| [22b2c37] | 1 | #include "logger.h" | 
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| [5272b6b] | 2 |  | 
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| [485424b] | 3 | #include "stb_image.h" | 
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|  | 4 |  | 
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| [4e0b82b] | 5 | // I think this was for the OpenGL 4 book font file tutorial | 
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|  | 6 | //#define STB_IMAGE_WRITE_IMPLEMENTATION | 
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|  | 7 | //#include "stb_image_write.h" | 
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|  | 8 |  | 
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| [1099b95] | 9 | #define _USE_MATH_DEFINES | 
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| [5c9d193] | 10 |  | 
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| [c62eee6] | 11 | #include <glm/mat4x4.hpp> | 
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| [7ee66ea] | 12 | #include <glm/gtc/matrix_transform.hpp> | 
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|  | 13 | #include <glm/gtc/type_ptr.hpp> | 
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|  | 14 |  | 
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| [c1ca5b5] | 15 | #include "IMGUI/imgui.h" | 
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|  | 16 | #include "imgui_impl_glfw_gl3.h" | 
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|  | 17 |  | 
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| [5272b6b] | 18 | #include <GL/glew.h> | 
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|  | 19 | #include <GLFW/glfw3.h> | 
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|  | 20 |  | 
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| [22b2c37] | 21 | #include <cstdio> | 
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| [5527206] | 22 | #include <cstdlib> | 
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|  | 23 | #include <ctime> | 
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| [22b2c37] | 24 | #include <iostream> | 
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| [ec4456b] | 25 | #include <fstream> | 
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| [1f3d32b] | 26 | #include <sstream> | 
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| [93baa0e] | 27 | #include <cmath> | 
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| [1099b95] | 28 | #include <string> | 
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| [19c9338] | 29 | #include <array> | 
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| [df652d5] | 30 | #include <vector> | 
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| [93462c6] | 31 | #include <queue> | 
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| [0d5c100] | 32 | #include <map> | 
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| [22b2c37] | 33 |  | 
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| [5272b6b] | 34 | using namespace std; | 
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| [7ee66ea] | 35 | using namespace glm; | 
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|  | 36 |  | 
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| [92b1e90] | 37 | enum State { | 
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|  | 38 | STATE_MAIN_MENU, | 
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|  | 39 | STATE_GAME, | 
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|  | 40 | }; | 
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|  | 41 |  | 
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|  | 42 | enum Event { | 
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|  | 43 | EVENT_GO_TO_MAIN_MENU, | 
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|  | 44 | EVENT_GO_TO_GAME, | 
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|  | 45 | EVENT_QUIT, | 
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|  | 46 | }; | 
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|  | 47 |  | 
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|  | 48 | enum ObjectType { | 
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|  | 49 | TYPE_SHIP, | 
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|  | 50 | TYPE_ASTEROID, | 
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|  | 51 | TYPE_LASER, | 
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| [646f3f2] | 52 | TYPE_EXPLOSION, | 
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| [92b1e90] | 53 | }; | 
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|  | 54 |  | 
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| [a0eb547] | 55 | enum AttribType { | 
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|  | 56 | ATTRIB_UNIFORM, | 
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|  | 57 | ATTRIB_OBJECT_VARYING, | 
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|  | 58 | ATTRIB_POINT_VARYING, | 
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|  | 59 | }; | 
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|  | 60 |  | 
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| [49db5fc] | 61 | // Add more types as I need them | 
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|  | 62 | enum UniformType { | 
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|  | 63 | UNIFORM_NONE, | 
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|  | 64 | UNIFORM_MATRIX_4F, | 
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|  | 65 | UNIFORM_1F, | 
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|  | 66 | UNIFORM_3F, | 
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|  | 67 | }; | 
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|  | 68 |  | 
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| [df652d5] | 69 | struct SceneObject { | 
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| [d9f99b2] | 70 | unsigned int id; | 
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| [92b1e90] | 71 | ObjectType type; | 
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| [95595de] | 72 |  | 
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|  | 73 | // Currently, model_transform should only have translate, and rotation and scale need to be done in model_base since | 
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|  | 74 | // 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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|  | 75 | // matrices for each object that can be updated independently and then applied to the object in that order. | 
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| [4c7cd57] | 76 | // TODO: Actually, to make this as generic as possible, each object should have a matrix stack to support, | 
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|  | 77 | // for instance, applying a rotate, then a translate, then another rotate. Think about and implement the best approach. | 
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| [5c403fe] | 78 | mat4 model_mat, model_base, model_transform; | 
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| [95595de] | 79 | mat4 translate_mat; // beginning of doing what's mentioned above | 
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| [05e43cf] | 80 | unsigned int num_points; | 
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| [c3c3158] | 81 | GLuint vertex_vbo_offset; | 
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|  | 82 | GLuint ubo_offset; | 
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| [07ed460] | 83 | vector<GLfloat> points; | 
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|  | 84 | vector<GLfloat> colors; | 
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|  | 85 | vector<GLfloat> texcoords; | 
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| [9dd2eb7] | 86 | vector<GLfloat> normals; | 
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| [c3c3158] | 87 | bool deleted; | 
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| [3d06b4e] | 88 | vec3 bounding_center; | 
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|  | 89 | GLfloat bounding_radius; | 
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| [c3c3158] | 90 | }; | 
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|  | 91 |  | 
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| [1f3d32b] | 92 | struct Asteroid : SceneObject { | 
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| [0e0f851] | 93 | float hp; | 
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| [1f3d32b] | 94 | }; | 
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|  | 95 |  | 
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|  | 96 | struct Laser : SceneObject { | 
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|  | 97 | Asteroid* targetAsteroid; | 
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|  | 98 | }; | 
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|  | 99 |  | 
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|  | 100 | struct EffectOverTime { | 
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| [0e0f851] | 101 | float& effectedValue; | 
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|  | 102 | float startValue; | 
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| [1f3d32b] | 103 | double startTime; | 
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| [0e0f851] | 104 | float changePerSecond; | 
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| [1f3d32b] | 105 | bool deleted; | 
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|  | 106 | SceneObject* effectedObject; | 
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|  | 107 |  | 
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| [39ac76d] | 108 | // TODO: Why not just use an initializer list for all the instance variables | 
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| [b220f78] | 109 | // TODO: Maybe pass in startTime instead of calling glfwGetTime() here | 
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| [0e0f851] | 110 | EffectOverTime(float& effectedValue, float changePerSecond, SceneObject* object) | 
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|  | 111 | : effectedValue(effectedValue), changePerSecond(changePerSecond), effectedObject(object) { | 
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| [1f3d32b] | 112 | startValue = effectedValue; | 
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|  | 113 | startTime = glfwGetTime(); | 
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|  | 114 | deleted = false; | 
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|  | 115 | } | 
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|  | 116 | }; | 
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|  | 117 |  | 
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| [c3c3158] | 118 | struct BufferInfo { | 
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|  | 119 | unsigned int vbo_base; | 
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|  | 120 | unsigned int ubo_base; | 
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|  | 121 | unsigned int ubo_offset; | 
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|  | 122 | unsigned int ubo_capacity; | 
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| [df652d5] | 123 | }; | 
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|  | 124 |  | 
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| [a0eb547] | 125 | struct AttribInfo { | 
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|  | 126 | AttribType attribType; | 
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|  | 127 | GLuint index; | 
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|  | 128 | GLint size; | 
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|  | 129 | GLenum type; | 
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| [49db5fc] | 130 | UniformType uniType; | 
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|  | 131 | GLuint buffer; // For uniforms, this is the uniform location | 
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| [a0eb547] | 132 | size_t fieldOffset; | 
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| [49db5fc] | 133 | GLfloat* data; // pointer to data source for uniform attributes | 
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| [a0eb547] | 134 | }; | 
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|  | 135 |  | 
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| [7a55b49] | 136 | struct ShaderModelGroup { | 
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|  | 137 | GLuint shaderProgram; | 
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|  | 138 | GLuint vao; | 
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| [a0eb547] | 139 | map<string, AttribInfo> attribs; | 
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| [7a55b49] | 140 | unsigned int numPoints; | 
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| [a0eb547] | 141 | unsigned int vboCapacity; | 
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| [7a55b49] | 142 | }; | 
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|  | 143 |  | 
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| [4f3262f] | 144 | void glfw_error_callback(int error, const char* description); | 
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|  | 145 |  | 
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|  | 146 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods); | 
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| [f7d35da] | 147 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods); | 
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| [4f3262f] | 148 |  | 
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| [0e0f851] | 149 | void APIENTRY debugGlCallback( | 
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|  | 150 | GLenum source, | 
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|  | 151 | GLenum type, | 
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|  | 152 | GLuint id, | 
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|  | 153 | GLenum severity, | 
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|  | 154 | GLsizei length, | 
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|  | 155 | const GLchar* message, | 
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|  | 156 | const void* userParam | 
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|  | 157 | ); | 
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|  | 158 |  | 
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| [d9f99b2] | 159 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point); | 
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| [5c9d193] | 160 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points); | 
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| [33a9664] | 161 |  | 
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| [ec4456b] | 162 | GLuint loadShader(GLenum type, string file); | 
