 481 | 0.5f, 0.0f, 0.0f,
|
---|
| 482 | 0.5f, 0.0f, -2.0f,
|
---|
| 483 | 0.5f, 0.3f, 0.0f,
|
---|
| 484 | 0.5f, 0.0f, -2.0f,
|
---|
| 485 | 0.5f, 0.3f, -2.0f,
|
---|
[81f28c0] | 486 |
|
---|
| 487 | // left mid
|
---|
[3d06b4e] | 488 | -0.25f, 0.3f, -3.0f,
|
---|
| 489 | -0.25f, 0.0f, -3.0f,
|
---|
| 490 | -0.5f, 0.0f, -2.0f,
|
---|
| 491 | -0.25f, 0.3f, -3.0f,
|
---|
| 492 | -0.5f, 0.0f, -2.0f,
|
---|
| 493 | -0.5f, 0.3f, -2.0f,
|
---|
[81f28c0] | 494 |
|
---|
| 495 | // right mid
|
---|
[3d06b4e] | 496 | 0.5f, 0.3f, -2.0f,
|
---|
| 497 | 0.5f, 0.0f, -2.0f,
|
---|
| 498 | 0.25f, 0.0f, -3.0f,
|
---|
| 499 | 0.5f, 0.3f, -2.0f,
|
---|
| 500 | 0.25f, 0.0f, -3.0f,
|
---|
| 501 | 0.25f, 0.3f, -3.0f,
|
---|
[81f28c0] | 502 |
|
---|
| 503 | // left front
|
---|
[3d06b4e] | 504 | 0.0f, 0.0f, -3.5f,
|
---|
| 505 | -0.25f, 0.0f, -3.0f,
|
---|
| 506 | -0.25f, 0.3f, -3.0f,
|
---|
[81f28c0] | 507 |
|
---|
| 508 | // right front
|
---|
[3d06b4e] | 509 | 0.25f, 0.3f, -3.0f,
|
---|
| 510 | 0.25f, 0.0f, -3.0f,
|
---|
| 511 | 0.0f, 0.0f, -3.5f,
|
---|
[81f28c0] | 512 |
|
---|
| 513 | // top back
|
---|
[3d06b4e] | 514 | -0.5f, 0.3f, -2.0f,
|
---|
| 515 | -0.5f, 0.3f, 0.0f,
|
---|
| 516 | 0.5f, 0.3f, 0.0f,
|
---|
| 517 | -0.5f, 0.3f, -2.0f,
|
---|
| 518 | 0.5f, 0.3f, 0.0f,
|
---|
| 519 | 0.5f, 0.3f, -2.0f,
|
---|
[81f28c0] | 520 |
|
---|
[20e0020] | 521 | // bottom back
|
---|
[3d06b4e] | 522 | -0.5f, 0.0f, 0.0f,
|
---|
| 523 | -0.5f, 0.0f, -2.0f,
|
---|
| 524 | 0.5f, 0.0f, 0.0f,
|
---|
| 525 | 0.5f, 0.0f, 0.0f,
|
---|
| 526 | -0.5f, 0.0f, -2.0f,
|
---|
| 527 | 0.5f, 0.0f, -2.0f,
|
---|
[20e0020] | 528 |
|
---|
| 529 | // top mid
|
---|
[3d06b4e] | 530 | -0.25f, 0.3f, -3.0f,
|
---|
| 531 | -0.5f, 0.3f, -2.0f,
|
---|
| 532 | 0.5f, 0.3f, -2.0f,
|
---|
| 533 | -0.25f, 0.3f, -3.0f,
|
---|
| 534 | 0.5f, 0.3f, -2.0f,
|
---|
| 535 | 0.25f, 0.3f, -3.0f,
|
---|
[20e0020] | 536 |
|
---|
| 537 | // bottom mid
|
---|
[3d06b4e] | 538 | -0.5f, 0.0f, -2.0f,
|
---|
| 539 | -0.25f, 0.0f, -3.0f,
|
---|
| 540 | 0.5f, 0.0f, -2.0f,
|
---|
| 541 | 0.5f, 0.0f, -2.0f,
|
---|
| 542 | -0.25f, 0.0f, -3.0f,
|
---|
| 543 | 0.25f, 0.0f, -3.0f,
|
---|
[20e0020] | 544 |
|
---|
| 545 | // top front
|
---|
[3d06b4e] | 546 | -0.25f, 0.3f, -3.0f,
|
---|
| 547 | 0.25f, 0.3f, -3.0f,
|
---|
| 548 | 0.0f, 0.0f, -3.5f,
|
---|
[20e0020] | 549 |
|
---|
| 550 | // bottom front
|
---|
[3d06b4e] | 551 | 0.25f, 0.0f, -3.0f,
|
---|
| 552 | -0.25f, 0.0f, -3.0f,
|
---|
| 553 | 0.0f, 0.0f, -3.5f,
|
---|
[20e0020] | 554 |
|
---|
| 555 | // left wing start back
|
---|
[3d06b4e] | 556 | -1.5f, 0.3f, 0.0f,
|
---|
| 557 | -1.5f, 0.0f, 0.0f,
|
---|
| 558 | -0.5f, 0.0f, 0.0f,
|
---|
| 559 | -1.5f, 0.3f, 0.0f,
|
---|
| 560 | -0.5f, 0.0f, 0.0f,
|
---|
| 561 | -0.5f, 0.3f, 0.0f,
|
---|
[20e0020] | 562 |
|
---|
| 563 | // left wing start top
|
---|
[3d06b4e] | 564 | -0.5f, 0.3f, -0.3f,
|
---|
| 565 | -1.3f, 0.3f, -0.3f,
|
---|
| 566 | -1.5f, 0.3f, 0.0f,
|
---|
| 567 | -0.5f, 0.3f, -0.3f,
|
---|
| 568 | -1.5f, 0.3f, 0.0f,
|
---|
| 569 | -0.5f, 0.3f, 0.0f,
|
---|
[20e0020] | 570 |
|
---|
| 571 | // left wing start front
|
---|
[3d06b4e] | 572 | -0.5f, 0.3f, -0.3f,
|
---|
| 573 | -0.5f, 0.0f, -0.3f,
|
---|
| 574 | -1.3f, 0.0f, -0.3f,
|
---|
| 575 | -0.5f, 0.3f, -0.3f,
|
---|
| 576 | -1.3f, 0.0f, -0.3f,
|
---|
| 577 | -1.3f, 0.3f, -0.3f,
|
---|
[20e0020] | 578 |
|
---|
| 579 | // left wing start bottom
|
---|
[3d06b4e] | 580 | -0.5f, 0.0f, 0.0f,
|
---|
| 581 | -1.5f, 0.0f, 0.0f,
|
---|
| 582 | -1.3f, 0.0f, -0.3f,
|
---|
| 583 | -0.5f, 0.0f, 0.0f,
|
---|
| 584 | -1.3f, 0.0f, -0.3f,
|
---|
| 585 | -0.5f, 0.0f, -0.3f,
|
---|
[20e0020] | 586 |
|
---|
| 587 | // left wing end outside
|
---|
[3d06b4e] | 588 | -1.5f, 0.3f, 0.0f,
|
---|
| 589 | -2.2f, 0.15f, -0.8f,
|
---|
| 590 | -1.5f, 0.0f, 0.0f,
|
---|
[20e0020] | 591 |
|
---|
| 592 | // left wing end top
|
---|
[3d06b4e] | 593 | -1.3f, 0.3f, -0.3f,
|
---|
| 594 | -2.2f, 0.15f, -0.8f,
|
---|
| 595 | -1.5f, 0.3f, 0.0f,
|
---|
[20e0020] | 596 |
|
---|
| 597 | // left wing end front
|
---|
[3d06b4e] | 598 | -1.3f, 0.0f, -0.3f,
|
---|
| 599 | -2.2f, 0.15f, -0.8f,
|
---|
| 600 | -1.3f, 0.3f, -0.3f,
|
---|
[20e0020] | 601 |
|
---|
| 602 | // left wing end bottom
|
---|
[3d06b4e] | 603 | -1.5f, 0.0f, 0.0f,
|
---|
| 604 | -2.2f, 0.15f, -0.8f,
|
---|
| 605 | -1.3f, 0.0f, -0.3f,
|
---|
[20e0020] | 606 |
|
---|
| 607 | // right wing start back
|
---|
[3d06b4e] | 608 | 1.5f, 0.0f, 0.0f,
|
---|
| 609 | 1.5f, 0.3f, 0.0f,
|
---|
| 610 | 0.5f, 0.0f, 0.0f,
|
---|
| 611 | 0.5f, 0.0f, 0.0f,
|
---|
| 612 | 1.5f, 0.3f, 0.0f,
|
---|
| 613 | 0.5f, 0.3f, 0.0f,
|
---|
[20e0020] | 614 |
|
---|
| 615 | // right wing start top
|
---|
[3d06b4e] | 616 | 1.3f, 0.3f, -0.3f,
|
---|
| 617 | 0.5f, 0.3f, -0.3f,
|
---|
| 618 | 1.5f, 0.3f, 0.0f,
|
---|
| 619 | 1.5f, 0.3f, 0.0f,
|
---|
| 620 | 0.5f, 0.3f, -0.3f,
|
---|
| 621 | 0.5f, 0.3f, 0.0f,
|
---|
[20e0020] | 622 |
|
---|
| 623 | // right wing start front
|
---|
[3d06b4e] | 624 | 0.5f, 0.0f, -0.3f,
|
---|
| 625 | 0.5f, 0.3f, -0.3f,
|
---|
| 626 | 1.3f, 0.0f, -0.3f,
|
---|
| 627 | 1.3f, 0.0f, -0.3f,
|
---|
| 628 | 0.5f, 0.3f, -0.3f,
|
---|
| 629 | 1.3f, 0.3f, -0.3f,
|
---|
[20e0020] | 630 |
|
---|
| 631 | // right wing start bottom
|
---|
[3d06b4e] | 632 | 1.5f, 0.0f, 0.0f,
|
---|
| 633 | 0.5f, 0.0f, 0.0f,
|
---|
| 634 | 1.3f, 0.0f, -0.3f,
|
---|
| 635 | 1.3f, 0.0f, -0.3f,
|
---|
| 636 | 0.5f, 0.0f, 0.0f,
|
---|
| 637 | 0.5f, 0.0f, -0.3f,
|
---|
[20e0020] | 638 |
|
---|
| 639 | // right wing end outside
|
---|
[3d06b4e] | 640 | 2.2f, 0.15f, -0.8f,
|
---|
| 641 | 1.5f, 0.3f, 0.0f,
|
---|
| 642 | 1.5f, 0.0f, 0.0f,
|
---|
[20e0020] | 643 |
|
---|
| 644 | // right wing end top
|
---|
[3d06b4e] | 645 | 2.2f, 0.15f, -0.8f,
|
---|
| 646 | 1.3f, 0.3f, -0.3f,
|
---|
| 647 | 1.5f, 0.3f, 0.0f,
|
---|
[20e0020] | 648 |
|
---|
| 649 | // right wing end front
|
---|
[3d06b4e] | 650 | 2.2f, 0.15f, -0.8f,
|
---|
| 651 | 1.3f, 0.0f, -0.3f,
|
---|
| 652 | 1.3f, 0.3f, -0.3f,
|
---|
[20e0020] | 653 |
|
---|
| 654 | // right wing end bottom
|
---|
[3d06b4e] | 655 | 2.2f, 0.15f, -0.8f,
|
---|
| 656 | 1.5f, 0.0f, 0.0f,
|
---|
| 657 | 1.3f, 0.0f, -0.3f,
|
---|
[f9a242b] | 658 | };
|
---|
| 659 | obj.colors = {
|
---|
| 660 | 0.0f, 0.0f, 0.3f,
|
---|
| 661 | 0.0f, 0.0f, 0.3f,
|
---|
| 662 | 0.0f, 0.0f, 0.3f,
|
---|
| 663 | 0.0f, 0.0f, 0.3f,
|
---|
| 664 | 0.0f, 0.0f, 0.3f,
|
---|
| 665 | 0.0f, 0.0f, 0.3f,
|
---|
[81f28c0] | 666 |
|
---|
| 667 | 0.0f, 0.0f, 0.3f,
|
---|
| 668 | 0.0f, 0.0f, 0.3f,
|
---|
| 669 | 0.0f, 0.0f, 0.3f,
|
---|
| 670 | 0.0f, 0.0f, 0.3f,
|
---|
| 671 | 0.0f, 0.0f, 0.3f,
|
---|
| 672 | 0.0f, 0.0f, 0.3f,
|
---|
| 673 |
|
---|
| 674 | 0.0f, 0.0f, 0.3f,
|
---|
| 675 | 0.0f, 0.0f, 0.3f,
|
---|
| 676 | 0.0f, 0.0f, 0.3f,
|
---|
| 677 | 0.0f, 0.0f, 0.3f,
|
---|
| 678 | 0.0f, 0.0f, 0.3f,
|
---|
| 679 | 0.0f, 0.0f, 0.3f,
|
---|
| 680 |
|
---|
| 681 | 0.0f, 0.0f, 0.3f,
|
---|
| 682 | 0.0f, 0.0f, 0.3f,
|
---|
| 683 | 0.0f, 0.0f, 0.3f,
|
---|
| 684 | 0.0f, 0.0f, 0.3f,
|
---|
| 685 | 0.0f, 0.0f, 0.3f,
|
---|
| 686 | 0.0f, 0.0f, 0.3f,
|
---|
| 687 |
|
---|
| 688 | 0.0f, 0.0f, 0.3f,
|
---|
| 689 | 0.0f, 0.0f, 0.3f,
|
---|
| 690 | 0.0f, 0.0f, 0.3f,
|
---|
| 691 | 0.0f, 0.0f, 0.3f,
|
---|
| 692 | 0.0f, 0.0f, 0.3f,
|
---|
| 693 | 0.0f, 0.0f, 0.3f,
|
---|
| 694 |
|
---|
[cf2d1e5] | 695 | 0.0f, 0.0f, 1.0f,
|
---|
| 696 | 0.0f, 0.0f, 1.0f,
|
---|
| 697 | 0.0f, 0.0f, 1.0f,
|
---|
[81f28c0] | 698 |
|
---|
[cf2d1e5] | 699 | 0.0f, 0.0f, 1.0f,
|
---|
| 700 | 0.0f, 0.0f, 1.0f,
|
---|
| 701 | 0.0f, 0.0f, 1.0f,
|
---|
[81f28c0] | 702 |
|
---|
[cf2d1e5] | 703 | 0.0f, 0.0f, 1.0f,
|
---|
| 704 | 0.0f, 0.0f, 1.0f,
|
---|
| 705 | 0.0f, 0.0f, 1.0f,
|
---|
| 706 | 0.0f, 0.0f, 1.0f,
|
---|
| 707 | 0.0f, 0.0f, 1.0f,
|
---|
| 708 | 0.0f, 0.0f, 1.0f,
|
---|
[81f28c0] | 709 |
|
---|
[cf2d1e5] | 710 | 0.0f, 0.0f, 1.0f,
|
---|
| 711 | 0.0f, 0.0f, 1.0f,
|
---|
| 712 | 0.0f, 0.0f, 1.0f,
|
---|
| 713 | 0.0f, 0.0f, 1.0f,
|
---|
| 714 | 0.0f, 0.0f, 1.0f,
|
---|
| 715 | 0.0f, 0.0f, 1.0f,
|
---|
[81f28c0] | 716 |
|
---|
[cf2d1e5] | 717 | 0.0f, 0.0f, 1.0f,
|
---|
| 718 | 0.0f, 0.0f, 1.0f,
|
---|
| 719 | 0.0f, 0.0f, 1.0f,
|
---|
| 720 | 0.0f, 0.0f, 1.0f,
|
---|
| 721 | 0.0f, 0.0f, 1.0f,
|
---|
| 722 | 0.0f, 0.0f, 1.0f,
|
---|
[81f28c0] | 723 |
|
---|
[cf2d1e5] | 724 | 0.0f, 0.0f, 1.0f,
|
---|
| 725 | 0.0f, 0.0f, 1.0f,
|
---|
| 726 | 0.0f, 0.0f, 1.0f,
|
---|
| 727 | 0.0f, 0.0f, 1.0f,
|
---|
| 728 | 0.0f, 0.0f, 1.0f,
|
---|
| 729 | 0.0f, 0.0f, 1.0f,
|
---|
[81f28c0] | 730 |
|
---|
| 731 | 0.0f, 0.0f, 0.3f,
|
---|
| 732 | 0.0f, 0.0f, 0.3f,
|
---|
| 733 | 0.0f, 0.0f, 0.3f,
|
---|
[20e0020] | 734 |
|
---|
[81f28c0] | 735 | 0.0f, 0.0f, 0.3f,
|
---|
| 736 | 0.0f, 0.0f, 0.3f,
|
---|
| 737 | 0.0f, 0.0f, 0.3f,
|
---|
| 738 |
|
---|
| 739 | 0.0f, 0.0f, 0.3f,
|
---|
| 740 | 0.0f, 0.0f, 0.3f,
|
---|
| 741 | 0.0f, 0.0f, 0.3f,
|
---|
| 742 | 0.0f, 0.0f, 0.3f,
|
---|
| 743 | 0.0f, 0.0f, 0.3f,
|
---|
| 744 | 0.0f, 0.0f, 0.3f,
|
---|
| 745 |
|
---|
[20e0020] | 746 | 0.0f, 0.0f, 0.3f,
|
---|
| 747 | 0.0f, 0.0f, 0.3f,
|
---|
| 748 | 0.0f, 0.0f, 0.3f,
|
---|
| 749 | 0.0f, 0.0f, 0.3f,
|
---|
| 750 | 0.0f, 0.0f, 0.3f,
|
---|
| 751 | 0.0f, 0.0f, 0.3f,
|
---|
| 752 |
|
---|
| 753 | 0.0f, 0.0f, 0.3f,
|
---|
| 754 | 0.0f, 0.0f, 0.3f,
|
---|
| 755 | 0.0f, 0.0f, 0.3f,
|
---|
| 756 | 0.0f, 0.0f, 0.3f,
|
---|
| 757 | 0.0f, 0.0f, 0.3f,
|
---|
| 758 | 0.0f, 0.0f, 0.3f,
|
---|
| 759 |
|
---|
| 760 | 0.0f, 0.0f, 0.3f,
|
---|
| 761 | 0.0f, 0.0f, 0.3f,
|
---|
| 762 | 0.0f, 0.0f, 0.3f,
|
---|
| 763 | 0.0f, 0.0f, 0.3f,
|
---|
| 764 | 0.0f, 0.0f, 0.3f,
|
---|
| 765 | 0.0f, 0.0f, 0.3f,
|
---|
| 766 |
|
---|
| 767 | 0.0f, 0.0f, 0.3f,
|
---|
| 768 | 0.0f, 0.0f, 0.3f,
|
---|
| 769 | 0.0f, 0.0f, 0.3f,
|
---|
| 770 |
|
---|
| 771 | 0.0f, 0.0f, 0.3f,
|
---|
| 772 | 0.0f, 0.0f, 0.3f,
|
---|
| 773 | 0.0f, 0.0f, 0.3f,
|
---|
| 774 |
|
---|
| 775 | 0.0f, 0.0f, 0.3f,
|
---|
| 776 | 0.0f, 0.0f, 0.3f,
|
---|
| 777 | 0.0f, 0.0f, 0.3f,
|
---|
| 778 |
|
---|
| 779 | 0.0f, 0.0f, 0.3f,
|
---|
| 780 | 0.0f, 0.0f, 0.3f,
|
---|
| 781 | 0.0f, 0.0f, 0.3f,
|
---|
| 782 |
|
---|
| 783 | 0.0f, 0.0f, 0.3f,
|
---|
| 784 | 0.0f, 0.0f, 0.3f,
|
---|
| 785 | 0.0f, 0.0f, 0.3f,
|
---|
| 786 | 0.0f, 0.0f, 0.3f,
|
---|
| 787 | 0.0f, 0.0f, 0.3f,
|
---|
| 788 | 0.0f, 0.0f, 0.3f,
|
---|
| 789 |
|
---|
| 790 | 0.0f, 0.0f, 0.3f,
|
---|
| 791 | 0.0f, 0.0f, 0.3f,
|
---|
| 792 | 0.0f, 0.0f, 0.3f,
|
---|
| 793 | 0.0f, 0.0f, 0.3f,
|
---|
| 794 | 0.0f, 0.0f, 0.3f,
|
---|
| 795 | 0.0f, 0.0f, 0.3f,
|
---|
| 796 |
|
---|
| 797 | 0.0f, 0.0f, 0.3f,
|
---|
| 798 | 0.0f, 0.0f, 0.3f,
|
---|
| 799 | 0.0f, 0.0f, 0.3f,
|
---|
| 800 | 0.0f, 0.0f, 0.3f,
|
---|
| 801 | 0.0f, 0.0f, 0.3f,
|
---|
| 802 | 0.0f, 0.0f, 0.3f,
|
---|
| 803 |
|
---|
| 804 | 0.0f, 0.0f, 0.3f,
|
---|
| 805 | 0.0f, 0.0f, 0.3f,
|
---|
| 806 | 0.0f, 0.0f, 0.3f,
|
---|
| 807 | 0.0f, 0.0f, 0.3f,
|
---|
| 808 | 0.0f, 0.0f, 0.3f,
|
---|
| 809 | 0.0f, 0.0f, 0.3f,
|
---|
| 810 |
|
---|
| 811 | 0.0f, 0.0f, 0.3f,
|
---|
| 812 | 0.0f, 0.0f, 0.3f,
|
---|
| 813 | 0.0f, 0.0f, 0.3f,
|
---|
| 814 |
|
---|
[81f28c0] | 815 | 0.0f, 0.0f, 0.3f,
|
---|
| 816 | 0.0f, 0.0f, 0.3f,
|
---|
| 817 | 0.0f, 0.0f, 0.3f,
|
---|
| 818 |
|
---|
| 819 | 0.0f, 0.0f, 0.3f,
|
---|
| 820 | 0.0f, 0.0f, 0.3f,
|
---|
| 821 | 0.0f, 0.0f, 0.3f,
|
---|
| 822 |
|
---|
| 823 | 0.0f, 0.0f, 0.3f,
|
---|
| 824 | 0.0f, 0.0f, 0.3f,
|
---|
| 825 | 0.0f, 0.0f, 0.3f,
|
---|
[f9a242b] | 826 | };
|
---|
[cf2d1e5] | 827 | obj.texcoords = { 0.0f };
|
---|
| 828 | obj.selected_colors = { 0.0f };
|
---|
[f9a242b] | 829 |
|
---|
[b155f13] | 830 | T_model = translate(mat4(1.0f), vec3(0.0f, -1.2f, 1.65f));
|
---|
[dba67b2] | 831 | R_model = rotate(mat4(1.0f), 20.0f * (float)ONE_DEG_IN_RAD, vec3(1.0f, 0.0f, 0.0f));
|
---|
| 832 | R_model = mat4(1.0f);
|
---|
| 833 | obj.model_base = T_model * R_model * scale(mat4(1.0f), vec3(0.1f, 0.1f, 0.1f));
|
---|
[f9a242b] | 834 |
|
---|
[95595de] | 835 | obj.translate_mat = T_model;
|
---|
| 836 |
|
---|
[c3c3158] | 837 | addObjectToSceneDuringInit(obj);
|
---|
[cf2d1e5] | 838 |
|
---|
[92b1e90] | 839 | obj = SceneObject();
|
---|
| 840 | obj.shader_program = laser_sp;
|
---|
| 841 |
|
---|
| 842 | addLaserToScene(obj, vec3(0.34f, -2.0f, 1.6f), vec3(0.34f, -2.0f, -3.0f), vec3(0.0f, 1.0f, 0.0f), 0.04f);
|
---|
| 843 |
|
---|
| 844 | obj = SceneObject();
|
---|
| 845 | obj.shader_program = laser_sp;
|
---|
| 846 |
|
---|
| 847 | addLaserToScene(obj, vec3(-0.34f, -2.0f, 1.6f), vec3(-0.34f, -2.0f, -3.0f), vec3(0.0f, 1.0f, 0.0f), 0.04f);
|
---|
| 848 |
|
---|
[07ed460] | 849 | vector<SceneObject>::iterator obj_it;
|
---|
[19c9338] | 850 |
|
---|
[0d5c100] | 851 | GLuint points_vbo, colors_vbo, selected_colors_vbo, texcoords_vbo,
|
---|
[92b1e90] | 852 | normals_vbo, ubo, model_mat_idx_vbo, laser_points_vbo, laser_colors_vbo;
|
---|
[e165b85] | 853 |
|
---|
[c3c3158] | 854 | initializeBuffers(
|
---|
| 855 | &points_vbo,
|
---|
| 856 | &colors_vbo,
|
---|
| 857 | &selected_colors_vbo,
|
---|
| 858 | &texcoords_vbo,
|
---|
| 859 | &normals_vbo,
|
---|
| 860 | &ubo,
|
---|
[92b1e90] | 861 | &model_mat_idx_vbo,
|
---|
| 862 | &laser_points_vbo,
|
---|
| 863 | &laser_colors_vbo);
|
---|
[e165b85] | 864 |
|
---|
[0d5c100] | 865 | populateBuffers(objects,
|
---|
[c3c3158] | 866 | shaderBufferInfo,
|
---|
| 867 | points_vbo,
|
---|
| 868 | colors_vbo,
|
---|
| 869 | selected_colors_vbo,
|
---|
| 870 | texcoords_vbo,
|
---|
| 871 | normals_vbo,
|
---|
| 872 | ubo,
|
---|
[92b1e90] | 873 | model_mat_idx_vbo,
|
---|
| 874 | laser_points_vbo,
|
---|
| 875 | laser_colors_vbo);
|
---|
[b155f13] | 876 |
|
---|
[92b1e90] | 877 | GLuint color_vao = 0;
|
---|
| 878 | glGenVertexArrays(1, &color_vao);
|
---|
| 879 | glBindVertexArray(color_vao);
|
---|
[516668e] | 880 |
|
---|
[8b7cfcf] | 881 | glEnableVertexAttribArray(0);
|
---|
| 882 | glEnableVertexAttribArray(1);
|
---|
[9dd2eb7] | 883 | glEnableVertexAttribArray(2);
|
---|
[14ff67c] | 884 | glEnableVertexAttribArray(3);
|
---|
[644a2e4] | 885 |
|
---|
[cffca4d] | 886 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
| 887 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
| 888 |
|
---|
| 889 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
| 890 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
| 891 |
|
---|
[14ff67c] | 892 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
| 893 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
---|
| 894 |
|
---|
[92b1e90] | 895 | GLuint texture_vao = 0;
|
---|
| 896 | glGenVertexArrays(1, &texture_vao);
|
---|
| 897 | glBindVertexArray(texture_vao);
|
---|
[644a2e4] | 898 |
|
---|
[485424b] | 899 | glEnableVertexAttribArray(0);
|
---|
| 900 | glEnableVertexAttribArray(1);
|
---|
[9dd2eb7] | 901 | glEnableVertexAttribArray(2);
|
---|
[14ff67c] | 902 | glEnableVertexAttribArray(3);
|
---|
[8b7cfcf] | 903 |
|
---|
[cffca4d] | 904 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
| 905 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
[1a530df] | 906 |
|
---|
[cffca4d] | 907 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
| 908 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
| 909 |
|
---|
| 910 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
| 911 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
[644a2e4] | 912 |
|
---|
[14ff67c] | 913 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
| 914 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
---|
| 915 |
|
---|
[b155f13] | 916 | GLuint laser_vao = 0;
|
---|
| 917 | glGenVertexArrays(1, &laser_vao);
|
---|
| 918 | glBindVertexArray(laser_vao);
|
---|
| 919 |
|
---|
| 920 | glEnableVertexAttribArray(0);
|
---|
| 921 | glEnableVertexAttribArray(1);
|
---|
| 922 |
|
---|
| 923 | glBindBuffer(GL_ARRAY_BUFFER, laser_points_vbo);
|
---|
| 924 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
| 925 |
|
---|
| 926 | glBindBuffer(GL_ARRAY_BUFFER, laser_colors_vbo);
|
---|
| 927 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
| 928 |
|
---|
[7ee66ea] | 929 | float cam_speed = 1.0f;
|
---|
[201e2f8] | 930 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
[809ce16] | 931 | float cam_pitch_speed = 60.0f*ONE_DEG_IN_RAD;
|
---|
[7ee66ea] | 932 |
|
---|
[b73cb3b] | 933 | // glm::lookAt can create the view matrix
|
---|
| 934 | // glm::perspective can create the projection matrix
|
---|
| 935 |
|
---|
| 936 | cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
---|
[81f28c0] | 937 | //cam_pos = vec3(-2.1f, -1.5f, -1.5f); // Good position for checking ship faces
|
---|
[64a70f4] | 938 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
|
---|
[8d5e67b] | 939 | float cam_pitch = -50.0f * 2.0f * 3.14159f / 360.0f;
|
---|
[7ee66ea] | 940 |
|
---|
[dba67b2] | 941 | mat4 T = translate(mat4(1.0f), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
| 942 | mat4 yaw_mat = rotate(mat4(1.0f), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
| 943 | mat4 pitch_mat = rotate(mat4(1.0f), -cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
---|
[8d5e67b] | 944 | mat4 R = pitch_mat * yaw_mat;
|
---|
[c62eee6] | 945 | view_mat = R*T;
|
---|
[7ee66ea] | 946 |
|
---|
| 947 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
---|
| 948 | float aspect = (float)width / (float)height;
|
---|
| 949 |
|
---|
[d12d003] | 950 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
---|
| 951 | float Sx = NEAR_CLIP / (range * aspect);
|
---|
| 952 | float Sy = NEAR_CLIP / range;
|
---|
| 953 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
| 954 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
---|
[7ee66ea] | 955 |
|
---|
[c62eee6] | 956 | float proj_arr[] = {
|
---|
[7ee66ea] | 957 | Sx, 0.0f, 0.0f, 0.0f,
|
---|
| 958 | 0.0f, Sy, 0.0f, 0.0f,
|
---|
| 959 | 0.0f, 0.0f, Sz, -1.0f,
|
---|