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| [485424b] | 163 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath); | 
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|  | 164 | unsigned char* loadImage(string file_name, int* x, int* y); | 
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| [ec4456b] | 165 |  | 
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| [e9347b4] | 166 | void printVector(string label, vec3& v); | 
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|  | 167 | void print4DVector(string label, vec4& v); | 
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| [d12d003] | 168 |  | 
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| [1f3d32b] | 169 | void initObject(SceneObject* obj); | 
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|  | 170 | void addObjectToScene(SceneObject* obj, | 
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| [8316333] | 171 | map<GLuint, BufferInfo>& shaderBufferInfo, | 
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| [0414306] | 172 | map<ObjectType, ShaderModelGroup>& modelGroups, | 
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| [c3c3158] | 173 | GLuint points_vbo, | 
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|  | 174 | GLuint colors_vbo, | 
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|  | 175 | GLuint texcoords_vbo, | 
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|  | 176 | GLuint normals_vbo, | 
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|  | 177 | GLuint ubo, | 
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| [0414306] | 178 | GLuint model_mat_idx_vbo); | 
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| [95595de] | 179 | void removeObjectFromScene(SceneObject& obj, GLuint ubo); | 
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| [c3c3158] | 180 |  | 
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| [7a55b49] | 181 | ShaderModelGroup createModelGroup(GLuint shaderProgram); | 
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|  | 182 | void removeModelFromGroup(ShaderModelGroup& modelGroup, SceneObject& model); | 
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|  | 183 | void addModelToGroup(ShaderModelGroup& modelGroup, SceneObject& model); | 
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|  | 184 |  | 
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| [a0eb547] | 185 | void defineModelGroupAttrib(ShaderModelGroup& modelGroup, string name, AttribType attribType, GLint size, GLenum type, size_t fieldOffset); | 
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| [49db5fc] | 186 | void defineModelGroupUniform(ShaderModelGroup& modelGroup, string name, AttribType attribType, GLint size, UniformType type, GLfloat* data); | 
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| [a0eb547] | 187 | void initModelGroupAttribs(ShaderModelGroup& modelGroup); | 
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| [49db5fc] | 188 | void bindUniformData(AttribInfo& attrib); | 
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| [b220f78] | 189 | void bindUniformData(AttribInfo& attrib, GLfloat* data); | 
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| [a0eb547] | 190 |  | 
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|  | 191 | size_t GLsizeof(GLenum); | 
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|  | 192 | GLvoid* getVectorAttribPtr(SceneObject& obj, size_t attribOffset); | 
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|  | 193 | GLvoid* getScalarAttribPtr(SceneObject& obj, size_t attribOffset); | 
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|  | 194 |  | 
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| [1f3d32b] | 195 | void calculateObjectBoundingBox(SceneObject* obj); | 
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| [b155f13] | 196 |  | 
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| [c3c3158] | 197 | void initializeBuffers( | 
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|  | 198 | GLuint* points_vbo, | 
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|  | 199 | GLuint* colors_vbo, | 
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|  | 200 | GLuint* texcoords_vbo, | 
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|  | 201 | GLuint* normals_vbo, | 
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|  | 202 | GLuint* ubo, | 
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| [6877ef3] | 203 | GLuint* model_mat_idx_vbo); | 
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| [c3c3158] | 204 |  | 
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| [b220f78] | 205 | void initializeParticleEffectBuffers(vec3 origin, | 
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| [646f3f2] | 206 | map<GLuint, BufferInfo>& shaderBufferInfo, | 
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| [0414306] | 207 | map<ObjectType, ShaderModelGroup>& modelGroups, | 
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| [646f3f2] | 208 | GLuint points_vbo, | 
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|  | 209 | GLuint colors_vbo, | 
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|  | 210 | GLuint texcoords_vbo, | 
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|  | 211 | GLuint normals_vbo, | 
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|  | 212 | GLuint ubo, | 
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|  | 213 | GLuint model_mat_idx_vbo); | 
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| [db06984] | 214 |  | 
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| [1f3d32b] | 215 | void populateBuffers(vector<SceneObject*>& objects, | 
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| [c3c3158] | 216 | map<GLuint, BufferInfo>& shaderBufferInfo, | 
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| [0414306] | 217 | map<ObjectType, ShaderModelGroup>& modelGroups, | 
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| [c3c3158] | 218 | GLuint points_vbo, | 
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|  | 219 | GLuint colors_vbo, | 
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|  | 220 | GLuint texcoords_vbo, | 
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|  | 221 | GLuint normals_vbo, | 
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|  | 222 | GLuint ubo, | 
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| [0414306] | 223 | GLuint model_mat_idx_vbo); | 
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| [c3c3158] | 224 |  | 
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|  | 225 | void copyObjectDataToBuffers(SceneObject& obj, | 
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|  | 226 | map<GLuint, BufferInfo>& shaderBufferInfo, | 
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| [0414306] | 227 | map<ObjectType, ShaderModelGroup>& modelGroups, | 
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| [49db5fc] | 228 | GLuint ubo); | 
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| [f9a242b] | 229 |  | 
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| [5c403fe] | 230 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo); | 
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|  | 231 |  | 
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| [646f3f2] | 232 | // TODO: instead of using these methods, create constructors for these | 
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| [dd9771c] | 233 | SceneObject* createShip(); | 
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|  | 234 | Asteroid* createAsteroid(vec3 pos); | 
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|  | 235 | Laser* createLaser(vec3 start, vec3 end, vec3 color, GLfloat width); | 
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|  | 236 | SceneObject* createExplosion(); | 
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| [1f3d32b] | 237 |  | 
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|  | 238 | void translateLaser(Laser* laser, const vec3& translation, GLuint ubo); | 
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| [a0eb547] | 239 | void updateLaserTarget(Laser* laser, vector<SceneObject*>& objects, ShaderModelGroup& laserSmg, GLuint asteroid_sp); | 
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| [e9347b4] | 240 | bool getLaserAndAsteroidIntersection(vec3& start, vec3& end, SceneObject& asteroid, vec3& intersection); | 
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| [612d1f6] | 241 |  | 
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| [93462c6] | 242 | void renderMainMenu(); | 
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|  | 243 | void renderMainMenuGui(); | 
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|  | 244 |  | 
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| [0414306] | 245 | void renderScene(map<GLuint, BufferInfo>& shaderBufferInfo, | 
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| [b62c109] | 246 | map<ObjectType, ShaderModelGroup>& modelGroups, GLuint ubo); | 
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| [db06984] | 247 |  | 
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| [93462c6] | 248 | void renderSceneGui(); | 
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| [d12d003] | 249 |  | 
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| [5527206] | 250 | float getRandomNum(float low, float high); | 
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|  | 251 |  | 
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|  | 252 | #define NUM_KEYS (512) | 
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|  | 253 | #define ONE_DEG_IN_RAD ((2.0f * M_PI) / 360.0f) // 0.017444444 (maybe make this a const instead) | 
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| [8fbd34f] | 254 | #define TARGET_FPS 60.0f | 
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| [5527206] | 255 |  | 
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|  | 256 | const int KEY_STATE_UNCHANGED = -1; | 
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|  | 257 | const bool FULLSCREEN = false; | 
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| [db06984] | 258 | const int EXPLOSION_PARTICLE_COUNT = 300; | 
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| [5527206] | 259 | unsigned int MAX_UNIFORMS = 0; // Requires OpenGL constants only available at runtime, so it can't be const | 
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|  | 260 |  | 
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|  | 261 | int key_state[NUM_KEYS]; | 
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| [fabed35] | 262 | bool key_down[NUM_KEYS]; | 
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| [5527206] | 263 |  | 
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|  | 264 | int width = 640; | 
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|  | 265 | int height = 480; | 
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|  | 266 |  | 
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|  | 267 | double fps; | 
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| [1e3dddf] | 268 | unsigned int score = 0; | 
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| [5527206] | 269 |  | 
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|  | 270 | vec3 cam_pos; | 
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|  | 271 |  | 
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|  | 272 | mat4 view_mat; | 
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|  | 273 | mat4 proj_mat; | 
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|  | 274 |  | 
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| [1f3d32b] | 275 | vector<SceneObject*> objects; | 
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| [5527206] | 276 | queue<Event> events; | 
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| [1f3d32b] | 277 | vector<EffectOverTime*> effects; | 
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| [5527206] | 278 |  | 
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|  | 279 | SceneObject* clickedObject = NULL; | 
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|  | 280 | SceneObject* selectedObject = NULL; | 
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|  | 281 |  | 
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|  | 282 | float NEAR_CLIP = 0.1f; | 
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|  | 283 | float FAR_CLIP = 100.0f; | 
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|  | 284 |  | 
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| [95595de] | 285 | // TODO: Should really have some array or struct of UI-related variables | 
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| [5527206] | 286 | bool isRunning = true; | 
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|  | 287 |  | 
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|  | 288 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | 
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|  | 289 |  | 
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| [1f3d32b] | 290 | Laser* leftLaser = NULL; | 
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|  | 291 | EffectOverTime* leftLaserEffect = NULL; | 
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|  | 292 |  | 
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|  | 293 | Laser* rightLaser = NULL; | 
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|  | 294 | EffectOverTime* rightLaserEffect = NULL; | 
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| [fabed35] | 295 |  | 
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| [646f3f2] | 296 | SceneObject* objExplosion; | 
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|  | 297 | SceneObject* objFirst; | 
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|  | 298 |  | 
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| [3effd81] | 299 | /* | 
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| [e9347b4] | 300 | * TODO: Asteroid and ship movement currently depend on framerate, fix this in a generic/reusable way | 
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|  | 301 | * Disabling vsync is a great way to test this | 
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| [3effd81] | 302 | */ | 
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|  | 303 |  | 
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| [c1ca5b5] | 304 | int main(int argc, char* argv[]) { | 
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| [5272b6b] | 305 | cout << "New OpenGL Game" << endl; | 
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|  | 306 |  | 
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| [ec4456b] | 307 | if (!restart_gl_log()) {} | 
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|  | 308 | gl_log("starting GLFW\n%s\n", glfwGetVersionString()); | 
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| [22b2c37] | 309 |  | 