| 960 | 0.0f, 0.0f, Pz, 0.0f,
|
---|
| 961 | };
|
---|
[c62eee6] | 962 | proj_mat = make_mat4(proj_arr);
|
---|
[7ee66ea] | 963 |
|
---|
[14ff67c] | 964 | GLuint ub_binding_point = 0;
|
---|
| 965 |
|
---|
[cffca4d] | 966 | GLuint view_test_loc = glGetUniformLocation(color_sp, "view");
|
---|
| 967 | GLuint proj_test_loc = glGetUniformLocation(color_sp, "proj");
|
---|
[14ff67c] | 968 | GLuint color_sp_ub_index = glGetUniformBlockIndex(color_sp, "models");
|
---|
[7ee66ea] | 969 |
|
---|
[cffca4d] | 970 | GLuint view_mat_loc = glGetUniformLocation(texture_sp, "view");
|
---|
| 971 | GLuint proj_mat_loc = glGetUniformLocation(texture_sp, "proj");
|
---|
[14ff67c] | 972 | GLuint texture_sp_ub_index = glGetUniformBlockIndex(texture_sp, "models");
|
---|
[19c9338] | 973 |
|
---|
[b155f13] | 974 | GLuint laser_view_mat_loc = glGetUniformLocation(laser_sp, "view");
|
---|
| 975 | GLuint laser_proj_mat_loc = glGetUniformLocation(laser_sp, "proj");
|
---|
| 976 |
|
---|
[cffca4d] | 977 | glUseProgram(color_sp);
|
---|
[19c9338] | 978 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[c62eee6] | 979 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[485424b] | 980 |
|
---|
[14ff67c] | 981 | glUniformBlockBinding(color_sp, color_sp_ub_index, ub_binding_point);
|
---|
| 982 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
[e165b85] | 983 |
|
---|
[cffca4d] | 984 | glUseProgram(texture_sp);
|
---|
[19c9338] | 985 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[c62eee6] | 986 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
[7ee66ea] | 987 |
|
---|
[14ff67c] | 988 | glUniformBlockBinding(texture_sp, texture_sp_ub_index, ub_binding_point);
|
---|
| 989 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
---|
| 990 |
|
---|
[b155f13] | 991 | glUseProgram(laser_sp);
|
---|
| 992 | glUniformMatrix4fv(laser_view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 993 | glUniformMatrix4fv(laser_proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
---|
| 994 |
|
---|
[7ee66ea] | 995 | bool cam_moved = false;
|
---|
| 996 |
|
---|
[046ce72] | 997 | int frame_count = 0;
|
---|
[f70ab75] | 998 | double elapsed_seconds_fps = 0.0f;
|
---|
[5527206] | 999 | double elapsed_seconds_spawn = 0.0f;
|
---|
[93baa0e] | 1000 | double previous_seconds = glfwGetTime();
|
---|
[046ce72] | 1001 |
|
---|
[9dd2eb7] | 1002 | // This draws wireframes. Useful for seeing separate faces and occluded objects.
|
---|
| 1003 | //glPolygonMode(GL_FRONT, GL_LINE);
|
---|
| 1004 |
|
---|
[14ff67c] | 1005 | if (DISABLE_VSYNC && SHOW_FPS) {
|
---|
| 1006 | glfwSwapInterval(0);
|
---|
| 1007 | }
|
---|
[1c81bf0] | 1008 |
|
---|
[93462c6] | 1009 | State curState = STATE_MAIN_MENU;
|
---|
| 1010 |
|
---|
[5b3462b] | 1011 | while (!glfwWindowShouldClose(window) && isRunning) {
|
---|
[93baa0e] | 1012 | double current_seconds = glfwGetTime();
|
---|
| 1013 | double elapsed_seconds = current_seconds - previous_seconds;
|
---|
| 1014 | previous_seconds = current_seconds;
|
---|
| 1015 |
|
---|
[14ff67c] | 1016 | if (SHOW_FPS) {
|
---|
| 1017 | elapsed_seconds_fps += elapsed_seconds;
|
---|
| 1018 | if (elapsed_seconds_fps > 0.25f) {
|
---|
| 1019 | fps = (double)frame_count / elapsed_seconds_fps;
|
---|
| 1020 | cout << "FPS: " << fps << endl;
|
---|
[046ce72] | 1021 |
|
---|
[14ff67c] | 1022 | frame_count = 0;
|
---|
| 1023 | elapsed_seconds_fps = 0.0f;
|
---|
| 1024 | }
|
---|
[046ce72] | 1025 |
|
---|
[14ff67c] | 1026 | frame_count++;
|
---|
| 1027 | }
|
---|
[046ce72] | 1028 |
|
---|
[f7d35da] | 1029 | // Handle events
|
---|
[baa5848] | 1030 |
|
---|
| 1031 | clickedObject = NULL;
|
---|
[f7d35da] | 1032 |
|
---|
| 1033 | // reset the all key states to KEY_STATE_UNCHANGED (something the GLFW key callback can never return)
|
---|
| 1034 | // so that GLFW_PRESS and GLFW_RELEASE are only detected once
|
---|
[cf2d1e5] | 1035 | // TODO: Change this if we ever need to act on GLFW_REPEAT (which is when a key is held down
|
---|
| 1036 | // continuously for a period of time)
|
---|
[f7d35da] | 1037 | fill(key_state, key_state + NUM_KEYS, KEY_STATE_UNCHANGED);
|
---|
| 1038 |
|
---|
[baa5848] | 1039 | glfwPollEvents();
|
---|
| 1040 |
|
---|
[93462c6] | 1041 | while (!events.empty()) {
|
---|
| 1042 | switch (events.front()) {
|
---|
| 1043 | case EVENT_GO_TO_MAIN_MENU:
|
---|
| 1044 | curState = STATE_MAIN_MENU;
|
---|
| 1045 | break;
|
---|
| 1046 | case EVENT_GO_TO_GAME:
|
---|
| 1047 | curState = STATE_GAME;
|
---|
| 1048 | break;
|
---|
| 1049 | case EVENT_QUIT:
|
---|
| 1050 | isRunning = false;
|
---|
| 1051 | break;
|
---|
| 1052 | }
|
---|
| 1053 | events.pop();
|
---|
[147ac6d] | 1054 | }
|
---|
[93462c6] | 1055 |
|
---|
| 1056 | if (curState == STATE_GAME) {
|
---|
[95595de] | 1057 |
|
---|
| 1058 | elapsed_seconds_spawn += elapsed_seconds;
|
---|
| 1059 | if (elapsed_seconds_spawn > 0.5f) {
|
---|
| 1060 | spawnAsteroid(vec3(getRandomNum(-1.3f, 1.3f), getRandomNum(-3.0f, -1.0f), getRandomNum(-5.5f, -4.5f)), color_sp,
|
---|
| 1061 | shaderBufferInfo,
|
---|
| 1062 | points_vbo,
|
---|
| 1063 | colors_vbo,
|
---|
| 1064 | selected_colors_vbo,
|
---|
| 1065 | texcoords_vbo,
|
---|
| 1066 | normals_vbo,
|
---|
| 1067 | ubo,
|
---|
[92b1e90] | 1068 | model_mat_idx_vbo,
|
---|
| 1069 | laser_points_vbo,
|
---|
| 1070 | laser_colors_vbo);
|
---|
[95595de] | 1071 |
|
---|
| 1072 | elapsed_seconds_spawn -= 0.5f;
|
---|
| 1073 | }
|
---|
| 1074 |
|
---|
[cf2d1e5] | 1075 | /*
|
---|
[93462c6] | 1076 | if (clickedObject == &objects[0]) {
|
---|
| 1077 | selectedObject = &objects[0];
|
---|
| 1078 | }
|
---|
| 1079 | if (clickedObject == &objects[1]) {
|
---|
| 1080 | selectedObject = &objects[1];
|
---|
| 1081 | }
|
---|
[cf2d1e5] | 1082 | */
|
---|
[f7d35da] | 1083 |
|
---|
| 1084 | /*
|
---|
| 1085 | if (key_state[GLFW_KEY_SPACE] == GLFW_PRESS) {
|
---|
[dba67b2] | 1086 | transformObject(objects[1], translate(mat4(1.0f), vec3(0.3f, 0.0f, 0.0f)), ubo);
|
---|
[f7d35da] | 1087 | }
|
---|
| 1088 | if (key_pressed[GLFW_KEY_RIGHT]) {
|
---|
[dba67b2] | 1089 | transformObject(objects[2], translate(mat4(1.0f), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
---|
[f7d35da] | 1090 | }
|
---|
| 1091 | if (key_pressed[GLFW_KEY_LEFT]) {
|
---|
[dba67b2] | 1092 | transformObject(objects[2], translate(mat4(1.0f), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
---|
[f7d35da] | 1093 | }
|
---|
| 1094 | */
|
---|
[cf2d1e5] | 1095 |
|
---|
| 1096 | if (key_pressed[GLFW_KEY_RIGHT]) {
|
---|
[dba67b2] | 1097 | transformObject(objects[0], translate(mat4(1.0f), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
---|
[cf2d1e5] | 1098 | }
|
---|
| 1099 | if (key_pressed[GLFW_KEY_LEFT]) {
|
---|
[dba67b2] | 1100 | transformObject(objects[0], translate(mat4(1.0f), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
---|
[cf2d1e5] | 1101 | }
|
---|
| 1102 |
|
---|
[92b1e90] | 1103 | // this code moves the asteroids
|
---|
| 1104 | for (int i = 0; i < objects.size(); i++) {
|
---|
| 1105 | if (objects[i].type == TYPE_ASTEROID && !objects[i].deleted) {
|
---|
[dba67b2] | 1106 | transformObject(objects[i], translate(mat4(1.0f), vec3(0.0f, 0.0f, 0.04f)), ubo);
|
---|
[95595de] | 1107 |
|
---|
[ebaa95c] | 1108 | vec3 obj_center = vec3(view_mat * vec4(objects[i].bounding_center, 1.0f));
|
---|
| 1109 |
|
---|
| 1110 | if ((obj_center.z - objects[i].bounding_radius) > -NEAR_CLIP) {
|
---|
[95595de] | 1111 | removeObjectFromScene(objects[i], ubo);
|
---|
| 1112 | }
|
---|
[5527206] | 1113 | }
|
---|
[cf2d1e5] | 1114 | }
|
---|
[93baa0e] | 1115 |
|
---|
[c3c3158] | 1116 | if (key_state[GLFW_KEY_SPACE] == GLFW_PRESS) {
|
---|
[95595de] | 1117 | removeObjectFromScene(objects[0], ubo);
|
---|
[c3c3158] | 1118 | }
|
---|
[baa5848] | 1119 | }
|
---|
[df652d5] | 1120 |
|
---|
[c3c3158] | 1121 | if (key_state[GLFW_KEY_ESCAPE] == GLFW_PRESS) {
|
---|
[ec4456b] | 1122 | glfwSetWindowShouldClose(window, 1);
|
---|
| 1123 | }
|
---|
[7ee66ea] | 1124 |
|
---|
| 1125 | float dist = cam_speed * elapsed_seconds;
|
---|
[c3c3158] | 1126 | if (key_pressed[GLFW_KEY_A]) {
|
---|
[dba67b2] | 1127 | vec3 dir = vec3(inverse(R) * vec4(-1.0f, 0.0f, 0.0f, 1.0f));
|
---|
[809ce16] | 1128 | cam_pos += dir * dist;
|
---|
[f7d35da] | 1129 |
|
---|
[7ee66ea] | 1130 | cam_moved = true;
|
---|
| 1131 | }
|
---|
[c3c3158] | 1132 | if (key_pressed[GLFW_KEY_D]) {
|
---|
[dba67b2] | 1133 | vec3 dir = vec3(inverse(R) * vec4(1.0f, 0.0f, 0.0f, 1.0f));
|
---|
[809ce16] | 1134 | cam_pos += dir * dist;
|
---|
[f7d35da] | 1135 |
|
---|
[7ee66ea] | 1136 | cam_moved = true;
|
---|
| 1137 | }
|
---|
[c3c3158] | 1138 | if (key_pressed[GLFW_KEY_W]) {
|
---|
[dba67b2] | 1139 | vec3 dir = vec3(inverse(R) * vec4(0.0f, 0.0f, -1.0f, 1.0f));
|
---|
[809ce16] | 1140 | cam_pos += dir * dist;
|
---|
[f7d35da] | 1141 |
|
---|
[7ee66ea] | 1142 | cam_moved = true;
|
---|
| 1143 | }
|
---|