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| [ec4456b] | 310 | glfwSetErrorCallback(glfw_error_callback); | 
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| [5272b6b] | 311 | if (!glfwInit()) { | 
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|  | 312 | fprintf(stderr, "ERROR: could not start GLFW3\n"); | 
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|  | 313 | return 1; | 
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| [be246ad] | 314 | } | 
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|  | 315 |  | 
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|  | 316 | #ifdef __APPLE__ | 
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|  | 317 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); | 
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|  | 318 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); | 
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|  | 319 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); | 
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|  | 320 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); | 
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| [446e55d] | 321 | #else | 
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|  | 322 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); | 
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|  | 323 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); | 
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| [be246ad] | 324 | #endif | 
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| [5272b6b] | 325 |  | 
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| [ec4456b] | 326 | GLFWwindow* window = NULL; | 
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| [e856d62] | 327 | GLFWmonitor* mon = NULL; | 
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| [ec4456b] | 328 |  | 
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| [0e0f851] | 329 | glfwWindowHint(GLFW_SAMPLES, 16); | 
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|  | 330 | glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true); | 
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|  | 331 |  | 
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| [ec4456b] | 332 | if (FULLSCREEN) { | 
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| [e856d62] | 333 | mon = glfwGetPrimaryMonitor(); | 
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| [ec4456b] | 334 | const GLFWvidmode* vmode = glfwGetVideoMode(mon); | 
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|  | 335 |  | 
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|  | 336 | width = vmode->width; | 
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|  | 337 | height = vmode->height; | 
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| [e856d62] | 338 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl; | 
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| [ec4456b] | 339 | } | 
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| [e856d62] | 340 | window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL); | 
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| [ec4456b] | 341 |  | 
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| [5272b6b] | 342 | if (!window) { | 
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|  | 343 | fprintf(stderr, "ERROR: could not open window with GLFW3\n"); | 
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|  | 344 | glfwTerminate(); | 
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|  | 345 | return 1; | 
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|  | 346 | } | 
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| [c62eee6] | 347 |  | 
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| [644a2e4] | 348 | glfwMakeContextCurrent(window); | 
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| [5272b6b] | 349 | glewExperimental = GL_TRUE; | 
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|  | 350 | glewInit(); | 
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|  | 351 |  | 
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| [0e0f851] | 352 | if (GLEW_KHR_debug) { | 
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|  | 353 | cout << "FOUND GLEW debug extension" << endl; | 
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|  | 354 | glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); | 
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|  | 355 | glDebugMessageCallback((GLDEBUGPROC)debugGlCallback, nullptr); | 
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|  | 356 | cout << "Bound debug callback" << endl; | 
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| [446e55d] | 357 | } else { | 
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|  | 358 | cout << "OpenGL debugg message callback is not supported" << endl; | 
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| [0e0f851] | 359 | } | 
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|  | 360 |  | 
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| [5527206] | 361 | srand(time(0)); | 
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|  | 362 |  | 
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| [14ff67c] | 363 | /* | 
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|  | 364 | * RENDERING ALGORITHM NOTES: | 
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|  | 365 | * | 
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|  | 366 | * Basically, I need to split my objects into groups, so that each group fits into | 
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|  | 367 | * GL_MAX_UNIFORM_BLOCK_SIZE. I need to have an offset and a size for each group. | 
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|  | 368 | * Getting the offset is straitforward. The size may as well be GL_MAX_UNIFORM_BLOCK_SIZE | 
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|  | 369 | * for each group, since it seems that smaller sizes just round up to the nearest GL_MAX_UNIFORM_BLOCK_SIZE | 
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|  | 370 | * | 
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|  | 371 | * I'll need to have a loop inside my render loop that calls glBindBufferRange(GL_UNIFORM_BUFFER, ... | 
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|  | 372 | * for every 1024 objects and then draws all those objects with one glDraw call. | 
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|  | 373 | * | 
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| [0d5c100] | 374 | * Since I currently have very few objects, I'll wait to implement this  until I have | 
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|  | 375 | * a reasonable number of objects always using the same shader. | 
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| [14ff67c] | 376 | */ | 
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|  | 377 |  | 
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|  | 378 | GLint UNIFORM_BUFFER_OFFSET_ALIGNMENT, MAX_UNIFORM_BLOCK_SIZE; | 
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|  | 379 | glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &UNIFORM_BUFFER_OFFSET_ALIGNMENT); | 
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|  | 380 | glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &MAX_UNIFORM_BLOCK_SIZE); | 
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|  | 381 |  | 
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|  | 382 | MAX_UNIFORMS = MAX_UNIFORM_BLOCK_SIZE / sizeof(mat4); | 
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|  | 383 |  | 
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|  | 384 | cout << "UNIFORM_BUFFER_OFFSET_ALIGNMENT: " << UNIFORM_BUFFER_OFFSET_ALIGNMENT << endl; | 
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|  | 385 | cout << "MAX_UNIFORMS: " << MAX_UNIFORMS << endl; | 
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|  | 386 |  | 
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| [c1ca5b5] | 387 | // Setup Dear ImGui binding | 
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|  | 388 | IMGUI_CHECKVERSION(); | 
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|  | 389 | ImGui::CreateContext(); | 
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|  | 390 | ImGuiIO& io = ImGui::GetIO(); (void)io; | 
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|  | 391 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls | 
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|  | 392 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;   // Enable Gamepad Controls | 
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|  | 393 | ImGui_ImplGlfwGL3_Init(window, true); | 
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|  | 394 |  | 
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|  | 395 | // Setup style | 
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|  | 396 | ImGui::StyleColorsDark(); | 
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|  | 397 | //ImGui::StyleColorsClassic(); | 
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|  | 398 |  | 
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|  | 399 | glfwSetMouseButtonCallback(window, mouse_button_callback); | 
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| [f7d35da] | 400 | glfwSetKeyCallback(window, key_callback); | 
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| [c1ca5b5] | 401 |  | 
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| [5272b6b] | 402 | const GLubyte* renderer = glGetString(GL_RENDERER); | 
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|  | 403 | const GLubyte* version = glGetString(GL_VERSION); | 
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| [0e0f851] | 404 | cout << "Renderer: " << renderer << endl; | 
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|  | 405 | cout << "OpenGL version supported " << version << endl; | 
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| [93baa0e] | 406 |  | 
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| [9f9f9a7] | 407 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | 
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|  | 408 |  | 
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| [5272b6b] | 409 | glEnable(GL_DEPTH_TEST); | 
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|  | 410 | glDepthFunc(GL_LESS); | 
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| [516668e] | 411 |  | 
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| [93baa0e] | 412 | glEnable(GL_CULL_FACE); | 
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|  | 413 | // glCullFace(GL_BACK); | 
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|  | 414 | // glFrontFace(GL_CW); | 
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|  | 415 |  | 
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| [9f9f9a7] | 416 | /* | 
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| [485424b] | 417 | int x, y; | 
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|  | 418 | unsigned char* texImage = loadImage("test.png", &x, &y); | 
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|  | 419 | if (texImage) { | 
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|  | 420 | cout << "Yay, I loaded an image!" << endl; | 
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|  | 421 | cout << x << endl; | 
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|  | 422 | cout << y << endl; | 
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| [e856d62] | 423 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]); | 
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| [485424b] | 424 | } | 
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|  | 425 |  | 
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| [9f9f9a7] | 426 | GLuint testTex = 0; | 
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|  | 427 | glGenTextures(1, &testTex); | 
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|  | 428 | glActiveTexture(GL_TEXTURE0); | 
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|  | 429 | glBindTexture(GL_TEXTURE_2D, testTex); | 
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|  | 430 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage); | 
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|  | 431 |  | 
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|  | 432 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
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|  | 433 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
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|  | 434 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 
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|  | 435 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 
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|  | 436 | */ | 
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|  | 437 |  | 
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|  | 438 | int x, y; | 
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|  | 439 | unsigned char* texImage = loadImage("laser.png", &x, &y); | 
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|  | 440 | if (texImage) { | 
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|  | 441 | cout << "Laser texture loaded successfully!" << endl; | 
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|  | 442 | cout << x << endl; | 
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|  | 443 | cout << y << endl; | 
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|  | 444 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]); | 
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|  | 445 | } | 
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|  | 446 |  | 
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|  | 447 | GLuint laserTex = 0; | 
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|  | 448 | glGenTextures(1, &laserTex); | 
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| [485424b] | 449 | glActiveTexture(GL_TEXTURE0); | 
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| [9f9f9a7] | 450 | glBindTexture(GL_TEXTURE_2D, laserTex); | 
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| [485424b] | 451 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage); | 
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|  | 452 |  | 
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|  | 453 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
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|  | 454 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
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|  | 455 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 
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|  | 456 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 
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|  | 457 |  | 