[c3c3158] | 1144 | if (key_pressed[GLFW_KEY_S]) {
|
---|
[dba67b2] | 1145 | vec3 dir = vec3(inverse(R) * vec4(0.0f, 0.0f, 1.0f, 1.0f));
|
---|
[809ce16] | 1146 | cam_pos += dir * dist;
|
---|
[f7d35da] | 1147 |
|
---|
[7ee66ea] | 1148 | cam_moved = true;
|
---|
| 1149 | }
|
---|
[cf2d1e5] | 1150 | /*
|
---|
[c3c3158] | 1151 | if (key_pressed[GLFW_KEY_LEFT]) {
|
---|
| 1152 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
---|
| 1153 | cam_moved = true;
|
---|
[7ee66ea] | 1154 | }
|
---|
[c3c3158] | 1155 | if (key_pressed[GLFW_KEY_RIGHT]) {
|
---|
| 1156 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
---|
| 1157 | cam_moved = true;
|
---|
[7ee66ea] | 1158 | }
|
---|
[c3c3158] | 1159 | if (key_pressed[GLFW_KEY_UP]) {
|
---|
| 1160 | cam_pitch += cam_pitch_speed * elapsed_seconds;
|
---|
| 1161 | cam_moved = true;
|
---|
[809ce16] | 1162 | }
|
---|
[c3c3158] | 1163 | if (key_pressed[GLFW_KEY_DOWN]) {
|
---|
| 1164 | cam_pitch -= cam_pitch_speed * elapsed_seconds;
|
---|
| 1165 | cam_moved = true;
|
---|
[809ce16] | 1166 | }
|
---|
[cf2d1e5] | 1167 | */
|
---|
[7ee66ea] | 1168 | if (cam_moved) {
|
---|
[dba67b2] | 1169 | T = translate(mat4(1.0f), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
---|
[809ce16] | 1170 |
|
---|
[dba67b2] | 1171 | mat4 yaw_mat = rotate(mat4(1.0f), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
---|
| 1172 | mat4 pitch_mat = rotate(mat4(1.0f), -cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
---|
[809ce16] | 1173 | R = pitch_mat * yaw_mat;
|
---|
[f7d35da] | 1174 |
|
---|
[c3c3158] | 1175 | view_mat = R * T;
|
---|
[7ee66ea] | 1176 |
|
---|
[20e0020] | 1177 | //printVector("cam pos", cam_pos);
|
---|
[809ce16] | 1178 |
|
---|
[cffca4d] | 1179 | glUseProgram(color_sp);
|
---|
[267c4c5] | 1180 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 1181 |
|
---|
[cffca4d] | 1182 | glUseProgram(texture_sp);
|
---|
[7ee66ea] | 1183 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
[267c4c5] | 1184 |
|
---|
[b155f13] | 1185 | glUseProgram(laser_sp);
|
---|
| 1186 | glUniformMatrix4fv(laser_view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
---|
| 1187 |
|
---|
[7ee66ea] | 1188 | cam_moved = false;
|
---|
| 1189 | }
|
---|
[c3c3158] | 1190 |
|
---|
| 1191 | // Render scene
|
---|
| 1192 |
|
---|
| 1193 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 1194 |
|
---|
| 1195 | switch (curState) {
|
---|
| 1196 | case STATE_MAIN_MENU:
|
---|
| 1197 | renderMainMenu();
|
---|
| 1198 | renderMainMenuGui();
|
---|
| 1199 | break;
|
---|
| 1200 | case STATE_GAME:
|
---|
[92b1e90] | 1201 | renderScene(shaderBufferInfo,
|
---|
| 1202 | color_sp, texture_sp, laser_sp,
|
---|
| 1203 | color_vao, texture_vao, laser_vao,
|
---|
[b155f13] | 1204 | colors_vbo, selected_colors_vbo,
|
---|
[92b1e90] | 1205 | selectedObject);
|
---|
[c3c3158] | 1206 | renderSceneGui();
|
---|
| 1207 | break;
|
---|
| 1208 | }
|
---|
| 1209 |
|
---|
| 1210 | glfwSwapBuffers(window);
|
---|
[644a2e4] | 1211 | }
|
---|
| 1212 |
|
---|
[c1ca5b5] | 1213 | ImGui_ImplGlfwGL3_Shutdown();
|
---|
| 1214 | ImGui::DestroyContext();
|
---|
| 1215 |
|
---|
| 1216 | glfwDestroyWindow(window);
|
---|
[5272b6b] | 1217 | glfwTerminate();
|
---|
[c1ca5b5] | 1218 |
|
---|
[5272b6b] | 1219 | return 0;
|
---|
| 1220 | }
|
---|
[ec4456b] | 1221 |
|
---|
[4f3262f] | 1222 | void glfw_error_callback(int error, const char* description) {
|
---|
| 1223 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
|
---|
| 1224 | }
|
---|
| 1225 |
|
---|
| 1226 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
|
---|
| 1227 | double mouse_x, mouse_y;
|
---|
| 1228 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
---|
| 1229 |
|
---|
| 1230 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
|
---|
| 1231 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
|
---|
| 1232 | selectedObject = NULL;
|
---|
| 1233 |
|
---|
| 1234 | float x = (2.0f*mouse_x) / width - 1.0f;
|
---|
| 1235 | float y = 1.0f - (2.0f*mouse_y) / height;
|
---|
| 1236 |
|
---|
| 1237 | cout << "x: " << x << ", y: " << y << endl;
|
---|
| 1238 |
|
---|
| 1239 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
|
---|
| 1240 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
|
---|
[dba67b2] | 1241 | ray_eye = vec4(vec2(ray_eye), -1.0f, 1.0f);
|
---|
[4f3262f] | 1242 | vec4 ray_world = inverse(view_mat) * ray_eye;
|
---|
| 1243 |
|
---|
| 1244 | vec4 cam_pos_temp = vec4(cam_pos, 1.0f);
|
---|
| 1245 |
|
---|
| 1246 | vec4 click_point;
|
---|
| 1247 | 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
|
---|
| 1248 | SceneObject* closest_object = NULL;
|
---|
| 1249 |
|
---|
| 1250 | for (vector<SceneObject>::iterator it = objects.begin(); it != objects.end(); it++) {
|
---|
[92b1e90] | 1251 | if (it->type == TYPE_LASER) continue;
|
---|
[4f3262f] | 1252 | for (unsigned int p_idx = 0; p_idx < it->points.size(); p_idx += 9) {
|
---|
[0d5c100] | 1253 | if (faceClicked(
|
---|
| 1254 | {
|
---|
| 1255 | vec3(it->points[p_idx], it->points[p_idx + 1], it->points[p_idx + 2]),
|
---|
| 1256 | vec3(it->points[p_idx + 3], it->points[p_idx + 4], it->points[p_idx + 5]),
|
---|
| 1257 | vec3(it->points[p_idx + 6], it->points[p_idx + 7], it->points[p_idx + 8]),
|
---|
[4f3262f] | 1258 | },
|
---|
[0d5c100] | 1259 | &*it, ray_world, cam_pos_temp, click_point
|
---|
| 1260 | )) {
|
---|
[4f3262f] | 1261 | click_point = view_mat * click_point;
|
---|
| 1262 |
|
---|
| 1263 | if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
|
---|
[dba67b2] | 1264 | closest_point = vec3(click_point);
|
---|
[0d5c100] | 1265 | closest_object = &*it;
|
---|
[4f3262f] | 1266 | }
|
---|
| 1267 | }
|
---|
| 1268 | }
|
---|
| 1269 | }
|
---|
| 1270 |
|
---|
| 1271 | if (closest_object == NULL) {
|
---|
| 1272 | cout << "No object was clicked" << endl;
|
---|
[f7d35da] | 1273 | } else {
|
---|
[4f3262f] | 1274 | clickedObject = closest_object;
|
---|
| 1275 | cout << "Clicked object: " << clickedObject->id << endl;
|
---|
| 1276 | }
|
---|
| 1277 | }
|
---|
| 1278 | }
|
---|
| 1279 |
|
---|
[f7d35da] | 1280 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
|
---|
| 1281 | key_state[key] = action;
|
---|
| 1282 |
|
---|
| 1283 | // should be true for GLFW_PRESS and GLFW_REPEAT
|
---|
| 1284 | key_pressed[key] = (action != GLFW_RELEASE);
|
---|
| 1285 | }
|
---|
| 1286 |
|
---|
| 1287 |
|
---|
[ec4456b] | 1288 | GLuint loadShader(GLenum type, string file) {
|
---|
| 1289 | cout << "Loading shader from file " << file << endl;
|
---|
| 1290 |
|
---|
| 1291 | ifstream shaderFile(file);
|
---|
| 1292 | GLuint shaderId = 0;
|
---|
| 1293 |
|
---|
| 1294 | if (shaderFile.is_open()) {
|
---|
| 1295 | string line, shaderString;
|
---|
| 1296 |
|
---|
| 1297 | while(getline(shaderFile, line)) {
|
---|
| 1298 | shaderString += line + "\n";
|
---|
| 1299 | }
|
---|
| 1300 | shaderFile.close();
|
---|
| 1301 | const char* shaderCString = shaderString.c_str();
|
---|
| 1302 |
|
---|
| 1303 | shaderId = glCreateShader(type);
|
---|
| 1304 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
---|
| 1305 | glCompileShader(shaderId);
|
---|
| 1306 |
|
---|
| 1307 | cout << "Loaded successfully" << endl;
|
---|
| 1308 | } else {
|
---|
[e856d62] | 1309 | cout << "Failed to load the file" << endl;
|
---|
[ec4456b] | 1310 | }
|
---|
| 1311 |
|
---|
| 1312 | return shaderId;
|
---|
| 1313 | }
|
---|
[485424b] | 1314 |
|
---|
| 1315 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
---|
| 1316 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
---|
| 1317 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
---|
| 1318 |
|
---|
| 1319 | GLuint shader_program = glCreateProgram();
|
---|
| 1320 | glAttachShader(shader_program, vs);
|
---|
| 1321 | glAttachShader(shader_program, fs);
|
---|
| 1322 |
|
---|
| 1323 | glLinkProgram(shader_program);
|
---|
| 1324 |
|
---|
| 1325 | return shader_program;
|
---|
| 1326 | }
|
---|
| 1327 |
|
---|
| 1328 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
---|
| 1329 | int n;
|
---|
[e856d62] | 1330 | int force_channels = 4; // This forces RGBA (4 bytes per pixel)
|
---|
[485424b] | 1331 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
---|
[e856d62] | 1332 |
|
---|
| 1333 | int width_in_bytes = *x * 4;
|
---|
| 1334 | unsigned char *top = NULL;
|
---|
| 1335 | unsigned char *bottom = NULL;
|
---|
| 1336 | unsigned char temp = 0;
|
---|
| 1337 | int half_height = *y / 2;
|
---|
| 1338 |
|
---|
| 1339 | // flip image upside-down to account for OpenGL treating lower-left as (0, 0)
|
---|
| 1340 | for (int row = 0; row < half_height; row++) {
|
---|
| 1341 | top = image_data + row * width_in_bytes;
|
---|
| 1342 | bottom = image_data + (*y - row - 1) * width_in_bytes;
|
---|
| 1343 | for (int col = 0; col < width_in_bytes; col++) {
|
---|
| 1344 | temp = *top;
|
---|
| 1345 | *top = *bottom;
|
---|