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| [0d5c100] | 458 | /* RENDERING ALGORITHM | 
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|  | 459 | * | 
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|  | 460 | * Create a separate vbo for each of the following things: | 
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|  | 461 | * - points | 
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|  | 462 | * - colors | 
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|  | 463 | * - texture coordinates | 
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|  | 464 | * - selected colors | 
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|  | 465 | * - normals | 
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|  | 466 | * - indices into a ubo that stores a model matrix for each object | 
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|  | 467 | * | 
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|  | 468 | * Also, make a model matrix ubo, the entirety of which will be passed to the vertex shader. | 
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|  | 469 | * The vbo containing the correct index into the ubo (mentioned above) will be used to select | 
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|  | 470 | * the right model matrix for each point. The index in the vbo will be the saem for all points | 
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|  | 471 | * of any given object. | 
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|  | 472 | * | 
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|  | 473 | * Right now, the currently selected object is drawn using one color (specified in the selected | 
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|  | 474 | * colors vbo) regardless of whether it is normally rendering using colors or a texture. The selected | 
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|  | 475 | * object is rendering by binding the selected colors vbo in place of the colors vbo and using the colors | 
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|  | 476 | * shader. Then, the selected object is redrawn along with all other objects, but the depth buffer test | 
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|  | 477 | * prevents the unselected version of the object from appearing on the screen. This lets me render all the | 
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|  | 478 | * objects that use a particular shader using one glDrawArrays() call. | 
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|  | 479 | */ | 
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| [cffca4d] | 480 |  | 
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| [49db5fc] | 481 | GLfloat laserColor[3] = {0.2f, 1.0f, 0.2f}; | 
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| [b220f78] | 482 | GLfloat curTime, prevTime, elapsedTime; | 
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| [49db5fc] | 483 |  | 
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| [39ac76d] | 484 | GLuint points_vbo, colors_vbo, texcoords_vbo, normals_vbo, ubo, model_mat_idx_vbo; | 
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| [81f28c0] | 485 |  | 
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| [1f3d32b] | 486 | initializeBuffers( | 
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|  | 487 | &points_vbo, | 
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|  | 488 | &colors_vbo, | 
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|  | 489 | &texcoords_vbo, | 
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|  | 490 | &normals_vbo, | 
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|  | 491 | &ubo, | 
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|  | 492 | &model_mat_idx_vbo); | 
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| [81f28c0] | 493 |  | 
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| [a0eb547] | 494 | map<GLuint, BufferInfo> shaderBufferInfo; | 
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|  | 495 | map<ObjectType, ShaderModelGroup> modelGroups; | 
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|  | 496 |  | 
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|  | 497 | modelGroups[TYPE_SHIP] = createModelGroup( | 
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|  | 498 | loadShaderProgram("./ship.vert", "./ship.frag")); | 
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|  | 499 | shaderBufferInfo[modelGroups[TYPE_SHIP].shaderProgram] = BufferInfo(); // temporary | 
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| [0e0f851] | 500 |  | 
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| [a0eb547] | 501 | defineModelGroupAttrib(modelGroups[TYPE_SHIP], "vertex_position", ATTRIB_POINT_VARYING, | 
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|  | 502 | 3, GL_FLOAT, offsetof(SceneObject, points)); | 
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|  | 503 | defineModelGroupAttrib(modelGroups[TYPE_SHIP], "vertex_color", ATTRIB_POINT_VARYING, | 
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|  | 504 | 3, GL_FLOAT, offsetof(SceneObject, colors)); | 
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|  | 505 | defineModelGroupAttrib(modelGroups[TYPE_SHIP], "vertex_normal", ATTRIB_POINT_VARYING, | 
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|  | 506 | 3, GL_FLOAT, offsetof(SceneObject, normals)); | 
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|  | 507 | defineModelGroupAttrib(modelGroups[TYPE_SHIP], "ubo_index", ATTRIB_OBJECT_VARYING, | 
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|  | 508 | 1, GL_UNSIGNED_INT, offsetof(SceneObject, ubo_offset)); | 
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| [81f28c0] | 509 |  | 
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| [49db5fc] | 510 | defineModelGroupUniform(modelGroups[TYPE_SHIP], "view", ATTRIB_UNIFORM, | 
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|  | 511 | 1, UNIFORM_MATRIX_4F, value_ptr(view_mat)); | 
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|  | 512 | defineModelGroupUniform(modelGroups[TYPE_SHIP], "proj", ATTRIB_UNIFORM, | 
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|  | 513 | 1, UNIFORM_MATRIX_4F, value_ptr(proj_mat)); | 
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|  | 514 |  | 
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| [a0eb547] | 515 | initModelGroupAttribs(modelGroups[TYPE_SHIP]); | 
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| [20e0020] | 516 |  | 
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| [1f3d32b] | 517 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo); | 
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| [646f3f2] | 518 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL); | 
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| [a0eb547] | 519 | modelGroups[TYPE_SHIP].attribs["vertex_position"].buffer = points_vbo; | 
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| [20e0020] | 520 |  | 
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| [2b0214c] | 521 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo); | 
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| [646f3f2] | 522 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL); | 
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| [a0eb547] | 523 | modelGroups[TYPE_SHIP].attribs["vertex_color"].buffer = colors_vbo; | 
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| [2b0214c] | 524 |  | 
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| [1f3d32b] | 525 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo); | 
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| [646f3f2] | 526 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, NULL); | 
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| [a0eb547] | 527 | modelGroups[TYPE_SHIP].attribs["vertex_normal"].buffer = normals_vbo; | 
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| [20e0020] | 528 |  | 
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| [1f3d32b] | 529 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo); | 
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| [646f3f2] | 530 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, NULL); | 
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| [a0eb547] | 531 | modelGroups[TYPE_SHIP].attribs["ubo_index"].buffer = model_mat_idx_vbo; | 
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| [20e0020] | 532 |  | 
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| [a0eb547] | 533 | modelGroups[TYPE_ASTEROID] = createModelGroup( | 
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|  | 534 | loadShaderProgram("./asteroid.vert", "./asteroid.frag")); | 
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|  | 535 | shaderBufferInfo[modelGroups[TYPE_ASTEROID].shaderProgram] = BufferInfo(); // temporary | 
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| [0e0f851] | 536 |  | 
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| [a0eb547] | 537 | defineModelGroupAttrib(modelGroups[TYPE_ASTEROID], "vertex_position", ATTRIB_POINT_VARYING, | 
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|  | 538 | 3, GL_FLOAT, offsetof(SceneObject, points)); | 
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|  | 539 | defineModelGroupAttrib(modelGroups[TYPE_ASTEROID], "vertex_color", ATTRIB_POINT_VARYING, | 
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|  | 540 | 3, GL_FLOAT, offsetof(SceneObject, colors)); | 
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|  | 541 | defineModelGroupAttrib(modelGroups[TYPE_ASTEROID], "vertex_normal", ATTRIB_POINT_VARYING, | 
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|  | 542 | 3, GL_FLOAT, offsetof(SceneObject, normals)); | 
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|  | 543 | defineModelGroupAttrib(modelGroups[TYPE_ASTEROID], "ubo_index", ATTRIB_OBJECT_VARYING, | 
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|  | 544 | 1, GL_UNSIGNED_INT, offsetof(SceneObject, ubo_offset)); | 
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|  | 545 |  | 
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| [49db5fc] | 546 | defineModelGroupUniform(modelGroups[TYPE_ASTEROID], "view", ATTRIB_UNIFORM, | 
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|  | 547 | 1, UNIFORM_MATRIX_4F, value_ptr(view_mat)); | 
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|  | 548 | defineModelGroupUniform(modelGroups[TYPE_ASTEROID], "proj", ATTRIB_UNIFORM, | 
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|  | 549 | 1, UNIFORM_MATRIX_4F, value_ptr(proj_mat)); | 
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|  | 550 |  | 
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| [a0eb547] | 551 | initModelGroupAttribs(modelGroups[TYPE_ASTEROID]); | 
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| [0e0f851] | 552 |  | 
|---|
|  | 553 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo); | 
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| [646f3f2] | 554 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL); | 
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| [a0eb547] | 555 | modelGroups[TYPE_ASTEROID].attribs["vertex_position"].buffer = points_vbo; | 
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| [0e0f851] | 556 |  | 
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|  | 557 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo); | 
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| [646f3f2] | 558 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL); | 
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| [a0eb547] | 559 | modelGroups[TYPE_ASTEROID].attribs["vertex_color"].buffer = colors_vbo; | 
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| [0e0f851] | 560 |  | 
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|  | 561 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo); | 
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| [646f3f2] | 562 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, NULL); | 
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| [a0eb547] | 563 | modelGroups[TYPE_ASTEROID].attribs["vertex_normal"].buffer = normals_vbo; | 
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| [0e0f851] | 564 |  | 
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|  | 565 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo); | 
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| [646f3f2] | 566 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, NULL); | 
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| [a0eb547] | 567 | modelGroups[TYPE_ASTEROID].attribs["ubo_index"].buffer = model_mat_idx_vbo; | 
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|  | 568 |  | 
|---|
|  | 569 | modelGroups[TYPE_LASER] = createModelGroup( | 
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|  | 570 | loadShaderProgram("./laser.vert", "./laser.frag")); | 
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|  | 571 | shaderBufferInfo[modelGroups[TYPE_LASER].shaderProgram] = BufferInfo(); // temporary | 
|---|
| [0e0f851] | 572 |  | 
|---|
| [a0eb547] | 573 | defineModelGroupAttrib(modelGroups[TYPE_LASER], "vertex_position", ATTRIB_POINT_VARYING, | 
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|  | 574 | 3, GL_FLOAT, offsetof(SceneObject, points)); | 
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|  | 575 | defineModelGroupAttrib(modelGroups[TYPE_LASER], "vt", ATTRIB_POINT_VARYING, | 
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|  | 576 | 2, GL_FLOAT, offsetof(SceneObject, texcoords)); | 
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|  | 577 | defineModelGroupAttrib(modelGroups[TYPE_LASER], "ubo_index", ATTRIB_OBJECT_VARYING, | 
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|  | 578 | 1, GL_UNSIGNED_INT, offsetof(SceneObject, ubo_offset)); | 
|---|
| [20e0020] | 579 |  | 
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| [49db5fc] | 580 | defineModelGroupUniform(modelGroups[TYPE_LASER], "view", ATTRIB_UNIFORM, | 
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|  | 581 | 1, UNIFORM_MATRIX_4F, value_ptr(view_mat)); | 
|---|
|  | 582 | defineModelGroupUniform(modelGroups[TYPE_LASER], "proj", ATTRIB_UNIFORM, | 
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|  | 583 | 1, UNIFORM_MATRIX_4F, value_ptr(proj_mat)); | 
|---|
|  | 584 | defineModelGroupUniform(modelGroups[TYPE_LASER], "laser_color", ATTRIB_UNIFORM, | 
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|  | 585 | 1, UNIFORM_3F, laserColor); | 
|---|
|  | 586 |  | 
|---|
| [a0eb547] | 587 | initModelGroupAttribs(modelGroups[TYPE_LASER]); | 
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| [20e0020] | 588 |  | 
|---|
| [1f3d32b] | 589 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo); | 
|---|
| [646f3f2] | 590 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL); | 
|---|
| [a0eb547] | 591 | modelGroups[TYPE_LASER].attribs["vertex_position"].buffer = points_vbo; | 
|---|
| [20e0020] | 592 |  | 
|---|
| [1f3d32b] | 593 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo); | 
|---|
| [646f3f2] | 594 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL); | 
|---|
| [a0eb547] | 595 | modelGroups[TYPE_LASER].attribs["vt"].buffer = texcoords_vbo; | 
|---|
| [20e0020] | 596 |  | 
|---|
| [1f3d32b] | 597 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo); | 
|---|
| [646f3f2] | 598 | glVertexAttribIPointer(2, 1, GL_UNSIGNED_INT, 0, NULL); | 
|---|
| [a0eb547] | 599 | modelGroups[TYPE_LASER].attribs["ubo_index"].buffer = model_mat_idx_vbo; | 
|---|
|  | 600 |  | 
|---|
|  | 601 | modelGroups[TYPE_EXPLOSION] = createModelGroup( | 
|---|
|  | 602 | loadShaderProgram("./explosion.vert", "./explosion.frag")); | 
|---|
|  | 603 | shaderBufferInfo[modelGroups[TYPE_EXPLOSION].shaderProgram] = BufferInfo(); // temporary | 
|---|
|  | 604 |  | 
|---|
| [b220f78] | 605 | // The last parameter (offset) is only used for populating the buffers since the distance | 
|---|
|  | 606 | // between each item is needed there. However, that code isn't run for explosions right now anyway, | 
|---|
|  | 607 | // so I may as well pass in 0 here. | 
|---|
|  | 608 | defineModelGroupAttrib(modelGroups[TYPE_EXPLOSION], "v_i", ATTRIB_POINT_VARYING, | 
|---|
|  | 609 | 3, GL_FLOAT, 0); | 
|---|
|  | 610 | defineModelGroupAttrib(modelGroups[TYPE_EXPLOSION], "start_time", ATTRIB_POINT_VARYING, | 
|---|
|  | 611 | 1, GL_FLOAT, 0); | 
|---|
|  | 612 |  | 
|---|
|  | 613 | defineModelGroupUniform(modelGroups[TYPE_EXPLOSION], "explosion_start_time", ATTRIB_UNIFORM, | 
|---|
|  | 614 | 1, UNIFORM_1F, &curTime); | 
|---|
|  | 615 | defineModelGroupUniform(modelGroups[TYPE_EXPLOSION], "cur_time", ATTRIB_UNIFORM, | 
|---|
|  | 616 | 1, UNIFORM_1F, &curTime); | 
|---|
|  | 617 | defineModelGroupUniform(modelGroups[TYPE_EXPLOSION], "model_mat", ATTRIB_UNIFORM, | 
|---|
|  | 618 | 1, UNIFORM_MATRIX_4F, NULL); | 
|---|
|  | 619 | defineModelGroupUniform(modelGroups[TYPE_EXPLOSION], "view", ATTRIB_UNIFORM, | 
|---|
|  | 620 | 1, UNIFORM_MATRIX_4F, value_ptr(view_mat)); | 
|---|
|  | 621 | defineModelGroupUniform(modelGroups[TYPE_EXPLOSION], "proj", ATTRIB_UNIFORM, | 
|---|
|  | 622 | 1, UNIFORM_MATRIX_4F, value_ptr(proj_mat)); | 
|---|
|  | 623 | // Still need to do the model mat | 
|---|
|  | 624 |  | 
|---|
|  | 625 | initModelGroupAttribs(modelGroups[TYPE_EXPLOSION]); | 
|---|
|  | 626 |  | 
|---|
| [a0eb547] | 627 | cam_pos = vec3(0.0f, 0.0f, 2.0f); | 
|---|
|  | 628 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f; | 
|---|
|  | 629 | float cam_pitch = -50.0f * 2.0f * 3.14159f / 360.0f; | 
|---|
|  | 630 |  | 
|---|
|  | 631 | // player ship | 
|---|
|  | 632 | SceneObject* ship = createShip(); | 
|---|
|  | 633 | objects.push_back(ship); | 
|---|
|  | 634 |  | 
|---|
|  | 635 | vector<SceneObject>::iterator obj_it; | 
|---|
|  | 636 |  | 
|---|
|  | 637 | populateBuffers(objects, | 
|---|
|  | 638 | shaderBufferInfo, modelGroups, | 
|---|
|  | 639 | points_vbo, | 
|---|
|  | 640 | colors_vbo, | 
|---|
|  | 641 | texcoords_vbo, | 
|---|
|  | 642 | normals_vbo, | 
|---|
|  | 643 | ubo, | 
|---|
|  | 644 | model_mat_idx_vbo); | 
|---|
| [20e0020] | 645 |  | 
|---|
| [1f3d32b] | 646 | float cam_speed = 1.0f; | 
|---|
|  | 647 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD; | 
|---|
|  | 648 | float cam_pitch_speed = 60.0f*ONE_DEG_IN_RAD; | 
|---|
| [20e0020] | 649 |  | 
|---|
| [1f3d32b] | 650 | // glm::lookAt can create the view matrix | 
|---|
|  | 651 | // glm::perspective can create the projection matrix | 
|---|
| [20e0020] | 652 |  | 
|---|
| [1f3d32b] | 653 | mat4 T = translate(mat4(1.0f), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z)); | 
|---|
|  | 654 | mat4 yaw_mat = rotate(mat4(1.0f), -cam_yaw, vec3(0.0f, 1.0f, 0.0f)); | 
|---|
|  | 655 | mat4 pitch_mat = rotate(mat4(1.0f), -cam_pitch, vec3(1.0f, 0.0f, 0.0f)); | 
|---|
|  | 656 | mat4 R = pitch_mat * yaw_mat; | 
|---|
|  | 657 | view_mat = R*T; | 
|---|
| [20e0020] | 658 |  | 
|---|
| [1f3d32b] | 659 | // TODO: Create a function to construct the projection matrix | 
|---|
|  | 660 | // (Maybe I should just use glm::perspective, after making sure it matches what I have now) | 
|---|
|  | 661 | float fov = 67.0f * ONE_DEG_IN_RAD; | 
|---|
|  | 662 | float aspect = (float)width / (float)height; | 
|---|
| [20e0020] | 663 |  | 
|---|
| [1f3d32b] | 664 | float range = tan(fov * 0.5f) * NEAR_CLIP; | 
|---|
|  | 665 | float Sx = NEAR_CLIP / (range * aspect); | 
|---|
|  | 666 | float Sy = NEAR_CLIP / range; | 
|---|
|  | 667 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP); | 
|---|
|  | 668 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP); | 
|---|
| [20e0020] | 669 |  | 
|---|
| [1f3d32b] | 670 | float proj_arr[] = { | 
|---|
|  | 671 | Sx, 0.0f, 0.0f, 0.0f, | 
|---|
|  | 672 | 0.0f, Sy, 0.0f, 0.0f, | 
|---|
|  | 673 | 0.0f, 0.0f, Sz, -1.0f, | 
|---|
|  | 674 | 0.0f, 0.0f, Pz, 0.0f, | 
|---|
| [f9a242b] | 675 | }; | 
|---|
| [1f3d32b] | 676 | proj_mat = make_mat4(proj_arr); | 
|---|
| [81f28c0] | 677 |  | 
|---|
| [b220f78] | 678 | initializeParticleEffectBuffers(vec3(0.0f, -1.2f, 0.65f), | 
|---|
| [646f3f2] | 679 | shaderBufferInfo, | 
|---|
| [0414306] | 680 | modelGroups, | 
|---|
| [646f3f2] | 681 | points_vbo, | 
|---|
|  | 682 | colors_vbo, | 
|---|
|  | 683 | texcoords_vbo, | 
|---|
|  | 684 | normals_vbo, | 
|---|
|  | 685 | ubo, | 
|---|
|  | 686 | model_mat_idx_vbo); | 
|---|
| [fe5e3ca] | 687 |  | 
|---|
| [c5fb958] | 688 | /* TODO: Fix the UBO binding code based on the following forum post (in order to support multiple ubos): | 
|---|
|  | 689 |  | 
|---|
|  | 690 | No, you're misunderstanding how this works. UBO binding works exactly like texture object binding. | 
|---|
|  | 691 |  | 
|---|
|  | 692 | The OpenGL context has a number of slots for binding UBOs. There are GL_MAX_UNIFORM_BUFFER_BINDINGS number of | 
|---|
|  | 693 | slots for UBO binding. | 
|---|
|  | 694 |  | 
|---|
|  | 695 | Uniform Blocks in a program can be set to use one of the slots in the context. You do this by first querying | 
|---|
|  | 696 | the block index using the block name (glGetUniformBlockIndex). This is similar to how you need to use | 
|---|
|  | 697 | glGetUniformLocation in order to set a uniform's value with glUniform. Block indices, like uniform locations, | 
|---|
|  | 698 | are specific to a program. | 
|---|
|  | 699 |  | 
|---|
|  | 700 | Once you have the block index, you use glUniformBlockBinding to set that specific program to use a particular | 
|---|
|  | 701 | uniform buffer slot in the context. | 
|---|
|  | 702 |  | 
|---|
|  | 703 | Let's say you have a global UBO that you want to use for every program. To make using it easier, you want to | 
|---|
|  | 704 | bind it just once. | 
|---|
|  | 705 |  | 
|---|
|  | 706 | So first, you pick a uniform buffer slot in the context, one that always will refer to this UBO. Let's say | 
|---|
|  | 707 | you pick slot 8. | 
|---|
|  | 708 |  | 
|---|
|  | 709 | When you build a program object that may use this global uniform buffer, what you do is quite simple. First, | 
|---|
|  | 710 | after linking the program, call glGetUniformBlockIndex(program, "NameOfGlobalUniformBlock"). If you get back | 
|---|
|  | 711 | GL_INVALID_INDEX, then you know that the global uniform block isn't used in that program. Otherwise you get | 
|---|
|  | 712 | back a block index. | 
|---|
|  | 713 |  | 
|---|
|  | 714 | If you got a valid block index, then you call glUniformBlockBinding(program, uniformBlockIndex, 8). Remember | 
|---|
|  | 715 | that 8 is the uniform buffer context slot that we selected earlier. This causes this particular program to | 
|---|
|  | 716 | use uniform buffer slot #8 to find the buffer for "NameOfGlobalUniformBlock". | 
|---|
|  | 717 |  | 
|---|
|  | 718 | Finally, to set the actual buffer in the context, call glBindBufferRange(GL_UNIFORM_BUFFER, 8, | 
|---|
|  | 719 | bufferObjectName, offset, size); | 
|---|
|  | 720 | */ | 
|---|
| [fe5e3ca] | 721 |  | 
|---|
| [1f3d32b] | 722 | GLuint ub_binding_point = 0; | 
|---|
| [81f28c0] | 723 |  | 
|---|
| [4c7cd57] | 724 | GLuint ship_sp_models_ub_index = glGetUniformBlockIndex(modelGroups[TYPE_SHIP].shaderProgram, "models"); | 
|---|
| [0e0f851] | 725 |  | 
|---|
| [0414306] | 726 | GLuint asteroid_sp_models_ub_index = glGetUniformBlockIndex(modelGroups[TYPE_ASTEROID].shaderProgram, "models"); | 
|---|
| [81f28c0] | 727 |  | 
|---|
| [b62c109] | 728 | GLuint laser_sp_models_ub_index = glGetUniformBlockIndex(modelGroups[TYPE_LASER].shaderProgram, "models"); | 
|---|
| [81f28c0] | 729 |  | 
|---|
| [0414306] | 730 | GLuint explosion_sp_models_ub_index = glGetUniformBlockIndex(modelGroups[TYPE_EXPLOSION].shaderProgram, "models"); | 
|---|
| [db06984] | 731 |  | 
|---|
| [81f28c0] | 732 |  | 
|---|
| [4c7cd57] | 733 | glUseProgram(modelGroups[TYPE_SHIP].shaderProgram); | 
|---|
| [49db5fc] | 734 | bindUniformData(modelGroups[TYPE_SHIP].attribs["view"]); | 
|---|
|  | 735 | bindUniformData(modelGroups[TYPE_SHIP].attribs["proj"]); | 
|---|
| [485424b] | 736 |  | 
|---|
| [4c7cd57] | 737 | glUniformBlockBinding(modelGroups[TYPE_SHIP].shaderProgram, ship_sp_models_ub_index, ub_binding_point); | 
|---|
| [14ff67c] | 738 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE); | 
|---|
| [e165b85] | 739 |  | 
|---|
| [fd6f465] | 740 |  | 
|---|
| [0414306] | 741 | glUseProgram(modelGroups[TYPE_ASTEROID].shaderProgram); | 
|---|
| [49db5fc] | 742 | bindUniformData(modelGroups[TYPE_ASTEROID].attribs["view"]); | 
|---|
|  | 743 | bindUniformData(modelGroups[TYPE_ASTEROID].attribs["proj"]); | 
|---|
| [0e0f851] | 744 |  | 
|---|
| [0414306] | 745 | glUniformBlockBinding(modelGroups[TYPE_ASTEROID].shaderProgram, asteroid_sp_models_ub_index, ub_binding_point); | 
|---|
| [0e0f851] | 746 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE); | 
|---|
|  | 747 |  | 
|---|
|  | 748 |  | 
|---|
| [49db5fc] | 749 | // may want to do initialization for basic_texture uniform here too | 
|---|
|  | 750 | // Right now, I think I'm getting away without getting that uniform location because I'm only | 
|---|
|  | 751 | // using one texture, so setting it to GL_TEXTURE0 once works | 
|---|
| [b62c109] | 752 | glUseProgram(modelGroups[TYPE_LASER].shaderProgram); | 
|---|
| [49db5fc] | 753 | bindUniformData(modelGroups[TYPE_LASER].attribs["view"]); | 
|---|
|  | 754 | bindUniformData(modelGroups[TYPE_LASER].attribs["proj"]); | 
|---|
|  | 755 | bindUniformData(modelGroups[TYPE_LASER].attribs["laser_color"]); | 
|---|
| [b155f13] | 756 |  | 
|---|
| [b62c109] | 757 | glUniformBlockBinding(modelGroups[TYPE_LASER].shaderProgram, laser_sp_models_ub_index, ub_binding_point); | 
|---|
| [fd6f465] | 758 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE); | 
|---|
|  | 759 |  | 
|---|
|  | 760 |  | 
|---|
| [0414306] | 761 | glUseProgram(modelGroups[TYPE_EXPLOSION].shaderProgram); | 
|---|
|  | 762 | glUniformBlockBinding(modelGroups[TYPE_EXPLOSION].shaderProgram, explosion_sp_models_ub_index, ub_binding_point); | 
|---|
| [646f3f2] | 763 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE); | 
|---|
|  | 764 |  | 
|---|
|  | 765 |  | 
|---|
| [7ee66ea] | 766 | bool cam_moved = false; | 
|---|
|  | 767 |  | 
|---|
| [046ce72] | 768 | int frame_count = 0; | 
|---|
| [f70ab75] | 769 | double elapsed_seconds_fps = 0.0f; | 
|---|
| [5527206] | 770 | double elapsed_seconds_spawn = 0.0f; | 
|---|
| [b220f78] | 771 |  | 
|---|
|  | 772 | prevTime = glfwGetTime(); | 
|---|
| [046ce72] | 773 |  | 
|---|
| [9dd2eb7] | 774 | // This draws wireframes. Useful for seeing separate faces and occluded objects. | 
|---|
|  | 775 | //glPolygonMode(GL_FRONT, GL_LINE); | 
|---|
|  | 776 |  | 
|---|
| [1f3d32b] | 777 | // disable vsync to see real framerate | 
|---|
|  | 778 | //glfwSwapInterval(0); | 
|---|
| [1c81bf0] | 779 |  | 
|---|
| [93462c6] | 780 | State curState = STATE_MAIN_MENU; | 
|---|
|  | 781 |  | 
|---|
| [5b3462b] | 782 | while (!glfwWindowShouldClose(window) && isRunning) { | 
|---|
| [b220f78] | 783 | curTime = glfwGetTime(); | 
|---|
|  | 784 | elapsedTime = curTime - prevTime; | 
|---|
| [8fbd34f] | 785 |  | 
|---|
|  | 786 | // temporary code to get around vsync issue in OSX Sierra | 
|---|
| [b220f78] | 787 | if (elapsedTime < (1.0f / TARGET_FPS)) { | 
|---|
| [8fbd34f] | 788 | continue; | 
|---|
|  | 789 | } | 
|---|
|  | 790 |  | 
|---|
| [b220f78] | 791 | prevTime = curTime; | 
|---|
| [93baa0e] | 792 |  | 
|---|
| [b220f78] | 793 | elapsed_seconds_fps += elapsedTime; | 
|---|
| [1f3d32b] | 794 | if (elapsed_seconds_fps > 0.25f) { | 
|---|
|  | 795 | fps = (double)frame_count / elapsed_seconds_fps; | 
|---|
| [046ce72] | 796 |  | 
|---|
| [1f3d32b] | 797 | frame_count = 0; | 
|---|
|  | 798 | elapsed_seconds_fps = 0.0f; | 
|---|
| [14ff67c] | 799 | } | 
|---|
| [046ce72] | 800 |  | 
|---|
| [1f3d32b] | 801 | frame_count++; | 
|---|
|  | 802 |  | 
|---|
| [f7d35da] | 803 | // Handle events | 
|---|
| [baa5848] | 804 |  | 
|---|
|  | 805 | clickedObject = NULL; | 
|---|
| [f7d35da] | 806 |  | 
|---|
|  | 807 | // reset the all key states to KEY_STATE_UNCHANGED (something the GLFW key callback can never return) | 
|---|
|  | 808 | // so that GLFW_PRESS and GLFW_RELEASE are only detected once | 
|---|
| [cf2d1e5] | 809 | // TODO: Change this if we ever need to act on GLFW_REPEAT (which is when a key is held down | 
|---|
|  | 810 | //  continuously for a period of time) | 
|---|
| [f7d35da] | 811 | fill(key_state, key_state + NUM_KEYS, KEY_STATE_UNCHANGED); | 
|---|
|  | 812 |  | 
|---|
| [baa5848] | 813 | glfwPollEvents(); | 
|---|
|  | 814 |  | 
|---|
| [93462c6] | 815 | while (!events.empty()) { | 
|---|
|  | 816 | switch (events.front()) { | 
|---|
|  | 817 | case EVENT_GO_TO_MAIN_MENU: | 
|---|
|  | 818 | curState = STATE_MAIN_MENU; | 
|---|
|  | 819 | break; | 
|---|
|  | 820 | case EVENT_GO_TO_GAME: | 
|---|
|  | 821 | curState = STATE_GAME; | 
|---|
|  | 822 | break; | 
|---|
|  | 823 | case EVENT_QUIT: | 
|---|
|  | 824 | isRunning = false; | 
|---|
|  | 825 | break; | 
|---|
|  | 826 | } | 
|---|
|  | 827 | events.pop(); | 
|---|
| [147ac6d] | 828 | } | 
|---|
| [93462c6] | 829 |  | 
|---|
|  | 830 | if (curState == STATE_GAME) { | 
|---|
| [95595de] | 831 |  | 
|---|
| [b220f78] | 832 | elapsed_seconds_spawn += elapsedTime; | 
|---|
| [95595de] | 833 | if (elapsed_seconds_spawn > 0.5f) { | 
|---|
| [dd9771c] | 834 | SceneObject* obj = createAsteroid(vec3(getRandomNum(-1.3f, 1.3f), -1.2f, getRandomNum(-5.5f, -4.5f))); | 
|---|
| [0414306] | 835 | addObjectToScene(obj, shaderBufferInfo, modelGroups, | 
|---|
| [95595de] | 836 | points_vbo, | 
|---|
|  | 837 | colors_vbo, | 
|---|
|  | 838 | texcoords_vbo, | 
|---|
|  | 839 | normals_vbo, | 
|---|
|  | 840 | ubo, | 
|---|