| 1346 | *bottom = temp;
|
---|
| 1347 | top++;
|
---|
| 1348 | bottom++;
|
---|
| 1349 | }
|
---|
| 1350 | }
|
---|
| 1351 |
|
---|
[485424b] | 1352 | if (!image_data) {
|
---|
| 1353 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
---|
| 1354 | }
|
---|
[e856d62] | 1355 |
|
---|
| 1356 | // Not Power-of-2 check
|
---|
| 1357 | if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) {
|
---|
| 1358 | fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str());
|
---|
| 1359 | }
|
---|
| 1360 |
|
---|
[485424b] | 1361 | return image_data;
|
---|
| 1362 | }
|
---|
[33a9664] | 1363 |
|
---|
[d9f99b2] | 1364 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point) {
|
---|
[5c9d193] | 1365 | // LINE EQUATION: P = O + Dt
|
---|
[b73cb3b] | 1366 | // O = cam
|
---|
[5c9d193] | 1367 | // D = ray_world
|
---|
| 1368 |
|
---|
[b73cb3b] | 1369 | // PLANE EQUATION: P dot n + d = 0
|
---|
| 1370 | // n is the normal vector
|
---|
| 1371 | // d is the offset from the origin
|
---|
[5c9d193] | 1372 |
|
---|
| 1373 | // Take the cross-product of two vectors on the plane to get the normal
|
---|
[d9f99b2] | 1374 | vec3 v1 = points[1] - points[0];
|
---|
| 1375 | vec3 v2 = points[2] - points[0];
|
---|
[5c9d193] | 1376 |
|
---|
| 1377 | 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);
|
---|
[b73cb3b] | 1378 |
|
---|
[dba67b2] | 1379 | vec3 local_ray = vec3(inverse(obj->model_mat) * world_ray);
|
---|
| 1380 | vec3 local_cam = vec3(inverse(obj->model_mat) * cam);
|
---|
[5c9d193] | 1381 |
|
---|
[b73cb3b] | 1382 | local_ray = local_ray - local_cam;
|
---|
[5c9d193] | 1383 |
|
---|
[d9f99b2] | 1384 | float d = -glm::dot(points[0], normal);
|
---|
[5c9d193] | 1385 | float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
|
---|
| 1386 |
|
---|
| 1387 | vec3 intersection = local_cam + t*local_ray;
|
---|
| 1388 |
|
---|
[d9f99b2] | 1389 | if (insideTriangle(intersection, points)) {
|
---|
[e82692b] | 1390 | click_point = obj->model_mat * vec4(intersection, 1.0f);
|
---|
| 1391 | return true;
|
---|
| 1392 | } else {
|
---|
| 1393 | return false;
|
---|
| 1394 | }
|
---|
[5c9d193] | 1395 | }
|
---|
[f7d35da] | 1396 |
|
---|
[5c9d193] | 1397 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
|
---|
[d9f99b2] | 1398 | vec3 v21 = triangle_points[1] - triangle_points[0];
|
---|
| 1399 | vec3 v31 = triangle_points[2] - triangle_points[0];
|
---|
| 1400 | vec3 pv1 = p - triangle_points[0];
|
---|
[33a9664] | 1401 |
|
---|
| 1402 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
---|
| 1403 | float x = (pv1.x-y*v31.x) / v21.x;
|
---|
| 1404 |
|
---|
| 1405 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
---|
| 1406 | }
|
---|
[d12d003] | 1407 |
|
---|
| 1408 | void printVector(string label, vec3 v) {
|
---|
| 1409 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
|
---|
| 1410 | }
|
---|
[b73cb3b] | 1411 |
|
---|
| 1412 | void print4DVector(string label, vec4 v) {
|
---|
| 1413 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
|
---|
| 1414 | }
|
---|
[c1ca5b5] | 1415 |
|
---|
[c3c3158] | 1416 | void addObjectToSceneDuringInit(SceneObject& obj) {
|
---|
[3d06b4e] | 1417 | // Each objects must have at least 3 points, so the size of
|
---|
| 1418 | // the points array must be a positive multiple of 9
|
---|
| 1419 | if (obj.points.size() == 0 || (obj.points.size() % 9) != 0) {
|
---|
| 1420 | return;
|
---|
| 1421 | }
|
---|
| 1422 |
|
---|
[0d5c100] | 1423 | obj.id = objects.size(); // currently unused
|
---|
| 1424 | obj.num_points = obj.points.size() / 3;
|
---|
[dba67b2] | 1425 | obj.model_transform = mat4(1.0f);
|
---|
[c3c3158] | 1426 | obj.deleted = false;
|
---|
[0d5c100] | 1427 |
|
---|
| 1428 | obj.normals.reserve(obj.points.size());
|
---|
| 1429 | for (int i = 0; i < obj.points.size(); i += 9) {
|
---|
| 1430 | vec3 point1 = vec3(obj.points[i], obj.points[i + 1], obj.points[i + 2]);
|
---|
| 1431 | vec3 point2 = vec3(obj.points[i + 3], obj.points[i + 4], obj.points[i + 5]);
|
---|
| 1432 | vec3 point3 = vec3(obj.points[i + 6], obj.points[i + 7], obj.points[i + 8]);
|
---|
[cffca4d] | 1433 |
|
---|
[0d5c100] | 1434 | vec3 normal = normalize(cross(point2 - point1, point3 - point1));
|
---|
[cffca4d] | 1435 |
|
---|
[0d5c100] | 1436 | // Add the same normal for all 3 points
|
---|
| 1437 | for (int j = 0; j < 3; j++) {
|
---|
| 1438 | obj.normals.push_back(normal.x);
|
---|
| 1439 | obj.normals.push_back(normal.y);
|
---|
| 1440 | obj.normals.push_back(normal.z);
|
---|
| 1441 | }
|
---|
| 1442 | }
|
---|
[cffca4d] | 1443 |
|
---|
[3d06b4e] | 1444 | calculateObjectBoundingBox(obj);
|
---|
| 1445 |
|
---|
[95595de] | 1446 | obj.bounding_center = vec3(obj.translate_mat * vec4(obj.bounding_center, 1.0f));
|
---|
| 1447 |
|
---|
[0d5c100] | 1448 | objects.push_back(obj);
|
---|
| 1449 | }
|
---|
[cffca4d] | 1450 |
|
---|
[c3c3158] | 1451 | void addObjectToScene(SceneObject& obj,
|
---|
| 1452 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
| 1453 | GLuint points_vbo,
|
---|
| 1454 | GLuint colors_vbo,
|
---|
| 1455 | GLuint selected_colors_vbo,
|
---|
| 1456 | GLuint texcoords_vbo,
|
---|
| 1457 | GLuint normals_vbo,
|
---|
| 1458 | GLuint ubo,
|
---|
[92b1e90] | 1459 | GLuint model_mat_idx_vbo,
|
---|
| 1460 | GLuint laser_points_vbo,
|
---|
| 1461 | GLuint laser_colors_vbo) {
|
---|
[c3c3158] | 1462 | addObjectToSceneDuringInit(obj);
|
---|
| 1463 |
|
---|
| 1464 | BufferInfo* bufferInfo = &shaderBufferInfo[obj.shader_program];
|
---|
| 1465 |
|
---|
[3d06b4e] | 1466 | // Check if the buffers aren't large enough to fit the new object and, if so, call
|
---|
| 1467 | // populateBuffers() to resize and repopupulate them
|
---|
[c3c3158] | 1468 | if (bufferInfo->vbo_capacity < (bufferInfo->ubo_offset + obj.num_points) ||
|
---|
| 1469 | bufferInfo->ubo_capacity < (bufferInfo->ubo_offset + 1)) {
|
---|
| 1470 | populateBuffers(objects, shaderBufferInfo,
|
---|
| 1471 | points_vbo,
|
---|
| 1472 | colors_vbo,
|
---|
| 1473 | selected_colors_vbo,
|
---|
| 1474 | texcoords_vbo,
|
---|
| 1475 | normals_vbo,
|
---|
| 1476 | ubo,
|
---|
[92b1e90] | 1477 | model_mat_idx_vbo,
|
---|
| 1478 | laser_points_vbo,
|
---|
| 1479 | laser_colors_vbo);
|
---|
[c3c3158] | 1480 | } else {
|
---|
| 1481 | copyObjectDataToBuffers(objects.back(), shaderBufferInfo,
|
---|
| 1482 | points_vbo,
|
---|
| 1483 | colors_vbo,
|
---|
| 1484 | selected_colors_vbo,
|
---|
| 1485 | texcoords_vbo,
|
---|
| 1486 | normals_vbo,
|
---|
| 1487 | ubo,
|
---|
[92b1e90] | 1488 | model_mat_idx_vbo,
|
---|
| 1489 | laser_points_vbo,
|
---|
| 1490 | laser_colors_vbo);
|
---|
[c3c3158] | 1491 | }
|
---|
| 1492 | }
|
---|
| 1493 |
|
---|
[95595de] | 1494 | void removeObjectFromScene(SceneObject& obj, GLuint ubo) {
|
---|
[c3c3158] | 1495 | if (!obj.deleted) {
|
---|
| 1496 | // Move the object outside the render bounds of the scene so it doesn't get rendered
|
---|
| 1497 | // TODO: Find a better way of hiding the object until the next time buffers are repopulated
|
---|
[dba67b2] | 1498 | transformObject(obj, translate(mat4(1.0f), vec3(0.0f, 0.0f, FAR_CLIP * 1000.0f)), ubo);
|
---|
[c3c3158] | 1499 | obj.deleted = true;
|
---|
| 1500 | }
|
---|
| 1501 | }
|
---|
| 1502 |
|
---|
[3d06b4e] | 1503 | void calculateObjectBoundingBox(SceneObject& obj) {
|
---|
| 1504 | GLfloat min_x = obj.points[0];
|
---|
| 1505 | GLfloat max_x = obj.points[0];
|
---|
| 1506 | GLfloat min_y = obj.points[1];
|
---|
| 1507 | GLfloat max_y = obj.points[1];
|
---|
| 1508 | GLfloat min_z = obj.points[2];
|
---|
| 1509 | GLfloat max_z = obj.points[2];
|
---|
| 1510 |
|
---|
| 1511 | // start from the second point
|
---|
| 1512 | for (int i = 3; i < obj.points.size(); i += 3) {
|
---|
| 1513 | if (min_x > obj.points[i]) {
|
---|
| 1514 | min_x = obj.points[i];
|
---|
| 1515 | }
|
---|
| 1516 | else if (max_x < obj.points[i]) {
|
---|
| 1517 | max_x = obj.points[i];
|
---|
| 1518 | }
|
---|
| 1519 |
|
---|
| 1520 | if (min_y > obj.points[i + 1]) {
|
---|
| 1521 | min_y = obj.points[i + 1];
|
---|
| 1522 | }
|
---|
| 1523 | else if (max_y < obj.points[i + 1]) {
|
---|
| 1524 | max_y = obj.points[i + 1];
|
---|
| 1525 | }
|
---|
| 1526 |
|
---|
| 1527 | if (min_z > obj.points[i + 2]) {
|
---|
| 1528 | min_z = obj.points[i + 2];
|
---|
| 1529 | }
|
---|
| 1530 | else if (max_z < obj.points[i + 2]) {
|
---|
| 1531 | max_z = obj.points[i + 2];
|
---|
| 1532 | }
|
---|
| 1533 | }
|
---|
| 1534 |
|
---|
| 1535 | obj.bounding_center = vec3((min_x + max_x) / 2.0f, (min_y + max_y) / 2.0f, (min_z + max_z) / 2.0f);
|
---|
| 1536 |
|
---|
| 1537 | GLfloat radius_x = max_x - obj.bounding_center.x;
|
---|
| 1538 | GLfloat radius_y = max_y - obj.bounding_center.y;
|
---|
| 1539 | GLfloat radius_z = max_z - obj.bounding_center.z;
|
---|
| 1540 |
|
---|
[95595de] | 1541 | // This actually underestimates the radius. Might need to be fixed at some point.