| [0414306] | 841 | model_mat_idx_vbo); | 
|---|
| [95595de] | 842 |  | 
|---|
|  | 843 | elapsed_seconds_spawn -= 0.5f; | 
|---|
|  | 844 | } | 
|---|
|  | 845 |  | 
|---|
| [cf2d1e5] | 846 | /* | 
|---|
| [93462c6] | 847 | if (clickedObject == &objects[0]) { | 
|---|
|  | 848 | selectedObject = &objects[0]; | 
|---|
|  | 849 | } | 
|---|
|  | 850 | if (clickedObject == &objects[1]) { | 
|---|
|  | 851 | selectedObject = &objects[1]; | 
|---|
|  | 852 | } | 
|---|
| [cf2d1e5] | 853 | */ | 
|---|
| [f7d35da] | 854 |  | 
|---|
|  | 855 | /* | 
|---|
|  | 856 | if (key_state[GLFW_KEY_SPACE] == GLFW_PRESS) { | 
|---|
| [dba67b2] | 857 | transformObject(objects[1], translate(mat4(1.0f), vec3(0.3f, 0.0f, 0.0f)), ubo); | 
|---|
| [f7d35da] | 858 | } | 
|---|
| [fabed35] | 859 | if (key_down[GLFW_KEY_RIGHT]) { | 
|---|
| [dba67b2] | 860 | transformObject(objects[2], translate(mat4(1.0f), vec3(0.01f, 0.0f, 0.0f)), ubo); | 
|---|
| [f7d35da] | 861 | } | 
|---|
| [fabed35] | 862 | if (key_down[GLFW_KEY_LEFT]) { | 
|---|
| [dba67b2] | 863 | transformObject(objects[2], translate(mat4(1.0f), vec3(-0.01f, 0.0f, 0.0f)), ubo); | 
|---|
| [f7d35da] | 864 | } | 
|---|
|  | 865 | */ | 
|---|
| [cf2d1e5] | 866 |  | 
|---|
| [fabed35] | 867 | if (key_down[GLFW_KEY_RIGHT]) { | 
|---|
| [1f3d32b] | 868 | transformObject(*objects[0], translate(mat4(1.0f), vec3(0.01f, 0.0f, 0.0f)), ubo); | 
|---|
| [fabed35] | 869 |  | 
|---|
| [1f3d32b] | 870 | if (leftLaser != NULL && !leftLaser->deleted) { | 
|---|
|  | 871 | translateLaser(leftLaser, vec3(0.01f, 0.0f, 0.0f), ubo); | 
|---|
| [fabed35] | 872 | } | 
|---|
| [1f3d32b] | 873 | if (rightLaser != NULL && !rightLaser->deleted) { | 
|---|
|  | 874 | translateLaser(rightLaser, vec3(0.01f, 0.0f, 0.0f), ubo); | 
|---|
| [fabed35] | 875 | } | 
|---|
| [cf2d1e5] | 876 | } | 
|---|
| [fabed35] | 877 | if (key_down[GLFW_KEY_LEFT]) { | 
|---|
| [1f3d32b] | 878 | transformObject(*objects[0], translate(mat4(1.0f), vec3(-0.01f, 0.0f, 0.0f)), ubo); | 
|---|
| [fabed35] | 879 |  | 
|---|
| [1f3d32b] | 880 | if (leftLaser != NULL && !leftLaser->deleted) { | 
|---|
|  | 881 | translateLaser(leftLaser, vec3(-0.01f, 0.0f, 0.0f), ubo); | 
|---|
| [fabed35] | 882 | } | 
|---|
| [1f3d32b] | 883 | if (rightLaser != NULL && !rightLaser->deleted) { | 
|---|
|  | 884 | translateLaser(rightLaser, vec3(-0.01f, 0.0f, 0.0f), ubo); | 
|---|
| [fabed35] | 885 | } | 
|---|
| [8316333] | 886 | } | 
|---|
| [fabed35] | 887 |  | 
|---|
|  | 888 | if (key_state[GLFW_KEY_Z] == GLFW_PRESS) { | 
|---|
| [1f3d32b] | 889 | vec3 offset(objects[0]->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f)); | 
|---|
| [8316333] | 890 |  | 
|---|
| [dd9771c] | 891 | leftLaser = createLaser( | 
|---|
|  | 892 | vec3(-0.21f, -1.19f, 1.76f)+offset, | 
|---|
|  | 893 | vec3(-0.21f, -1.19f, -3.0f)+offset, | 
|---|
|  | 894 | vec3(0.0f, 1.0f, 0.0f), 0.03f); | 
|---|
| [0414306] | 895 | addObjectToScene(leftLaser, shaderBufferInfo, modelGroups, | 
|---|
| [8316333] | 896 | points_vbo, | 
|---|
|  | 897 | colors_vbo, | 
|---|
|  | 898 | texcoords_vbo, | 
|---|
|  | 899 | normals_vbo, | 
|---|
|  | 900 | ubo, | 
|---|
| [0414306] | 901 | model_mat_idx_vbo); | 
|---|
| [fabed35] | 902 | } else if (key_state[GLFW_KEY_Z] == GLFW_RELEASE) { | 
|---|
| [1f3d32b] | 903 | removeObjectFromScene(*leftLaser, ubo); | 
|---|
| [8316333] | 904 | } | 
|---|
| [fabed35] | 905 |  | 
|---|
|  | 906 | if (key_state[GLFW_KEY_X] == GLFW_PRESS) { | 
|---|
| [1f3d32b] | 907 | vec3 offset(objects[0]->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f)); | 
|---|
| [8316333] | 908 |  | 
|---|
| [dd9771c] | 909 | rightLaser = createLaser( | 
|---|
|  | 910 | vec3(0.21f, -1.19f, 1.76f) + offset, | 
|---|
|  | 911 | vec3(0.21f, -1.19f, -3.0f) + offset, | 
|---|
|  | 912 | vec3(0.0f, 1.0f, 0.0f), 0.03f); | 
|---|
| [0414306] | 913 | addObjectToScene(rightLaser, shaderBufferInfo, modelGroups, | 
|---|
| [8316333] | 914 | points_vbo, | 
|---|
|  | 915 | colors_vbo, | 
|---|
|  | 916 | texcoords_vbo, | 
|---|
|  | 917 | normals_vbo, | 
|---|
|  | 918 | ubo, | 
|---|
| [0414306] | 919 | model_mat_idx_vbo); | 
|---|
| [fabed35] | 920 | } else if (key_state[GLFW_KEY_X] == GLFW_RELEASE) { | 
|---|
| [1f3d32b] | 921 | removeObjectFromScene(*rightLaser, ubo); | 
|---|
| [cf2d1e5] | 922 | } | 
|---|
|  | 923 |  | 
|---|
| [92b1e90] | 924 | // this code moves the asteroids | 
|---|
| [8e8aed6] | 925 | for (unsigned int i = 0; i < objects.size(); i++) { | 
|---|
| [1f3d32b] | 926 | if (objects[i]->type == TYPE_ASTEROID && !objects[i]->deleted) { | 
|---|
|  | 927 | transformObject(*objects[i], translate(mat4(1.0f), vec3(0.0f, 0.0f, 0.04f)), ubo); | 
|---|
| [95595de] | 928 |  | 
|---|
| [1f3d32b] | 929 | vec3 obj_center = vec3(view_mat * vec4(objects[i]->bounding_center, 1.0f)); | 
|---|
| [ebaa95c] | 930 |  | 
|---|
| [1f3d32b] | 931 | if ((obj_center.z - objects[i]->bounding_radius) > -NEAR_CLIP) { | 
|---|
|  | 932 | removeObjectFromScene(*objects[i], ubo); | 
|---|
| [95595de] | 933 | } | 
|---|
| [2b0214c] | 934 | if (((Asteroid*)objects[i])->hp <= 0) { | 
|---|
| [646f3f2] | 935 | // TODO: Optimize this so I don't recalculate the camera rotation every time | 
|---|
|  | 936 | float cam_pitch = -50.0f * 2.0f * 3.14159f / 360.0f; | 
|---|
|  | 937 | mat4 pitch_mat = rotate(mat4(1.0f), cam_pitch, vec3(1.0f, 0.0f, 0.0f)); | 
|---|
|  | 938 | mat4 model_mat = translate(mat4(1.0f), objects[i]->bounding_center + vec3(0.0f, 0.0f, 0.0f)) * pitch_mat; | 
|---|
|  | 939 |  | 
|---|
| [2b0214c] | 940 | removeObjectFromScene(*objects[i], ubo); | 
|---|
| [1e3dddf] | 941 | score++; | 
|---|
| [adb104f] | 942 |  | 
|---|
| [646f3f2] | 943 | objExplosion->model_mat = model_mat; | 
|---|
|  | 944 |  | 
|---|
|  | 945 | // initiate an explosion | 
|---|
| [0414306] | 946 | glUseProgram(modelGroups[TYPE_EXPLOSION].shaderProgram); | 
|---|
| [646f3f2] | 947 |  | 
|---|
| [b220f78] | 948 | bindUniformData(modelGroups[TYPE_EXPLOSION].attribs["explosion_start_time"]); | 
|---|
|  | 949 | bindUniformData(modelGroups[TYPE_EXPLOSION].attribs["model_mat"], value_ptr(objExplosion->model_mat)); | 
|---|
| [2b0214c] | 950 | } | 
|---|
| [5527206] | 951 | } | 
|---|
| [cf2d1e5] | 952 | } | 
|---|
| [93baa0e] | 953 |  | 
|---|
| [1f3d32b] | 954 | if (leftLaser != NULL && !leftLaser->deleted) { | 
|---|
| [a0eb547] | 955 | updateLaserTarget(leftLaser, objects, modelGroups[TYPE_LASER], modelGroups[TYPE_ASTEROID].shaderProgram); | 
|---|
| [1f3d32b] | 956 | } | 
|---|
|  | 957 | if (rightLaser != NULL && !rightLaser->deleted) { | 
|---|
| [a0eb547] | 958 | updateLaserTarget(rightLaser, objects, modelGroups[TYPE_LASER], modelGroups[TYPE_ASTEROID].shaderProgram); | 
|---|
| [1f3d32b] | 959 | } | 
|---|
|  | 960 | } | 
|---|
|  | 961 |  | 
|---|
|  | 962 | for (vector<EffectOverTime*>::iterator it = effects.begin(); it != effects.end(); ) { | 
|---|
|  | 963 | if ((*it)->deleted || (*it)->effectedObject->deleted) { | 
|---|
|  | 964 | delete *it; | 
|---|
|  | 965 | it = effects.erase(it); | 
|---|
|  | 966 | } else { | 
|---|
|  | 967 | EffectOverTime* eot = *it; | 
|---|
| [b220f78] | 968 | eot->effectedValue = eot->startValue + (curTime - eot->startTime) * eot->changePerSecond; | 
|---|
| [1f3d32b] | 969 |  | 
|---|
|  | 970 | it++; | 
|---|
| [c3c3158] | 971 | } | 
|---|
| [baa5848] | 972 | } | 
|---|
| [df652d5] | 973 |  | 
|---|
| [c3c3158] | 974 | if (key_state[GLFW_KEY_ESCAPE] == GLFW_PRESS) { | 
|---|
| [ec4456b] | 975 | glfwSetWindowShouldClose(window, 1); | 
|---|
|  | 976 | } | 
|---|
| [7ee66ea] | 977 |  | 
|---|
| [b220f78] | 978 | float dist = cam_speed * elapsedTime; | 
|---|
| [fabed35] | 979 | if (key_down[GLFW_KEY_A]) { | 
|---|
| [dba67b2] | 980 | vec3 dir = vec3(inverse(R) * vec4(-1.0f, 0.0f, 0.0f, 1.0f)); | 
|---|
| [809ce16] | 981 | cam_pos += dir * dist; | 
|---|
| [f7d35da] | 982 |  | 
|---|
| [7ee66ea] | 983 | cam_moved = true; | 
|---|
|  | 984 | } | 
|---|
| [fabed35] | 985 | if (key_down[GLFW_KEY_D]) { | 
|---|
| [dba67b2] | 986 | vec3 dir = vec3(inverse(R) * vec4(1.0f, 0.0f, 0.0f, 1.0f)); | 
|---|
| [809ce16] | 987 | cam_pos += dir * dist; | 
|---|
| [f7d35da] | 988 |  | 
|---|
| [7ee66ea] | 989 | cam_moved = true; | 
|---|
|  | 990 | } | 
|---|
| [fabed35] | 991 | if (key_down[GLFW_KEY_W]) { | 
|---|
| [dba67b2] | 992 | vec3 dir = vec3(inverse(R) * vec4(0.0f, 0.0f, -1.0f, 1.0f)); | 
|---|
| [809ce16] | 993 | cam_pos += dir * dist; | 
|---|
| [f7d35da] | 994 |  | 
|---|
| [7ee66ea] | 995 | cam_moved = true; | 
|---|
|  | 996 | } | 
|---|
| [fabed35] | 997 | if (key_down[GLFW_KEY_S]) { | 
|---|
| [dba67b2] | 998 | vec3 dir = vec3(inverse(R) * vec4(0.0f, 0.0f, 1.0f, 1.0f)); | 
|---|
| [809ce16] | 999 | cam_pos += dir * dist; | 
|---|
| [f7d35da] | 1000 |  | 
|---|
| [7ee66ea] | 1001 | cam_moved = true; | 
|---|
|  | 1002 | } | 
|---|
| [cf2d1e5] | 1003 | /* | 
|---|
| [fabed35] | 1004 | if (key_down[GLFW_KEY_LEFT]) { | 
|---|
| [b220f78] | 1005 | cam_yaw += cam_yaw_speed * elapsedTime; | 
|---|
| [c3c3158] | 1006 | cam_moved = true; | 
|---|
| [7ee66ea] | 1007 | } | 
|---|
| [fabed35] | 1008 | if (key_down[GLFW_KEY_RIGHT]) { | 
|---|
| [b220f78] | 1009 | cam_yaw -= cam_yaw_speed * elapsedTime; | 
|---|
| [c3c3158] | 1010 | cam_moved = true; | 
|---|
| [7ee66ea] | 1011 | } | 
|---|
| [fabed35] | 1012 | if (key_down[GLFW_KEY_UP]) { | 
|---|
| [b220f78] | 1013 | cam_pitch += cam_pitch_speed * elapsedTime; | 
|---|
| [c3c3158] | 1014 | cam_moved = true; | 
|---|
| [809ce16] | 1015 | } | 
|---|
| [fabed35] | 1016 | if (key_down[GLFW_KEY_DOWN]) { | 
|---|
| [b220f78] | 1017 | cam_pitch -= cam_pitch_speed * elapsedTime; | 
|---|
| [c3c3158] | 1018 | cam_moved = true; | 
|---|
| [809ce16] | 1019 | } | 
|---|
| [cf2d1e5] | 1020 | */ | 
|---|
| [1f3d32b] | 1021 | if (cam_moved && false) { // disable camera movement | 
|---|
| [dba67b2] | 1022 | T = translate(mat4(1.0f), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z)); | 
|---|
| [809ce16] | 1023 |  | 
|---|
| [dba67b2] | 1024 | mat4 yaw_mat = rotate(mat4(1.0f), -cam_yaw, vec3(0.0f, 1.0f, 0.0f)); | 
|---|
|  | 1025 | mat4 pitch_mat = rotate(mat4(1.0f), -cam_pitch, vec3(1.0f, 0.0f, 0.0f)); | 
|---|
| [809ce16] | 1026 | R = pitch_mat * yaw_mat; | 
|---|
| [f7d35da] | 1027 |  | 
|---|
| [c3c3158] | 1028 | view_mat = R * T; | 
|---|
| [7ee66ea] | 1029 |  | 
|---|
| [4c7cd57] | 1030 | glUseProgram(modelGroups[TYPE_SHIP].shaderProgram); | 
|---|
| [49db5fc] | 1031 | bindUniformData(modelGroups[TYPE_SHIP].attribs["view"]); | 
|---|
| [267c4c5] | 1032 |  | 
|---|
| [b62c109] | 1033 | glUseProgram(modelGroups[TYPE_LASER].shaderProgram); | 
|---|
| [49db5fc] | 1034 | bindUniformData(modelGroups[TYPE_LASER].attribs["view"]); | 
|---|
| [b155f13] | 1035 |  | 
|---|
| [7ee66ea] | 1036 | cam_moved = false; | 
|---|
|  | 1037 | } | 
|---|
| [c3c3158] | 1038 |  | 
|---|
| [0414306] | 1039 | glUseProgram(modelGroups[TYPE_EXPLOSION].shaderProgram); | 
|---|
| [b220f78] | 1040 | bindUniformData(modelGroups[TYPE_EXPLOSION].attribs["cur_time"]); | 
|---|
| [db06984] | 1041 |  | 
|---|
| [c3c3158] | 1042 | // Render scene | 
|---|
|  | 1043 |  | 
|---|
|  | 1044 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | 
|---|
|  | 1045 |  | 
|---|
|  | 1046 | switch (curState) { | 
|---|
|  | 1047 | case STATE_MAIN_MENU: | 
|---|
|  | 1048 | renderMainMenu(); | 
|---|
|  | 1049 | renderMainMenuGui(); | 
|---|
|  | 1050 | break; | 
|---|
|  | 1051 | case STATE_GAME: | 
|---|
| [b62c109] | 1052 | renderScene(shaderBufferInfo, modelGroups, ubo); | 
|---|
| [c3c3158] | 1053 | renderSceneGui(); | 
|---|
|  | 1054 | break; | 
|---|
|  | 1055 | } | 
|---|
|  | 1056 |  | 
|---|
|  | 1057 | glfwSwapBuffers(window); | 
|---|
| [644a2e4] | 1058 | } | 
|---|
|  | 1059 |  | 
|---|
| [c1ca5b5] | 1060 | ImGui_ImplGlfwGL3_Shutdown(); | 
|---|
|  | 1061 | ImGui::DestroyContext(); | 
|---|
|  | 1062 |  | 
|---|
|  | 1063 | glfwDestroyWindow(window); | 
|---|
| [5272b6b] | 1064 | glfwTerminate(); | 
|---|
| [c1ca5b5] | 1065 |  | 
|---|
| [1f3d32b] | 1066 | // free memory | 
|---|
|  | 1067 |  | 
|---|
|  | 1068 | for (vector<SceneObject*>::iterator it = objects.begin(); it != objects.end(); it++) { | 
|---|
|  | 1069 | delete *it; | 
|---|
|  | 1070 | } | 
|---|
|  | 1071 |  | 
|---|
| [5272b6b] | 1072 | return 0; | 
|---|
|  | 1073 | } | 
|---|
| [ec4456b] | 1074 |  | 
|---|
| [4f3262f] | 1075 | void glfw_error_callback(int error, const char* description) { | 
|---|
|  | 1076 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description); | 
|---|
|  | 1077 | } | 
|---|
|  | 1078 |  | 
|---|
|  | 1079 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) { | 
|---|
|  | 1080 | double mouse_x, mouse_y; | 
|---|
|  | 1081 | glfwGetCursorPos(window, &mouse_x, &mouse_y); | 
|---|
|  | 1082 |  | 
|---|
|  | 1083 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) { | 
|---|
|  | 1084 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl; | 
|---|
|  | 1085 | selectedObject = NULL; | 
|---|
|  | 1086 |  | 
|---|
|  | 1087 | float x = (2.0f*mouse_x) / width - 1.0f; | 
|---|
|  | 1088 | float y = 1.0f - (2.0f*mouse_y) / height; | 
|---|
|  | 1089 |  | 
|---|
|  | 1090 | cout << "x: " << x << ", y: " << y << endl; | 
|---|
|  | 1091 |  | 
|---|
|  | 1092 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f); | 
|---|
|  | 1093 | vec4 ray_eye = inverse(proj_mat) * ray_clip; | 
|---|
| [dba67b2] | 1094 | ray_eye = vec4(vec2(ray_eye), -1.0f, 1.0f); | 
|---|
| [4f3262f] | 1095 | vec4 ray_world = inverse(view_mat) * ray_eye; | 
|---|
|  | 1096 |  | 
|---|
|  | 1097 | vec4 click_point; | 
|---|
|  | 1098 | 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 | 
|---|
|  | 1099 | SceneObject* closest_object = NULL; | 
|---|
|  | 1100 |  | 
|---|
| [1f3d32b] | 1101 | for (vector<SceneObject*>::iterator it = objects.begin(); it != objects.end(); it++) { | 
|---|
|  | 1102 | if ((*it)->type == TYPE_LASER) continue; | 
|---|
|  | 1103 | for (unsigned int p_idx = 0; p_idx < (*it)->points.size(); p_idx += 9) { | 
|---|
| [0d5c100] | 1104 | if (faceClicked( | 
|---|
|  | 1105 | { | 
|---|
| [1f3d32b] | 1106 | vec3((*it)->points[p_idx], (*it)->points[p_idx + 1], (*it)->points[p_idx + 2]), | 
|---|
|  | 1107 | vec3((*it)->points[p_idx + 3], (*it)->points[p_idx + 4], (*it)->points[p_idx + 5]), | 
|---|
|  | 1108 | vec3((*it)->points[p_idx + 6], (*it)->points[p_idx + 7], (*it)->points[p_idx + 8]), | 
|---|
| [4f3262f] | 1109 | }, | 
|---|
| [1f3d32b] | 1110 | *it, ray_world, vec4(cam_pos, 1.0f), click_point | 
|---|
| [0d5c100] | 1111 | )) { | 
|---|
| [4f3262f] | 1112 | click_point = view_mat * click_point; | 
|---|
|  | 1113 |  | 
|---|
|  | 1114 | if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) { | 
|---|
| [dba67b2] | 1115 | closest_point = vec3(click_point); | 
|---|
| [1f3d32b] | 1116 | closest_object = *it; | 
|---|
| [4f3262f] | 1117 | } | 
|---|
|  | 1118 | } | 
|---|
|  | 1119 | } | 
|---|
|  | 1120 | } | 
|---|
|  | 1121 |  | 
|---|
|  | 1122 | if (closest_object == NULL) { | 