|
---|
[3d06b4e] | 1542 | obj.bounding_radius = radius_x;
|
---|
| 1543 | if (obj.bounding_radius < radius_y)
|
---|
| 1544 | obj.bounding_radius = radius_y;
|
---|
| 1545 | if (obj.bounding_radius < radius_z)
|
---|
| 1546 | obj.bounding_radius = radius_z;
|
---|
| 1547 |
|
---|
| 1548 | for (int i = 0; i < obj.points.size(); i += 3) {
|
---|
| 1549 | obj.points[i] -= obj.bounding_center.x;
|
---|
| 1550 | obj.points[i + 1] -= obj.bounding_center.y;
|
---|
| 1551 | obj.points[i + 2] -= obj.bounding_center.z;
|
---|
| 1552 | }
|
---|
| 1553 |
|
---|
| 1554 | obj.bounding_center = vec3(0.0f, 0.0f, 0.0f);
|
---|
| 1555 | }
|
---|
| 1556 |
|
---|
[b155f13] | 1557 | // currently only works correctly for lasers oriented along the z axis
|
---|
[92b1e90] | 1558 | void addLaserToScene(SceneObject& obj, vec3 start, vec3 end, vec3 color, GLfloat width) {
|
---|
| 1559 | obj.id = objects.size(); // currently unused
|
---|
| 1560 | obj.type = TYPE_LASER;
|
---|
| 1561 | obj.deleted = false;
|
---|
[b155f13] | 1562 |
|
---|
| 1563 | // I really need to create a direction vector and add/subtract that from start and end
|
---|
| 1564 | // to get the right coords
|
---|
| 1565 | // Also need to multiply the width times a vector perpendicular to it
|
---|
| 1566 | vec3 dir = end - start;
|
---|
| 1567 |
|
---|
[92b1e90] | 1568 | obj.points = {
|
---|
| 1569 | start.x + width / 2, start.y, start.z - width,
|
---|
| 1570 | start.x - width / 2, start.y, start.z - width,
|
---|
[b155f13] | 1571 | start.x - width / 2, start.y, start.z,
|
---|
[92b1e90] | 1572 | start.x + width / 2, start.y, start.z - width,
|
---|
[b155f13] | 1573 | start.x - width / 2, start.y, start.z,
|
---|
| 1574 | start.x + width / 2, start.y, start.z,
|
---|
| 1575 | end.x + width / 2, end.y, end.z + width,
|
---|
| 1576 | end.x - width / 2, end.y, end.z + width,
|
---|
| 1577 | start.x - width / 2, start.y, start.z - width,
|
---|
| 1578 | end.x + width / 2, end.y, end.z + width,
|
---|
| 1579 | start.x - width / 2, start.y, start.z - width,
|
---|
| 1580 | start.x + width / 2, start.y, start.z - width,
|
---|
| 1581 | end.x + width / 2, end.y, end.z,
|
---|
| 1582 | end.x - width / 2, end.y, end.z,
|
---|
[92b1e90] | 1583 | end.x - width / 2, end.y, end.z + width,
|
---|
[b155f13] | 1584 | end.x + width / 2, end.y, end.z,
|
---|
[92b1e90] | 1585 | end.x - width / 2, end.y, end.z + width,
|
---|
| 1586 | end.x + width / 2, end.y, end.z + width,
|
---|
[b155f13] | 1587 | };
|
---|
| 1588 |
|
---|
| 1589 | vec3 end_color = vec3(1.0f, 0.0f, 0.0f); // temporary
|
---|
[92b1e90] | 1590 | obj.colors = {
|
---|
[b155f13] | 1591 | end_color.x, end_color.y, end_color.z,
|
---|
| 1592 | end_color.x, end_color.y, end_color.z,
|
---|
| 1593 | end_color.x, end_color.y, end_color.z,
|
---|
| 1594 | end_color.x, end_color.y, end_color.z,
|
---|
| 1595 | end_color.x, end_color.y, end_color.z,
|
---|
| 1596 | end_color.x, end_color.y, end_color.z,
|
---|
| 1597 | color.x, color.y, color.z,
|
---|
| 1598 | color.x, color.y, color.z,
|
---|
| 1599 | color.x, color.y, color.z,
|
---|
| 1600 | color.x, color.y, color.z,
|
---|
| 1601 | color.x, color.y, color.z,
|
---|
| 1602 | color.x, color.y, color.z,
|
---|
| 1603 | end_color.x, end_color.y, end_color.z,
|
---|
| 1604 | end_color.x, end_color.y, end_color.z,
|
---|
| 1605 | end_color.x, end_color.y, end_color.z,
|
---|
| 1606 | end_color.x, end_color.y, end_color.z,
|
---|
| 1607 | end_color.x, end_color.y, end_color.z,
|
---|
| 1608 | end_color.x, end_color.y, end_color.z,
|
---|
| 1609 | };
|
---|
| 1610 |
|
---|
[92b1e90] | 1611 | obj.num_points = obj.points.size() / 3;
|
---|
[b155f13] | 1612 |
|
---|
[92b1e90] | 1613 | objects.push_back(obj);
|
---|
[b155f13] | 1614 | }
|
---|
| 1615 |
|
---|
[c3c3158] | 1616 | void initializeBuffers(
|
---|
| 1617 | GLuint* points_vbo,
|
---|
| 1618 | GLuint* colors_vbo,
|
---|
| 1619 | GLuint* selected_colors_vbo,
|
---|
| 1620 | GLuint* texcoords_vbo,
|
---|
| 1621 | GLuint* normals_vbo,
|
---|
| 1622 | GLuint* ubo,
|
---|
[92b1e90] | 1623 | GLuint* model_mat_idx_vbo,
|
---|
| 1624 | GLuint* laser_points_vbo,
|
---|
| 1625 | GLuint* laser_colors_vbo) {
|
---|
[c3c3158] | 1626 | *points_vbo = 0;
|
---|
| 1627 | glGenBuffers(1, points_vbo);
|
---|
| 1628 |
|
---|
| 1629 | *colors_vbo = 0;
|
---|
| 1630 | glGenBuffers(1, colors_vbo);
|
---|
| 1631 |
|
---|
| 1632 | *selected_colors_vbo = 0;
|
---|
| 1633 | glGenBuffers(1, selected_colors_vbo);
|
---|
| 1634 |
|
---|
| 1635 | *texcoords_vbo = 0;
|
---|
| 1636 | glGenBuffers(1, texcoords_vbo);
|
---|
| 1637 |
|
---|
| 1638 | *normals_vbo = 0;
|
---|
| 1639 | glGenBuffers(1, normals_vbo);
|
---|
| 1640 |
|
---|
| 1641 | *ubo = 0;
|
---|
| 1642 | glGenBuffers(1, ubo);
|
---|
| 1643 |
|
---|
| 1644 | *model_mat_idx_vbo = 0;
|
---|
| 1645 | glGenBuffers(1, model_mat_idx_vbo);
|
---|
[92b1e90] | 1646 |
|
---|
| 1647 | *laser_points_vbo = 0;
|
---|
| 1648 | glGenBuffers(1, laser_points_vbo);
|
---|
| 1649 |
|
---|
| 1650 | *laser_colors_vbo = 0;
|
---|
| 1651 | glGenBuffers(1, laser_colors_vbo);
|
---|
[c3c3158] | 1652 | }
|
---|
| 1653 |
|
---|
[0d5c100] | 1654 | void populateBuffers(vector<SceneObject>& objects,
|
---|
[c3c3158] | 1655 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
| 1656 | GLuint points_vbo,
|
---|
| 1657 | GLuint colors_vbo,
|
---|
| 1658 | GLuint selected_colors_vbo,
|
---|
| 1659 | GLuint texcoords_vbo,
|
---|
| 1660 | GLuint normals_vbo,
|
---|
| 1661 | GLuint ubo,
|
---|
[92b1e90] | 1662 | GLuint model_mat_idx_vbo,
|
---|
| 1663 | GLuint laser_points_vbo,
|
---|
| 1664 | GLuint laser_colors_vbo) {
|
---|
[0d5c100] | 1665 | GLsizeiptr points_buffer_size = 0;
|
---|
| 1666 | GLsizeiptr textures_buffer_size = 0;
|
---|
| 1667 | GLsizeiptr ubo_buffer_size = 0;
|
---|
| 1668 | GLsizeiptr model_mat_idx_buffer_size = 0;
|
---|
| 1669 |
|
---|
[c3c3158] | 1670 | map<GLuint, unsigned int> shaderCounts;
|
---|
[0d5c100] | 1671 | map<GLuint, unsigned int> shaderUboCounts;
|
---|
[93462c6] | 1672 |
|
---|
[0d5c100] | 1673 | vector<SceneObject>::iterator it;
|
---|
| 1674 |
|
---|
[92b1e90] | 1675 | /* Find all shaders that need to be used and the number of objects and
|
---|
[c3c3158] | 1676 | * number of points for each shader. Construct a map from shader id to count
|
---|
| 1677 | * of points being drawn using that shader (for thw model matrix ubo, we
|
---|
| 1678 | * need object counts instead). These will be used to get offsets into the
|
---|
| 1679 | * vertex buffer for each shader.
|
---|
| 1680 | */
|
---|
| 1681 | for (it = objects.begin(); it != objects.end();) {
|
---|
| 1682 | if (it->deleted) {
|
---|
| 1683 | it = objects.erase(it);
|
---|
[0d5c100] | 1684 | } else {
|
---|
[c94a699] | 1685 | points_buffer_size += it->num_points * sizeof(GLfloat) * 3;
|
---|
| 1686 | textures_buffer_size += it->num_points * sizeof(GLfloat) * 2;
|
---|
[c3c3158] | 1687 | ubo_buffer_size += 16 * sizeof(GLfloat);
|
---|
| 1688 | model_mat_idx_buffer_size += it->num_points * sizeof(GLuint);
|
---|
| 1689 |
|
---|
| 1690 | if (shaderCounts.count(it->shader_program) == 0) {
|
---|
| 1691 | shaderCounts[it->shader_program] = it->num_points;
|
---|
| 1692 | shaderUboCounts[it->shader_program] = 1;
|
---|
| 1693 | } else {
|
---|
| 1694 | shaderCounts[it->shader_program] += it->num_points;
|
---|
| 1695 | shaderUboCounts[it->shader_program]++;
|
---|
| 1696 | }
|
---|
| 1697 |
|
---|
| 1698 | it++;
|
---|
[e3ca955] | 1699 | }
|
---|
[0d5c100] | 1700 | }
|
---|
| 1701 |
|
---|
[c3c3158] | 1702 | // double the buffer sizes to leave room for new objects
|
---|
| 1703 | points_buffer_size *= 2;
|
---|
| 1704 | textures_buffer_size *= 2;
|
---|
| 1705 | ubo_buffer_size *= 2;
|
---|
| 1706 | model_mat_idx_buffer_size *= 2;
|
---|
| 1707 |
|
---|
[0d5c100] | 1708 | map<GLuint, unsigned int>::iterator shaderIt;
|
---|
| 1709 | unsigned int lastShaderCount = 0;
|
---|
| 1710 | unsigned int lastShaderUboCount = 0;
|
---|
| 1711 |
|
---|
| 1712 | /*
|
---|
[c3c3158] | 1713 | * The counts calculated above can be used to get the starting offset of
|
---|
| 1714 | * each shader in the vertex buffer. Create a map of base offsets to mark
|
---|
| 1715 | * where the data for the first object using a given shader begins. Also,
|
---|
| 1716 | * create a map of current offsets to mark where to copy data for the next
|
---|
| 1717 | * object being added.
|
---|
| 1718 | */
|
---|
[0d5c100] | 1719 | for (shaderIt = shaderCounts.begin(); shaderIt != shaderCounts.end(); shaderIt++) {
|
---|
[c3c3158] | 1720 | shaderBufferInfo[shaderIt->first].vbo_base = lastShaderCount * 2;
|
---|
| 1721 | shaderBufferInfo[shaderIt->first].ubo_base = lastShaderUboCount * 2;
|
---|
[92b1e90] | 1722 |
|
---|
| 1723 | if (shaderIt->first == 9) { // hack to check for laser_sp
|
---|
| 1724 | shaderBufferInfo[shaderIt->first].vbo_base = 0;
|
---|
| 1725 | shaderBufferInfo[shaderIt->first].ubo_base = 0; // unused now anyway
|
---|
| 1726 | }
|
---|
| 1727 |
|
---|
[c3c3158] | 1728 | cout << "shader: " << shaderIt->first << endl;
|
---|
| 1729 | cout << "point counts: " << shaderCounts[shaderIt->first] << endl;
|
---|
| 1730 | cout << "object counts: " << shaderUboCounts[shaderIt->first] << endl;
|
---|
| 1731 | cout << "vbo_base: " << shaderBufferInfo[shaderIt->first].vbo_base << endl;
|
---|
| 1732 | cout << "ubo_base: " << shaderBufferInfo[shaderIt->first].ubo_base << endl;
|
---|
[0d5c100] | 1733 |
|
---|
[c3c3158] | 1734 | shaderBufferInfo[shaderIt->first].vbo_offset = 0;
|
---|
| 1735 | shaderBufferInfo[shaderIt->first].ubo_offset = 0;
|
---|
| 1736 |
|
---|
| 1737 | shaderBufferInfo[shaderIt->first].vbo_capacity = shaderCounts[shaderIt->first] * 2;
|
---|
| 1738 | shaderBufferInfo[shaderIt->first].ubo_capacity = shaderUboCounts[shaderIt->first] * 2;
|
---|
[0d5c100] | 1739 |
|
---|
[c3c3158] | 1740 | lastShaderCount += shaderCounts[shaderIt->first];
|
---|
[0d5c100] | 1741 | lastShaderUboCount += shaderUboCounts[shaderIt->first];
|
---|
| 1742 | }
|
---|
| 1743 |
|
---|
[c3c3158] | 1744 | // Allocate all the buffers using the counts calculated above
|
---|
[0d5c100] | 1745 |
|
---|
[c3c3158] | 1746 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
[0d5c100] | 1747 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 1748 |
|
---|
[c3c3158] | 1749 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
[0d5c100] | 1750 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 1751 |
|
---|
[c3c3158] | 1752 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
[0d5c100] | 1753 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 1754 |
|
---|
[c3c3158] | 1755 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
[0d5c100] | 1756 | glBufferData(GL_ARRAY_BUFFER, textures_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 1757 |
|
---|
[c3c3158] | 1758 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
[0d5c100] | 1759 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 1760 |
|
---|
[c3c3158] | 1761 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
[0d5c100] | 1762 | glBufferData(GL_UNIFORM_BUFFER, ubo_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 1763 |
|
---|
[c3c3158] | 1764 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
[0d5c100] | 1765 | glBufferData(GL_ARRAY_BUFFER, model_mat_idx_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
---|
| 1766 |
|
---|
[92b1e90] | 1767 | unsigned int max_num_lasers = 20;
|
---|
| 1768 |
|
---|
| 1769 | glBindBuffer(GL_ARRAY_BUFFER, laser_points_vbo);
|
---|
| 1770 | glBufferData(GL_ARRAY_BUFFER, max_num_lasers * 18 * sizeof(GLfloat) * 3, NULL, GL_DYNAMIC_DRAW);
|
---|
| 1771 |
|
---|
| 1772 | glBindBuffer(GL_ARRAY_BUFFER, laser_colors_vbo);
|
---|
| 1773 | glBufferData(GL_ARRAY_BUFFER, max_num_lasers * 18 * sizeof(GLfloat) * 3, NULL, GL_DYNAMIC_DRAW);
|
---|
| 1774 |
|
---|
[0d5c100] | 1775 | for (it = objects.begin(); it != objects.end(); it++) {
|
---|
[c3c3158] | 1776 | copyObjectDataToBuffers(*it, shaderBufferInfo,
|
---|
| 1777 | points_vbo,
|
---|
| 1778 | colors_vbo,
|
---|
| 1779 | selected_colors_vbo,
|
---|
| 1780 | texcoords_vbo,
|
---|
| 1781 | normals_vbo,
|
---|
| 1782 | ubo,
|
---|
[92b1e90] | 1783 | model_mat_idx_vbo,
|
---|
| 1784 | laser_points_vbo,
|
---|
| 1785 | laser_colors_vbo);
|
---|
[c3c3158] | 1786 | }
|
---|
| 1787 | }
|
---|
[0d5c100] | 1788 |
|
---|
[c3c3158] | 1789 | void copyObjectDataToBuffers(SceneObject& obj,
|
---|
| 1790 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
| 1791 | GLuint points_vbo,
|
---|
| 1792 | GLuint colors_vbo,
|
---|
| 1793 | GLuint selected_colors_vbo,
|
---|
| 1794 | GLuint texcoords_vbo,
|
---|
| 1795 | GLuint normals_vbo,
|
---|
| 1796 | GLuint ubo,
|
---|
[92b1e90] | 1797 | GLuint model_mat_idx_vbo,
|
---|
| 1798 | GLuint laser_points_vbo,
|
---|
| 1799 | GLuint laser_colors_vbo) {
|
---|
[c3c3158] | 1800 | BufferInfo* bufferInfo = &shaderBufferInfo[obj.shader_program];
|
---|
[0d5c100] | 1801 |
|
---|
[c3c3158] | 1802 | obj.vertex_vbo_offset = bufferInfo->vbo_base + bufferInfo->vbo_offset;
|
---|
| 1803 | obj.ubo_offset = bufferInfo->ubo_base + bufferInfo->ubo_offset;
|
---|
[0d5c100] | 1804 |
|
---|
[92b1e90] | 1805 | if (obj.type == TYPE_LASER) {
|
---|
| 1806 | glBindBuffer(GL_ARRAY_BUFFER, laser_points_vbo);
|
---|
| 1807 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.points.size() * sizeof(GLfloat), &obj.points[0]);
|
---|
[0d5c100] | 1808 |
|
---|
[92b1e90] | 1809 | glBindBuffer(GL_ARRAY_BUFFER, laser_colors_vbo);
|
---|
| 1810 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.points.size() * sizeof(GLfloat), &obj.colors[0]);
|
---|
| 1811 | } else {
|
---|
| 1812 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
---|
| 1813 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.points.size() * sizeof(GLfloat), &obj.points[0]);
|
---|
[0d5c100] | 1814 |
|
---|
[92b1e90] | 1815 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
| 1816 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.colors.size() * sizeof(GLfloat), &obj.colors[0]);
|
---|
[0d5c100] | 1817 |
|
---|
[92b1e90] | 1818 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
| 1819 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.selected_colors.size() * sizeof(GLfloat), &obj.selected_colors[0]);
|
---|
[0d5c100] | 1820 |
|
---|
[92b1e90] | 1821 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
---|
| 1822 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 2, obj.texcoords.size() * sizeof(GLfloat), &obj.texcoords[0]);
|
---|
[0d5c100] | 1823 |
|
---|
[92b1e90] | 1824 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
---|
| 1825 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.normals.size() * sizeof(GLfloat), &obj.normals[0]);
|
---|
[c3c3158] | 1826 |
|
---|
[92b1e90] | 1827 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
---|
| 1828 | for (int i = 0; i < obj.num_points; i++) {
|
---|
| 1829 | glBufferSubData(GL_ARRAY_BUFFER, (obj.vertex_vbo_offset + i) * sizeof(GLuint), sizeof(GLuint), &obj.ubo_offset);
|
---|
| 1830 | }
|
---|
| 1831 |
|
---|
| 1832 | obj.model_mat = obj.model_transform * obj.model_base;
|
---|
| 1833 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
| 1834 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat));
|
---|
| 1835 | }
|
---|
[c3c3158] | 1836 |
|
---|
| 1837 | bufferInfo->vbo_offset += obj.num_points;
|
---|
| 1838 | bufferInfo->ubo_offset++;
|
---|
[0d5c100] | 1839 | }
|
---|
[93462c6] | 1840 |
|
---|
[5c403fe] | 1841 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo) {
|
---|
[3d06b4e] | 1842 | obj.model_transform = transform * obj.model_transform;
|
---|
[5c403fe] | 1843 | obj.model_mat = obj.model_transform * obj.model_base;
|
---|
| 1844 |
|
---|
[95595de] | 1845 | obj.bounding_center = vec3(transform * vec4(obj.bounding_center, 1.0f));
|
---|
| 1846 |
|
---|
[5c403fe] | 1847 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
---|
| 1848 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat));
|
---|
| 1849 | }
|
---|
| 1850 |
|
---|
[92b1e90] | 1851 | void renderScene(map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
| 1852 | GLuint color_sp, GLuint texture_sp, GLuint laser_sp,
|
---|
| 1853 | GLuint color_vao, GLuint texture_vao, GLuint laser_vao,
|
---|
[b155f13] | 1854 | GLuint colors_vbo, GLuint selected_colors_vbo,
|
---|
[92b1e90] | 1855 | SceneObject* selectedObject) {
|
---|
[93462c6] | 1856 |
|
---|
[cffca4d] | 1857 | glUseProgram(color_sp);
|
---|
[92b1e90] | 1858 | glBindVertexArray(color_vao);
|
---|
[93462c6] | 1859 |
|
---|
[0d5c100] | 1860 | if (selectedObject != NULL) {
|
---|
| 1861 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
---|
| 1862 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
[cffca4d] | 1863 |
|
---|
[0d5c100] | 1864 | glDrawArrays(GL_TRIANGLES, selectedObject->vertex_vbo_offset, selectedObject->num_points);
|
---|
[cffca4d] | 1865 | }
|
---|
[93462c6] | 1866 |
|
---|
[e3ca955] | 1867 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
---|
[cffca4d] | 1868 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
---|
[93462c6] | 1869 |
|
---|
[c3c3158] | 1870 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[color_sp].vbo_base, shaderBufferInfo[color_sp].vbo_offset);
|
---|
[93462c6] | 1871 |
|
---|
[cffca4d] | 1872 | glUseProgram(texture_sp);
|
---|
[92b1e90] | 1873 | glBindVertexArray(texture_vao);
|
---|
[93462c6] | 1874 |
|
---|
[c3c3158] | 1875 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[texture_sp].vbo_base, shaderBufferInfo[texture_sp].vbo_offset);
|
---|
[93462c6] | 1876 |
|
---|
[92b1e90] | 1877 | glUseProgram(laser_sp);
|
---|
| 1878 | glBindVertexArray(laser_vao);
|
---|
[b155f13] | 1879 |
|
---|
[92b1e90] | 1880 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[laser_sp].vbo_base, shaderBufferInfo[laser_sp].vbo_offset);
|
---|
[b155f13] | 1881 | }
|
---|
| 1882 |
|
---|
[93462c6] | 1883 | void renderSceneGui() {
|
---|
[c1ca5b5] | 1884 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
| 1885 |
|
---|
| 1886 | // 1. Show a simple window.