|---|
|  | 1123 | cout << "No object was clicked" << endl; | 
|---|
| [f7d35da] | 1124 | } else { | 
|---|
| [4f3262f] | 1125 | clickedObject = closest_object; | 
|---|
|  | 1126 | cout << "Clicked object: " << clickedObject->id << endl; | 
|---|
|  | 1127 | } | 
|---|
|  | 1128 | } | 
|---|
|  | 1129 | } | 
|---|
|  | 1130 |  | 
|---|
| [f7d35da] | 1131 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) { | 
|---|
|  | 1132 | key_state[key] = action; | 
|---|
|  | 1133 |  | 
|---|
|  | 1134 | // should be true for GLFW_PRESS and GLFW_REPEAT | 
|---|
| [fabed35] | 1135 | key_down[key] = (action != GLFW_RELEASE); | 
|---|
| [f7d35da] | 1136 | } | 
|---|
|  | 1137 |  | 
|---|
| [0e0f851] | 1138 | void APIENTRY debugGlCallback( | 
|---|
|  | 1139 | GLenum source, | 
|---|
|  | 1140 | GLenum type, | 
|---|
|  | 1141 | GLuint id, | 
|---|
|  | 1142 | GLenum severity, | 
|---|
|  | 1143 | GLsizei length, | 
|---|
|  | 1144 | const GLchar* message, | 
|---|
|  | 1145 | const void* userParam | 
|---|
|  | 1146 | ) { | 
|---|
|  | 1147 | string strMessage(message); | 
|---|
|  | 1148 |  | 
|---|
|  | 1149 | // TODO: Use C++ strings directly | 
|---|
|  | 1150 | char source_str[2048]; | 
|---|
|  | 1151 | char type_str[2048]; | 
|---|
|  | 1152 | char severity_str[2048]; | 
|---|
|  | 1153 |  | 
|---|
|  | 1154 | switch (source) { | 
|---|
| [a0eb547] | 1155 | case 0x8246: | 
|---|
|  | 1156 | strcpy(source_str, "API"); | 
|---|
|  | 1157 | break; | 
|---|
|  | 1158 | case 0x8247: | 
|---|
|  | 1159 | strcpy(source_str, "WINDOW_SYSTEM"); | 
|---|
|  | 1160 | break; | 
|---|
|  | 1161 | case 0x8248: | 
|---|
|  | 1162 | strcpy(source_str, "SHADER_COMPILER"); | 
|---|
|  | 1163 | break; | 
|---|
|  | 1164 | case 0x8249: | 
|---|
|  | 1165 | strcpy(source_str, "THIRD_PARTY"); | 
|---|
|  | 1166 | break; | 
|---|
|  | 1167 | case 0x824A: | 
|---|
|  | 1168 | strcpy(source_str, "APPLICATION"); | 
|---|
|  | 1169 | break; | 
|---|
|  | 1170 | case 0x824B: | 
|---|
|  | 1171 | strcpy(source_str, "OTHER"); | 
|---|
|  | 1172 | break; | 
|---|
|  | 1173 | default: | 
|---|
|  | 1174 | strcpy(source_str, "undefined"); | 
|---|
|  | 1175 | break; | 
|---|
| [0e0f851] | 1176 | } | 
|---|
|  | 1177 |  | 
|---|
|  | 1178 | switch (type) { | 
|---|
| [a0eb547] | 1179 | case 0x824C: | 
|---|
|  | 1180 | strcpy(type_str, "ERROR"); | 
|---|
|  | 1181 | break; | 
|---|
|  | 1182 | case 0x824D: | 
|---|
|  | 1183 | strcpy(type_str, "DEPRECATED_BEHAVIOR"); | 
|---|
|  | 1184 | break; | 
|---|
|  | 1185 | case 0x824E: | 
|---|
|  | 1186 | strcpy(type_str, "UNDEFINED_BEHAVIOR"); | 
|---|
|  | 1187 | break; | 
|---|
|  | 1188 | case 0x824F: | 
|---|
|  | 1189 | strcpy(type_str, "PORTABILITY"); | 
|---|
|  | 1190 | break; | 
|---|
|  | 1191 | case 0x8250: | 
|---|
|  | 1192 | strcpy(type_str, "PERFORMANCE"); | 
|---|
|  | 1193 | break; | 
|---|
|  | 1194 | case 0x8251: | 
|---|
|  | 1195 | strcpy(type_str, "OTHER"); | 
|---|
|  | 1196 | break; | 
|---|
|  | 1197 | case 0x8268: | 
|---|
|  | 1198 | strcpy(type_str, "MARKER"); | 
|---|
|  | 1199 | break; | 
|---|
|  | 1200 | case 0x8269: | 
|---|
|  | 1201 | strcpy(type_str, "PUSH_GROUP"); | 
|---|
|  | 1202 | break; | 
|---|
|  | 1203 | case 0x826A: | 
|---|
|  | 1204 | strcpy(type_str, "POP_GROUP"); | 
|---|
|  | 1205 | break; | 
|---|
|  | 1206 | default: | 
|---|
|  | 1207 | strcpy(type_str, "undefined"); | 
|---|
|  | 1208 | break; | 
|---|
| [0e0f851] | 1209 | } | 
|---|
|  | 1210 | switch (severity) { | 
|---|
| [a0eb547] | 1211 | case 0x9146: | 
|---|
|  | 1212 | strcpy(severity_str, "HIGH"); | 
|---|
|  | 1213 | break; | 
|---|
|  | 1214 | case 0x9147: | 
|---|
|  | 1215 | strcpy(severity_str, "MEDIUM"); | 
|---|
|  | 1216 | break; | 
|---|
|  | 1217 | case 0x9148: | 
|---|
|  | 1218 | strcpy(severity_str, "LOW"); | 
|---|
|  | 1219 | break; | 
|---|
|  | 1220 | case 0x826B: | 
|---|
|  | 1221 | strcpy(severity_str, "NOTIFICATION"); | 
|---|
|  | 1222 | break; | 
|---|
|  | 1223 | default: | 
|---|
|  | 1224 | strcpy(severity_str, "undefined"); | 
|---|
|  | 1225 | break; | 
|---|
| [0e0f851] | 1226 | } | 
|---|
|  | 1227 |  | 
|---|
|  | 1228 | if (string(severity_str) != "NOTIFICATION") { | 
|---|
|  | 1229 | cout << "OpenGL Error!!!" << endl; | 
|---|
|  | 1230 | cout << "Source: " << string(source_str) << endl; | 
|---|
|  | 1231 | cout << "Type: " << string(type_str) << endl; | 
|---|
|  | 1232 | cout << "Severity: " << string(severity_str) << endl; | 
|---|
|  | 1233 | cout << strMessage << endl; | 
|---|
|  | 1234 | } | 
|---|
|  | 1235 | } | 
|---|
|  | 1236 |  | 
|---|
| [f7d35da] | 1237 |  | 
|---|
| [ec4456b] | 1238 | GLuint loadShader(GLenum type, string file) { | 
|---|
|  | 1239 | cout << "Loading shader from file " << file << endl; | 
|---|
|  | 1240 |  | 
|---|
|  | 1241 | ifstream shaderFile(file); | 
|---|
|  | 1242 | GLuint shaderId = 0; | 
|---|
|  | 1243 |  | 
|---|
|  | 1244 | if (shaderFile.is_open()) { | 
|---|
|  | 1245 | string line, shaderString; | 
|---|
|  | 1246 |  | 
|---|
|  | 1247 | while(getline(shaderFile, line)) { | 
|---|
|  | 1248 | shaderString += line + "\n"; | 
|---|
|  | 1249 | } | 
|---|
|  | 1250 | shaderFile.close(); | 
|---|
|  | 1251 | const char* shaderCString = shaderString.c_str(); | 
|---|
|  | 1252 |  | 
|---|
|  | 1253 | shaderId = glCreateShader(type); | 
|---|
|  | 1254 | glShaderSource(shaderId, 1, &shaderCString, NULL); | 
|---|
|  | 1255 | glCompileShader(shaderId); | 
|---|
|  | 1256 |  | 
|---|
|  | 1257 | cout << "Loaded successfully" << endl; | 
|---|
|  | 1258 | } else { | 
|---|
| [e856d62] | 1259 | cout << "Failed to load the file" << endl; | 
|---|
| [ec4456b] | 1260 | } | 
|---|
|  | 1261 |  | 
|---|
|  | 1262 | return shaderId; | 
|---|
|  | 1263 | } | 
|---|
| [485424b] | 1264 |  | 
|---|
|  | 1265 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) { | 
|---|
|  | 1266 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath); | 
|---|
|  | 1267 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath); | 
|---|
|  | 1268 |  | 
|---|
|  | 1269 | GLuint shader_program = glCreateProgram(); | 
|---|
|  | 1270 | glAttachShader(shader_program, vs); | 
|---|
|  | 1271 | glAttachShader(shader_program, fs); | 
|---|
|  | 1272 |  | 
|---|
|  | 1273 | glLinkProgram(shader_program); | 
|---|
|  | 1274 |  | 
|---|
|  | 1275 | return shader_program; | 
|---|
|  | 1276 | } | 
|---|
|  | 1277 |  | 
|---|
|  | 1278 | unsigned char* loadImage(string file_name, int* x, int* y) { | 
|---|
|  | 1279 | int n; | 
|---|
| [e856d62] | 1280 | int force_channels = 4; // This forces RGBA (4 bytes per pixel) | 
|---|
| [485424b] | 1281 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels); | 
|---|
| [e856d62] | 1282 |  | 
|---|
|  | 1283 | int width_in_bytes = *x * 4; | 
|---|
|  | 1284 | unsigned char *top = NULL; | 
|---|
|  | 1285 | unsigned char *bottom = NULL; | 
|---|
|  | 1286 | unsigned char temp = 0; | 
|---|
|  | 1287 | int half_height = *y / 2; | 
|---|
|  | 1288 |  | 
|---|
|  | 1289 | // flip image upside-down to account for OpenGL treating lower-left as (0, 0) | 
|---|
|  | 1290 | for (int row = 0; row < half_height; row++) { | 
|---|
|  | 1291 | top = image_data + row * width_in_bytes; | 
|---|
|  | 1292 | bottom = image_data + (*y - row - 1) * width_in_bytes; | 
|---|
|  | 1293 | for (int col = 0; col < width_in_bytes; col++) { | 
|---|
|  | 1294 | temp = *top; | 
|---|
|  | 1295 | *top = *bottom; | 
|---|
|  | 1296 | *bottom = temp; | 
|---|
|  | 1297 | top++; | 
|---|
|  | 1298 | bottom++; | 
|---|
|  | 1299 | } | 
|---|
|  | 1300 | } | 
|---|
|  | 1301 |  | 
|---|
| [485424b] | 1302 | if (!image_data) { | 
|---|
|  | 1303 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str()); | 
|---|
|  | 1304 | } | 
|---|
| [e856d62] | 1305 |  | 
|---|
|  | 1306 | // Not Power-of-2 check | 
|---|
|  | 1307 | if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) { | 
|---|
|  | 1308 | fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str()); | 
|---|
|  | 1309 | } | 
|---|
|  | 1310 |  | 
|---|
| [485424b] | 1311 | return image_data; | 
|---|
|  | 1312 | } | 
|---|
| [33a9664] | 1313 |  | 
|---|
| [d9f99b2] | 1314 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point) { | 
|---|
| [5c9d193] | 1315 | // LINE EQUATION:            P = O + Dt | 
|---|
| [b73cb3b] | 1316 | // O = cam | 
|---|
| [5c9d193] | 1317 | // D = ray_world | 
|---|
|  | 1318 |  | 
|---|
| [b73cb3b] | 1319 | // PLANE EQUATION:   P dot n + d = 0 | 
|---|
|  | 1320 | // n is the normal vector | 
|---|
|  | 1321 | // d is the offset from the origin | 
|---|
| [5c9d193] | 1322 |  | 
|---|
|  | 1323 | // Take the cross-product of two vectors on the plane to get the normal | 
|---|
| [d9f99b2] | 1324 | vec3 v1 = points[1] - points[0]; | 
|---|
|  | 1325 | vec3 v2 = points[2] - points[0]; | 
|---|
| [5c9d193] | 1326 |  | 
|---|
| [1f3d32b] | 1327 | 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); | 
|---|
|  | 1328 |  | 
|---|
|  | 1329 | vec3 local_ray = vec3(inverse(obj->model_mat) * world_ray); | 
|---|
|  | 1330 | vec3 local_cam = vec3(inverse(obj->model_mat) * cam); | 
|---|
|  | 1331 |  | 
|---|
|  | 1332 | local_ray = local_ray - local_cam; | 
|---|
|  | 1333 |  | 
|---|
|  | 1334 | float d = -glm::dot(points[0], normal); | 
|---|
|  | 1335 | float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal); | 
|---|
|  | 1336 |  | 
|---|
|  | 1337 | vec3 intersection = local_cam + t*local_ray; | 
|---|
|  | 1338 |  | 
|---|
|  | 1339 | if (insideTriangle(intersection, points)) { | 
|---|
|  | 1340 | click_point = obj->model_mat * vec4(intersection, 1.0f); | 
|---|
|  | 1341 | return true; | 
|---|
|  | 1342 | } else { | 
|---|
|  | 1343 | return false; | 
|---|
|  | 1344 | } | 
|---|
|  | 1345 | } | 
|---|
|  | 1346 |  | 
|---|
|  | 1347 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) { | 
|---|
|  | 1348 | vec3 v21 = triangle_points[1] - triangle_points[0]; | 
|---|
|  | 1349 | vec3 v31 = triangle_points[2] - triangle_points[0]; | 
|---|
|  | 1350 | vec3 pv1 = p - triangle_points[0]; | 
|---|
|  | 1351 |  | 
|---|
|  | 1352 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y); | 
|---|
|  | 1353 | float x = (pv1.x-y*v31.x) / v21.x; | 
|---|
|  | 1354 |  | 
|---|
|  | 1355 | return x > 0.0f && y > 0.0f && x+y < 1.0f; | 
|---|
|  | 1356 | } | 
|---|
|  | 1357 |  | 
|---|
|  | 1358 | void printVector(string label, vec3& v) { | 
|---|
|  | 1359 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl; | 
|---|
|  | 1360 | } | 
|---|
|  | 1361 |  | 
|---|
|  | 1362 | void print4DVector(string label, vec4& v) { | 
|---|
|  | 1363 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl; | 
|---|
|  | 1364 | } | 
|---|
|  | 1365 |  | 
|---|
|  | 1366 | void initObject(SceneObject* obj) { | 
|---|
|  | 1367 | // Each objects must have at least 3 points, so the size of | 
|---|
|  | 1368 | // the points array must be a positive multiple of 9 | 
|---|
|  | 1369 | if (obj->points.size() == 0 || (obj->points.size() % 9) != 0) { | 
|---|
|  | 1370 | // TODO: Maybe throw some kind of error here instead | 
|---|
|  | 1371 | return; | 
|---|
|  | 1372 | } | 
|---|
|  | 1373 |  | 
|---|
|  | 1374 | obj->id = objects.size(); // currently unused | 
|---|
|  | 1375 | obj->num_points = obj->points.size() / 3; | 
|---|
|  | 1376 | obj->model_transform = mat4(1.0f); | 
|---|
|  | 1377 | obj->deleted = false; | 
|---|
|  | 1378 |  | 
|---|
|  | 1379 | obj->normals.reserve(obj->points.size()); | 
|---|
| [8e8aed6] | 1380 | for (unsigned int i = 0; i < obj->points.size(); i += 9) { | 
|---|
| [1f3d32b] | 1381 | vec3 point1 = vec3(obj->points[i], obj->points[i + 1], obj->points[i + 2]); | 
|---|
|  | 1382 | vec3 point2 = vec3(obj->points[i + 3], obj->points[i + 4], obj->points[i + 5]); | 
|---|
|  | 1383 | vec3 point3 = vec3(obj->points[i + 6], obj->points[i + 7], obj->points[i + 8]); | 
|---|
|  | 1384 |  | 
|---|
|  | 1385 | vec3 normal = normalize(cross(point2 - point1, point3 - point1)); | 
|---|
|  | 1386 |  | 
|---|
|  | 1387 | // Add the same normal for all 3 points | 
|---|
|  | 1388 | for (int j = 0; j < 3; j++) { | 
|---|
|  | 1389 | obj->normals.push_back(normal.x); | 
|---|
|  | 1390 | obj->normals.push_back(normal.y); | 
|---|
|  | 1391 | obj->normals.push_back(normal.z); | 
|---|
|  | 1392 | } | 
|---|
|  | 1393 | } | 
|---|
|  | 1394 |  | 
|---|
| [646f3f2] | 1395 | if (obj->type == TYPE_SHIP || obj->type == TYPE_ASTEROID) { | 
|---|
| [1f3d32b] | 1396 | calculateObjectBoundingBox(obj); | 
|---|
|  | 1397 |  | 
|---|
|  | 1398 | obj->bounding_center = vec3(obj->translate_mat * vec4(obj->bounding_center, 1.0f)); | 
|---|
|  | 1399 | } | 
|---|
|  | 1400 | } | 
|---|
|  | 1401 |  | 
|---|
|  | 1402 | void addObjectToScene(SceneObject* obj, | 
|---|
|  | 1403 | map<GLuint, BufferInfo>& shaderBufferInfo, | 
|---|
| [0414306] | 1404 | map<ObjectType, ShaderModelGroup>& modelGroups, | 
|---|
| [1f3d32b] | 1405 | GLuint points_vbo, | 
|---|
|  | 1406 | GLuint colors_vbo, | 
|---|
|  | 1407 | GLuint texcoords_vbo, | 
|---|
|  | 1408 | GLuint normals_vbo, | 
|---|
|  | 1409 | GLuint ubo, | 
|---|
| [0414306] | 1410 | GLuint model_mat_idx_vbo) { | 
|---|
| [1f3d32b] | 1411 | objects.push_back(obj); | 
|---|
|  | 1412 |  | 
|---|
| [dd9771c] | 1413 | BufferInfo* bufferInfo = &shaderBufferInfo[modelGroups[obj->type].shaderProgram]; | 
|---|
| [1f3d32b] | 1414 |  | 
|---|
|  | 1415 | // Check if the buffers aren't large enough to fit the new object and, if so, call | 
|---|
|  | 1416 | // populateBuffers() to resize and repopupulate them | 
|---|
| [a0eb547] | 1417 | if (modelGroups[obj->type].vboCapacity < (modelGroups[obj->type].numPoints + obj->num_points) || | 
|---|
| [1f3d32b] | 1418 | bufferInfo->ubo_capacity < (bufferInfo->ubo_offset + 1)) { | 
|---|
|  | 1419 |  | 
|---|
|  | 1420 | if (leftLaser != NULL && leftLaser->deleted) { | 
|---|
|  | 1421 | leftLaser = NULL; | 
|---|
|  | 1422 | } | 
|---|
|  | 1423 | if (rightLaser != NULL && rightLaser->deleted) { | 
|---|
|  | 1424 | rightLaser = NULL; | 
|---|
|  | 1425 | } | 
|---|
|  | 1426 |  | 
|---|
| [0414306] | 1427 | populateBuffers(objects, shaderBufferInfo, modelGroups, | 
|---|
| [1f3d32b] | 1428 | points_vbo, | 
|---|
|  | 1429 | colors_vbo, | 
|---|
|  | 1430 | texcoords_vbo, | 
|---|
|  | 1431 | normals_vbo, | 
|---|
|  | 1432 | ubo, | 
|---|
| [0414306] | 1433 | model_mat_idx_vbo); | 
|---|
| [1f3d32b] | 1434 | } else { | 
|---|
| [49db5fc] | 1435 | copyObjectDataToBuffers(*objects.back(), shaderBufferInfo, modelGroups, ubo); | 
|---|
| [1f3d32b] | 1436 | } | 
|---|
|  | 1437 | } | 
|---|
|  | 1438 |  | 
|---|
|  | 1439 | void removeObjectFromScene(SceneObject& obj, GLuint ubo) { | 
|---|
|  | 1440 | if (!obj.deleted) { | 
|---|
|  | 1441 | // Move the object outside the render bounds of the scene so it doesn't get rendered | 
|---|
|  | 1442 | // TODO: Find a better way of hiding the object until the next time buffers are repopulated | 
|---|