|
---|
| 1887 | // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
---|
[5b3462b] | 1888 | /*
|
---|
[c1ca5b5] | 1889 | {
|
---|
| 1890 | static float f = 0.0f;
|
---|
| 1891 | static int counter = 0;
|
---|
| 1892 | ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
---|
| 1893 | ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
---|
| 1894 | ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
---|
| 1895 |
|
---|
| 1896 | ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
---|
| 1897 | ImGui::Checkbox("Another Window", &show_another_window);
|
---|
| 1898 |
|
---|
| 1899 | if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
---|
| 1900 | counter++;
|
---|
| 1901 | ImGui::SameLine();
|
---|
| 1902 | ImGui::Text("counter = %d", counter);
|
---|
| 1903 |
|
---|
| 1904 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
---|
| 1905 | }
|
---|
[5b3462b] | 1906 | */
|
---|
[c1ca5b5] | 1907 |
|
---|
[5b3462b] | 1908 | {
|
---|
| 1909 | ImGui::SetNextWindowSize(ImVec2(85, 22), ImGuiCond_Once);
|
---|
| 1910 | ImGui::SetNextWindowPos(ImVec2(10, 50), ImGuiCond_Once);
|
---|
[f0cc877] | 1911 | ImGui::Begin("WndStats", NULL,
|
---|
| 1912 | ImGuiWindowFlags_NoTitleBar |
|
---|
| 1913 | ImGuiWindowFlags_NoResize |
|
---|
| 1914 | ImGuiWindowFlags_NoMove);
|
---|
[5b3462b] | 1915 | ImGui::Text("Score: ???");
|
---|
[c1ca5b5] | 1916 | ImGui::End();
|
---|
| 1917 | }
|
---|
| 1918 |
|
---|
[5b3462b] | 1919 | {
|
---|
| 1920 | ImGui::SetNextWindowPos(ImVec2(380, 10), ImGuiCond_Once);
|
---|
| 1921 | ImGui::SetNextWindowSize(ImVec2(250, 35), ImGuiCond_Once);
|
---|
[f0cc877] | 1922 | ImGui::Begin("WndMenubar", NULL,
|
---|
| 1923 | ImGuiWindowFlags_NoTitleBar |
|
---|
[5b3462b] | 1924 | ImGuiWindowFlags_NoResize |
|
---|
| 1925 | ImGuiWindowFlags_NoMove);
|
---|
[93462c6] | 1926 | ImGui::InvisibleButton("", ImVec2(155, 18));
|
---|
[5b3462b] | 1927 | ImGui::SameLine();
|
---|
[93462c6] | 1928 | if (ImGui::Button("Main Menu")) {
|
---|
| 1929 | events.push(EVENT_GO_TO_MAIN_MENU);
|
---|
[5b3462b] | 1930 | }
|
---|
| 1931 | ImGui::End();
|
---|
[c1ca5b5] | 1932 | }
|
---|
| 1933 |
|
---|
[93462c6] | 1934 | ImGui::Render();
|
---|
| 1935 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
| 1936 | }
|
---|
| 1937 |
|
---|
| 1938 | void renderMainMenu() {
|
---|
| 1939 | }
|
---|
| 1940 |
|
---|
| 1941 | void renderMainMenuGui() {
|
---|
| 1942 | ImGui_ImplGlfwGL3_NewFrame();
|
---|
| 1943 |
|
---|
[f0cc877] | 1944 | {
|
---|
| 1945 | int padding = 4;
|
---|
| 1946 | ImGui::SetNextWindowPos(ImVec2(-padding, -padding), ImGuiCond_Once);
|
---|
[93462c6] | 1947 | ImGui::SetNextWindowSize(ImVec2(width + 2 * padding, height + 2 * padding), ImGuiCond_Once);
|
---|
[f0cc877] | 1948 | ImGui::Begin("WndMain", NULL,
|
---|
| 1949 | ImGuiWindowFlags_NoTitleBar |
|
---|
| 1950 | ImGuiWindowFlags_NoResize |
|
---|
| 1951 | ImGuiWindowFlags_NoMove);
|
---|
[93462c6] | 1952 |
|
---|
| 1953 | ImGui::InvisibleButton("", ImVec2(10, 80));
|
---|
| 1954 | ImGui::InvisibleButton("", ImVec2(285, 18));
|
---|
| 1955 | ImGui::SameLine();
|
---|
| 1956 | if (ImGui::Button("New Game")) {
|
---|
| 1957 | events.push(EVENT_GO_TO_GAME);
|
---|
| 1958 | }
|
---|
| 1959 |
|
---|
| 1960 | ImGui::InvisibleButton("", ImVec2(10, 15));
|
---|
| 1961 | ImGui::InvisibleButton("", ImVec2(300, 18));
|
---|
| 1962 | ImGui::SameLine();
|
---|
| 1963 | if (ImGui::Button("Quit")) {
|
---|
| 1964 | events.push(EVENT_QUIT);
|
---|
| 1965 | }
|
---|
| 1966 |
|
---|
[f0cc877] | 1967 | ImGui::End();
|
---|
| 1968 | }
|
---|
| 1969 |
|
---|
[c1ca5b5] | 1970 | ImGui::Render();
|
---|
| 1971 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
---|
| 1972 | }
|
---|
[cf2d1e5] | 1973 |
|
---|
[c3c3158] | 1974 | void spawnAsteroid(vec3 pos, GLuint shader,
|
---|
| 1975 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
---|
| 1976 | GLuint points_vbo,
|
---|
| 1977 | GLuint colors_vbo,
|
---|
| 1978 | GLuint selected_colors_vbo,
|
---|
| 1979 | GLuint texcoords_vbo,
|
---|
| 1980 | GLuint normals_vbo,
|
---|
| 1981 | GLuint ubo,
|
---|
[92b1e90] | 1982 | GLuint model_mat_idx_vbo,
|
---|
| 1983 | GLuint laser_points_vbo,
|
---|
| 1984 | GLuint laser_colors_vbo) {
|
---|
[cf2d1e5] | 1985 | SceneObject obj = SceneObject();
|
---|
[92b1e90] | 1986 | obj.type = TYPE_ASTEROID;
|
---|
[cf2d1e5] | 1987 | obj.shader_program = shader;
|
---|
| 1988 |
|
---|
| 1989 | obj.points = {
|
---|
| 1990 | // front
|
---|
| 1991 | 1.0f, 1.0f, 1.0f,
|
---|
| 1992 | -1.0f, 1.0f, 1.0f,
|
---|
| 1993 | -1.0f, -1.0f, 1.0f,
|
---|
| 1994 | 1.0f, 1.0f, 1.0f,
|
---|
| 1995 | -1.0f, -1.0f, 1.0f,
|
---|
| 1996 | 1.0f, -1.0f, 1.0f,
|
---|
| 1997 |
|
---|
| 1998 | // top
|
---|
| 1999 | 1.0f, 1.0f, -1.0f,
|
---|
| 2000 | -1.0f, 1.0f, -1.0f,
|
---|
| 2001 | -1.0f, 1.0f, 1.0f,
|
---|
| 2002 | 1.0f, 1.0f, -1.0f,
|
---|
| 2003 | -1.0f, 1.0f, 1.0f,
|
---|
| 2004 | 1.0f, 1.0f, 1.0f,
|
---|
| 2005 |
|
---|
| 2006 | // bottom
|
---|
| 2007 | 1.0f, -1.0f, 1.0f,
|
---|
| 2008 | -1.0f, -1.0f, 1.0f,
|
---|
| 2009 | -1.0f, -1.0f, -1.0f,
|
---|
| 2010 | 1.0f, -1.0f, 1.0f,
|
---|
| 2011 | -1.0f, -1.0f, -1.0f,
|
---|
| 2012 | 1.0f, -1.0f, -1.0f,
|
---|
| 2013 |
|
---|
| 2014 | // back
|
---|
| 2015 | 1.0f, 1.0f, -1.0f,
|
---|
| 2016 | -1.0f, -1.0f, -1.0f,
|
---|
| 2017 | -1.0f, 1.0f, -1.0f,
|
---|
| 2018 | 1.0f, 1.0f, -1.0f,
|
---|
| 2019 | 1.0f, -1.0f, -1.0f,
|
---|
| 2020 | -1.0f, -1.0f, -1.0f,
|
---|
| 2021 |
|
---|
| 2022 | // right
|
---|
| 2023 | 1.0f, 1.0f, -1.0f,
|
---|
| 2024 | 1.0f, 1.0f, 1.0f,
|
---|
| 2025 | 1.0f, -1.0f, 1.0f,
|
---|
| 2026 | 1.0f, 1.0f, -1.0f,
|
---|
| 2027 | 1.0f, -1.0f, 1.0f,
|
---|
| 2028 | 1.0f, -1.0f, -1.0f,
|
---|
| 2029 |
|
---|
| 2030 | // left
|
---|
| 2031 | -1.0f, 1.0f, 1.0f,
|
---|
| 2032 | -1.0f, 1.0f, -1.0f,
|
---|
| 2033 | -1.0f, -1.0f, -1.0f,
|
---|
| 2034 | -1.0f, 1.0f, 1.0f,
|
---|
| 2035 | -1.0f, -1.0f, -1.0f,
|
---|
| 2036 | -1.0f, -1.0f, 1.0f,
|
---|
| 2037 | };
|
---|
| 2038 | obj.colors = {
|
---|
| 2039 | // front
|
---|
| 2040 | 0.8f, 0.0f, 0.0f,
|
---|
| 2041 | 0.8f, 0.0f, 0.0f,
|
---|
| 2042 | 0.8f, 0.0f, 0.0f,
|
---|
| 2043 | 0.8f, 0.0f, 0.0f,
|
---|
| 2044 | 0.8f, 0.0f, 0.0f,
|
---|
| 2045 | 0.8f, 0.0f, 0.0f,
|
---|
| 2046 |
|
---|
| 2047 | // top
|
---|
| 2048 | 0.8f, 0.0f, 0.0f,
|
---|
| 2049 | 0.8f, 0.0f, 0.0f,
|
---|
| 2050 | 0.8f, 0.0f, 0.0f,
|
---|
| 2051 | 0.8f, 0.0f, 0.0f,
|
---|
| 2052 | 0.8f, 0.0f, 0.0f,
|
---|
| 2053 | 0.8f, 0.0f, 0.0f,
|
---|
| 2054 |
|
---|
| 2055 | // bottom
|
---|
| 2056 | 0.8f, 0.0f, 0.0f,
|
---|
| 2057 | 0.8f, 0.0f, 0.0f,
|
---|
| 2058 | 0.8f, 0.0f, 0.0f,
|
---|
| 2059 | 0.8f, 0.0f, 0.0f,
|
---|
| 2060 | 0.8f, 0.0f, 0.0f,
|
---|
| 2061 | 0.8f, 0.0f, 0.0f,
|
---|
| 2062 |
|
---|
| 2063 | // back
|
---|
| 2064 | 0.8f, 0.0f, 0.0f,
|
---|
| 2065 | 0.8f, 0.0f, 0.0f,
|
---|
| 2066 | 0.8f, 0.0f, 0.0f,
|
---|
| 2067 | 0.8f, 0.0f, 0.0f,
|
---|
| 2068 | 0.8f, 0.0f, 0.0f,
|
---|
| 2069 | 0.8f, 0.0f, 0.0f,
|
---|
| 2070 |
|
---|
| 2071 | // right
|
---|
| 2072 | 0.8f, 0.0f, 0.0f,
|
---|
| 2073 | 0.8f, 0.0f, 0.0f,
|
---|
| 2074 | 0.8f, 0.0f, 0.0f,
|
---|
| 2075 | 0.8f, 0.0f, 0.0f,
|
---|
| 2076 | 0.8f, 0.0f, 0.0f,
|
---|
| 2077 | 0.8f, 0.0f, 0.0f,
|
---|
| 2078 |
|
---|
| 2079 | // left
|
---|
| 2080 | 0.8f, 0.0f, 0.0f,
|
---|
| 2081 | 0.8f, 0.0f, 0.0f,
|
---|
| 2082 | 0.8f, 0.0f, 0.0f,
|
---|
| 2083 | 0.8f, 0.0f, 0.0f,
|
---|
| 2084 | 0.8f, 0.0f, 0.0f,
|
---|
| 2085 | 0.8f, 0.0f, 0.0f,
|
---|
| 2086 | };
|
---|
| 2087 | obj.texcoords = { 0.0f };
|
---|
| 2088 | obj.selected_colors = { 0.0f };
|
---|
| 2089 |
|
---|
[dba67b2] | 2090 | mat4 T = translate(mat4(1.0f), pos);
|
---|
| 2091 | mat4 R = rotate(mat4(1.0f), 60.0f * (float)ONE_DEG_IN_RAD, vec3(1.0f, 1.0f, -1.0f));
|
---|
| 2092 | obj.model_base = T * R * scale(mat4(1.0f), vec3(0.1f, 0.1f, 0.1f));
|
---|
[cf2d1e5] | 2093 |
|
---|
[95595de] | 2094 | obj.translate_mat = T;
|
---|
| 2095 |
|
---|
[c3c3158] | 2096 | addObjectToScene(obj, shaderBufferInfo,
|
---|
| 2097 | points_vbo,
|
---|
| 2098 | colors_vbo,
|
---|
| 2099 | selected_colors_vbo,
|
---|
| 2100 | texcoords_vbo,
|
---|
| 2101 | normals_vbo,
|
---|
| 2102 | ubo,
|
---|
[92b1e90] | 2103 | model_mat_idx_vbo,
|
---|
| 2104 | laser_points_vbo,
|
---|
| 2105 | laser_colors_vbo);
|
---|
[cf2d1e5] | 2106 | }
|
---|
[5527206] | 2107 |
|
---|
| 2108 | float getRandomNum(float low, float high) {
|
---|
| 2109 | return low + ((float)rand()/RAND_MAX) * (high-low);
|
---|
| 2110 | }
|
---|