|  | 1443 | transformObject(obj, translate(mat4(1.0f), vec3(0.0f, 0.0f, FAR_CLIP * 1000.0f)), ubo); | 
|---|
|  | 1444 | obj.deleted = true; | 
|---|
|  | 1445 | } | 
|---|
|  | 1446 | } | 
|---|
|  | 1447 |  | 
|---|
|  | 1448 | void calculateObjectBoundingBox(SceneObject* obj) { | 
|---|
|  | 1449 | GLfloat min_x = obj->points[0]; | 
|---|
|  | 1450 | GLfloat max_x = obj->points[0]; | 
|---|
|  | 1451 | GLfloat min_y = obj->points[1]; | 
|---|
|  | 1452 | GLfloat max_y = obj->points[1]; | 
|---|
|  | 1453 | GLfloat min_z = obj->points[2]; | 
|---|
|  | 1454 | GLfloat max_z = obj->points[2]; | 
|---|
|  | 1455 |  | 
|---|
|  | 1456 | // start from the second point | 
|---|
| [8e8aed6] | 1457 | for (unsigned int i = 3; i < obj->points.size(); i += 3) { | 
|---|
| [1f3d32b] | 1458 | if (min_x > obj->points[i]) { | 
|---|
|  | 1459 | min_x = obj->points[i]; | 
|---|
|  | 1460 | } | 
|---|
|  | 1461 | else if (max_x < obj->points[i]) { | 
|---|
|  | 1462 | max_x = obj->points[i]; | 
|---|
|  | 1463 | } | 
|---|
|  | 1464 |  | 
|---|
|  | 1465 | if (min_y > obj->points[i + 1]) { | 
|---|
|  | 1466 | min_y = obj->points[i + 1]; | 
|---|
|  | 1467 | } | 
|---|
|  | 1468 | else if (max_y < obj->points[i + 1]) { | 
|---|
|  | 1469 | max_y = obj->points[i + 1]; | 
|---|
|  | 1470 | } | 
|---|
|  | 1471 |  | 
|---|
|  | 1472 | if (min_z > obj->points[i + 2]) { | 
|---|
|  | 1473 | min_z = obj->points[i + 2]; | 
|---|
|  | 1474 | } | 
|---|
|  | 1475 | else if (max_z < obj->points[i + 2]) { | 
|---|
|  | 1476 | max_z = obj->points[i + 2]; | 
|---|
|  | 1477 | } | 
|---|
|  | 1478 | } | 
|---|
|  | 1479 |  | 
|---|
|  | 1480 | obj->bounding_center = vec3((min_x + max_x) / 2.0f, (min_y + max_y) / 2.0f, (min_z + max_z) / 2.0f); | 
|---|
|  | 1481 |  | 
|---|
|  | 1482 | GLfloat radius_x = max_x - obj->bounding_center.x; | 
|---|
|  | 1483 | GLfloat radius_y = max_y - obj->bounding_center.y; | 
|---|
|  | 1484 | GLfloat radius_z = max_z - obj->bounding_center.z; | 
|---|
|  | 1485 |  | 
|---|
|  | 1486 | // TODO: This actually underestimates the radius. Might need to be fixed at some point. | 
|---|
|  | 1487 | // TODO: Does not take into account any scaling in the model matrix | 
|---|
|  | 1488 | obj->bounding_radius = radius_x; | 
|---|
|  | 1489 | if (obj->bounding_radius < radius_y) | 
|---|
|  | 1490 | obj->bounding_radius = radius_y; | 
|---|
|  | 1491 | if (obj->bounding_radius < radius_z) | 
|---|
|  | 1492 | obj->bounding_radius = radius_z; | 
|---|
|  | 1493 |  | 
|---|
| [8e8aed6] | 1494 | for (unsigned int i = 0; i < obj->points.size(); i += 3) { | 
|---|
| [1f3d32b] | 1495 | obj->points[i] -= obj->bounding_center.x; | 
|---|
|  | 1496 | obj->points[i + 1] -= obj->bounding_center.y; | 
|---|
|  | 1497 | obj->points[i + 2] -= obj->bounding_center.z; | 
|---|
|  | 1498 | } | 
|---|
|  | 1499 |  | 
|---|
|  | 1500 | obj->bounding_center = vec3(0.0f, 0.0f, 0.0f); | 
|---|
|  | 1501 | } | 
|---|
|  | 1502 |  | 
|---|
| [dd9771c] | 1503 | SceneObject* createShip() { | 
|---|
| [1f3d32b] | 1504 | SceneObject* ship = new SceneObject(); | 
|---|
|  | 1505 |  | 
|---|
|  | 1506 | ship->type = TYPE_SHIP; | 
|---|
|  | 1507 |  | 
|---|
|  | 1508 | ship->points = { | 
|---|
|  | 1509 | //back | 
|---|
|  | 1510 | -0.5f,    0.3f,    0.0f, | 
|---|
|  | 1511 | -0.5f,    0.0f,    0.0f, | 
|---|
|  | 1512 | 0.5f,    0.0f,    0.0f, | 
|---|
|  | 1513 | -0.5f,    0.3f,    0.0f, | 
|---|
|  | 1514 | 0.5f,    0.0f,    0.0f, | 
|---|
|  | 1515 | 0.5f,    0.3f,    0.0f, | 
|---|
|  | 1516 |  | 
|---|
|  | 1517 | // left back | 
|---|
|  | 1518 | -0.5f,    0.3f,   -2.0f, | 
|---|
|  | 1519 | -0.5f,    0.0f,   -2.0f, | 
|---|
|  | 1520 | -0.5f,    0.0f,    0.0f, | 
|---|
|  | 1521 | -0.5f,    0.3f,   -2.0f, | 
|---|
|  | 1522 | -0.5f,    0.0f,    0.0f, | 
|---|
|  | 1523 | -0.5f,    0.3f,    0.0f, | 
|---|
|  | 1524 |  | 
|---|
|  | 1525 | // right back | 
|---|
|  | 1526 | 0.5f,    0.3f,    0.0f, | 
|---|
|  | 1527 | 0.5f,    0.0f,    0.0f, | 
|---|
|  | 1528 | 0.5f,    0.0f,   -2.0f, | 
|---|
|  | 1529 | 0.5f,    0.3f,    0.0f, | 
|---|
|  | 1530 | 0.5f,    0.0f,   -2.0f, | 
|---|
|  | 1531 | 0.5f,    0.3f,   -2.0f, | 
|---|
|  | 1532 |  | 
|---|
|  | 1533 | // left mid | 
|---|
|  | 1534 | -0.25f,   0.3f,   -3.0f, | 
|---|
|  | 1535 | -0.25f,   0.0f,   -3.0f, | 
|---|
|  | 1536 | -0.5f,    0.0f,   -2.0f, | 
|---|
|  | 1537 | -0.25f,   0.3f,   -3.0f, | 
|---|
|  | 1538 | -0.5f,    0.0f,   -2.0f, | 
|---|
|  | 1539 | -0.5f,    0.3f,   -2.0f, | 
|---|
|  | 1540 |  | 
|---|
|  | 1541 | // right mid | 
|---|
|  | 1542 | 0.5f,    0.3f,   -2.0f, | 
|---|
|  | 1543 | 0.5f,    0.0f,   -2.0f, | 
|---|
|  | 1544 | 0.25f,   0.0f,   -3.0f, | 
|---|
|  | 1545 | 0.5f,    0.3f,   -2.0f, | 
|---|
|  | 1546 | 0.25f,   0.0f,   -3.0f, | 
|---|
|  | 1547 | 0.25f,   0.3f,   -3.0f, | 
|---|
|  | 1548 |  | 
|---|
|  | 1549 | // left front | 
|---|
|  | 1550 | 0.0f,    0.0f,   -3.5f, | 
|---|
|  | 1551 | -0.25f,   0.0f,   -3.0f, | 
|---|
|  | 1552 | -0.25f,   0.3f,   -3.0f, | 
|---|
|  | 1553 |  | 
|---|
|  | 1554 | // right front | 
|---|
|  | 1555 | 0.25f,   0.3f,   -3.0f, | 
|---|
|  | 1556 | 0.25f,   0.0f,   -3.0f, | 
|---|
|  | 1557 | 0.0f,    0.0f,   -3.5f, | 
|---|
|  | 1558 |  | 
|---|
|  | 1559 | // top back | 
|---|
|  | 1560 | -0.5f,    0.3f,   -2.0f, | 
|---|
|  | 1561 | -0.5f,    0.3f,    0.0f, | 
|---|
|  | 1562 | 0.5f,    0.3f,    0.0f, | 
|---|
|  | 1563 | -0.5f,    0.3f,   -2.0f, | 
|---|
|  | 1564 | 0.5f,    0.3f,    0.0f, | 
|---|
|  | 1565 | 0.5f,    0.3f,   -2.0f, | 
|---|
|  | 1566 |  | 
|---|
|  | 1567 | // bottom back | 
|---|
|  | 1568 | -0.5f,    0.0f,    0.0f, | 
|---|
|  | 1569 | -0.5f,    0.0f,   -2.0f, | 
|---|
|  | 1570 | 0.5f,    0.0f,    0.0f, | 
|---|
|  | 1571 | 0.5f,    0.0f,    0.0f, | 
|---|
|  | 1572 | -0.5f,    0.0f,   -2.0f, | 
|---|
|  | 1573 | 0.5f,    0.0f,   -2.0f, | 
|---|
|  | 1574 |  | 
|---|
|  | 1575 | // top mid | 
|---|
|  | 1576 | -0.25f,   0.3f,   -3.0f, | 
|---|
|  | 1577 | -0.5f,    0.3f,   -2.0f, | 
|---|
|  | 1578 | 0.5f,    0.3f,   -2.0f, | 
|---|
|  | 1579 | -0.25f,   0.3f,   -3.0f, | 
|---|
|  | 1580 | 0.5f,    0.3f,   -2.0f, | 
|---|
|  | 1581 | 0.25f,   0.3f,   -3.0f, | 
|---|
|  | 1582 |  | 
|---|
|  | 1583 | // bottom mid | 
|---|
|  | 1584 | -0.5f,    0.0f,   -2.0f, | 
|---|
|  | 1585 | -0.25f,   0.0f,   -3.0f, | 
|---|
|  | 1586 | 0.5f,    0.0f,   -2.0f, | 
|---|
|  | 1587 | 0.5f,    0.0f,   -2.0f, | 
|---|
|  | 1588 | -0.25f,   0.0f,   -3.0f, | 
|---|
|  | 1589 | 0.25f,   0.0f,   -3.0f, | 
|---|
|  | 1590 |  | 
|---|
|  | 1591 | // top front | 
|---|
|  | 1592 | -0.25f,   0.3f,   -3.0f, | 
|---|
|  | 1593 | 0.25f,   0.3f,   -3.0f, | 
|---|
|  | 1594 | 0.0f,    0.0f,   -3.5f, | 
|---|
|  | 1595 |  | 
|---|
|  | 1596 | // bottom front | 
|---|
|  | 1597 | 0.25f,   0.0f,   -3.0f, | 
|---|
|  | 1598 | -0.25f,   0.0f,   -3.0f, | 
|---|
|  | 1599 | 0.0f,    0.0f,   -3.5f, | 
|---|
|  | 1600 |  | 
|---|
|  | 1601 | // left wing start back | 
|---|
|  | 1602 | -1.5f,    0.3f,    0.0f, | 
|---|
|  | 1603 | -1.5f,    0.0f,    0.0f, | 
|---|
|  | 1604 | -0.5f,    0.0f,    0.0f, | 
|---|
|  | 1605 | -1.5f,    0.3f,    0.0f, | 
|---|
|  | 1606 | -0.5f,    0.0f,    0.0f, | 
|---|
|  | 1607 | -0.5f,    0.3f,    0.0f, | 
|---|
|  | 1608 |  | 
|---|
|  | 1609 | // left wing start top | 
|---|
|  | 1610 | -0.5f,    0.3f,   -0.3f, | 
|---|
|  | 1611 | -1.3f,    0.3f,   -0.3f, | 
|---|
|  | 1612 | -1.5f,    0.3f,    0.0f, | 
|---|
|  | 1613 | -0.5f,    0.3f,   -0.3f, | 
|---|
|  | 1614 | -1.5f,    0.3f,    0.0f, | 
|---|
|  | 1615 | -0.5f,    0.3f,    0.0f, | 
|---|
|  | 1616 |  | 
|---|
|  | 1617 | // left wing start front | 
|---|
|  | 1618 | -0.5f,    0.3f,   -0.3f, | 
|---|
|  | 1619 | -0.5f,    0.0f,   -0.3f, | 
|---|
|  | 1620 | -1.3f,    0.0f,   -0.3f, | 
|---|
|  | 1621 | -0.5f,    0.3f,   -0.3f, | 
|---|
|  | 1622 | -1.3f,    0.0f,   -0.3f, | 
|---|
|  | 1623 | -1.3f,    0.3f,   -0.3f, | 
|---|
|  | 1624 |  | 
|---|
|  | 1625 | // left wing start bottom | 
|---|
|  | 1626 | -0.5f,    0.0f,    0.0f, | 
|---|
|  | 1627 | -1.5f,    0.0f,    0.0f, | 
|---|
|  | 1628 | -1.3f,    0.0f,   -0.3f, | 
|---|
|  | 1629 | -0.5f,    0.0f,    0.0f, | 
|---|
|  | 1630 | -1.3f,    0.0f,   -0.3f, | 
|---|
|  | 1631 | -0.5f,    0.0f,   -0.3f, | 
|---|
|  | 1632 |  | 
|---|
|  | 1633 | // left wing end outside | 
|---|
|  | 1634 | -1.5f,    0.3f,    0.0f, | 
|---|
|  | 1635 | -2.2f,    0.15f,  -0.8f, | 
|---|
|  | 1636 | -1.5f,    0.0f,    0.0f, | 
|---|
|  | 1637 |  | 
|---|
|  | 1638 | // left wing end top | 
|---|
|  | 1639 | -1.3f,    0.3f,   -0.3f, | 
|---|
|  | 1640 | -2.2f,    0.15f,  -0.8f, | 
|---|
|  | 1641 | -1.5f,    0.3f,    0.0f, | 
|---|
|  | 1642 |  | 
|---|
|  | 1643 | // left wing end front | 
|---|
|  | 1644 | -1.3f,    0.0f,   -0.3f, | 
|---|
|  | 1645 | -2.2f,    0.15f,  -0.8f, | 
|---|
|  | 1646 | -1.3f,    0.3f,   -0.3f, | 
|---|
|  | 1647 |  | 
|---|
|  | 1648 | // left wing end bottom | 
|---|
|  | 1649 | -1.5f,    0.0f,    0.0f, | 
|---|
|  | 1650 | -2.2f,    0.15f,  -0.8f, | 
|---|
|  | 1651 | -1.3f,    0.0f,   -0.3f, | 
|---|
|  | 1652 |  | 
|---|
|  | 1653 | // right wing start back | 
|---|
|  | 1654 | 1.5f,    0.0f,    0.0f, | 
|---|
|  | 1655 | 1.5f,    0.3f,    0.0f, | 
|---|
|  | 1656 | 0.5f,    0.0f,    0.0f, | 
|---|
|  | 1657 | 0.5f,    0.0f,    0.0f, | 
|---|
|  | 1658 | 1.5f,    0.3f,    0.0f, | 
|---|
|  | 1659 | 0.5f,    0.3f,    0.0f, | 
|---|
|  | 1660 |  | 
|---|
|  | 1661 | // right wing start top | 
|---|
|  | 1662 | 1.3f,    0.3f,   -0.3f, | 
|---|
|  | 1663 | 0.5f,    0.3f,   -0.3f, | 
|---|
|  | 1664 | 1.5f,    0.3f,    0.0f, | 
|---|
|  | 1665 | 1.5f,    0.3f,    0.0f, | 
|---|
|  | 1666 | 0.5f,    0.3f,   -0.3f, | 
|---|
|  | 1667 | 0.5f,    0.3f,    0.0f, | 
|---|
|  | 1668 |  | 
|---|
|  | 1669 | // right wing start front | 
|---|
|  | 1670 | 0.5f,    0.0f,   -0.3f, | 
|---|
|  | 1671 | 0.5f,    0.3f,   -0.3f, | 
|---|
|  | 1672 | 1.3f,    0.0f,   -0.3f, | 
|---|
|  | 1673 | 1.3f,    0.0f,   -0.3f, | 
|---|
|  | 1674 | 0.5f,    0.3f,   -0.3f, | 
|---|
|  | 1675 | 1.3f,    0.3f,   -0.3f, | 
|---|
|  | 1676 |  | 
|---|
|  | 1677 | // right wing start bottom | 
|---|
|  | 1678 | 1.5f,    0.0f,    0.0f, | 
|---|
|  | 1679 | 0.5f,    0.0f,    0.0f, | 
|---|
|  | 1680 | 1.3f,    0.0f,   -0.3f, | 
|---|
|  | 1681 | 1.3f,    0.0f,   -0.3f, | 
|---|
|  | 1682 | 0.5f,    0.0f,    0.0f, | 
|---|
|  | 1683 | 0.5f,    0.0f,   -0.3f, | 
|---|
|  | 1684 |  | 
|---|
|  | 1685 | // right wing end outside | 
|---|
|  | 1686 | 2.2f,    0.15f,  -0.8f, | 
|---|
|  | 1687 | 1.5f,    0.3f,    0.0f, | 
|---|
|  | 1688 | 1.5f,    0.0f,    0.0f, | 
|---|
|  | 1689 |  | 
|---|
|  | 1690 | // right wing end top | 
|---|
|  | 1691 | 2.2f,    0.15f,  -0.8f, | 
|---|
|  | 1692 | 1.3f,    0.3f,   -0.3f, | 
|---|
|  | 1693 | 1.5f,    0.3f,    0.0f, | 
|---|
|  | 1694 |  | 
|---|
|  | 1695 | // right wing end front | 
|---|
|  | 1696 | 2.2f,    0.15f,  -0.8f, | 
|---|
|  | 1697 | 1.3f,    0.0f,   -0.3f, | 
|---|
|  | 1698 | 1.3f,    0.3f,   -0.3f, | 
|---|
|  | 1699 |  | 
|---|
|  | 1700 | // right wing end bottom | 
|---|
|  | 1701 | 2.2f,    0.15f,  -0.8f, | 
|---|
|  | 1702 | 1.5f,    0.0f,    0.0f, | 
|---|
|  | 1703 | 1.3f,    0.0f,   -0.3f, | 
|---|
|  | 1704 | }; | 
|---|
|  | 1705 | ship->colors = { | 
|---|
|  | 1706 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1707 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1708 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1709 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1710 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1711 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1712 |  | 
|---|
|  | 1713 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1714 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1715 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1716 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1717 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1718 | 0.0f, 0.0f, 0.3f, | 
|---|
| [b73cb3b] | 1719 |  | 
|---|
| [1f3d32b] | 1720 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1721 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1722 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1723 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1724 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1725 | 0.0f, 0.0f, 0.3f, | 
|---|
| [5c9d193] | 1726 |  | 
|---|
| [1f3d32b] | 1727 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1728 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1729 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1730 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1731 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1732 | 0.0f, 0.0f, 0.3f, | 
|---|
| [5c9d193] | 1733 |  | 
|---|
| [1f3d32b] | 1734 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1735 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1736 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1737 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1738 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1739 | 0.0f, 0.0f, 0.3f, | 
|---|
| [5c9d193] | 1740 |  | 
|---|
| [1f3d32b] | 1741 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1742 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1743 | 0.0f, 0.0f, 1.0f, | 
|---|
| [5c9d193] | 1744 |  | 
|---|
| [1f3d32b] | 1745 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1746 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1747 | 0.0f, 0.0f, 1.0f, | 
|---|
| [f7d35da] | 1748 |  | 
|---|
| [1f3d32b] | 1749 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1750 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1751 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1752 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1753 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1754 | 0.0f, 0.0f, 1.0f, | 
|---|
| [33a9664] | 1755 |  | 
|---|
| [1f3d32b] | 1756 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1757 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1758 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1759 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1760 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1761 | 0.0f, 0.0f, 1.0f, | 
|---|
| [33a9664] | 1762 |  | 
|---|
| [1f3d32b] | 1763 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1764 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1765 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1766 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1767 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1768 | 0.0f, 0.0f, 1.0f, | 
|---|
| [d12d003] | 1769 |  | 
|---|
| [1f3d32b] | 1770 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1771 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1772 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1773 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1774 | 0.0f, 0.0f, 1.0f, | 
|---|
|  | 1775 | 0.0f, 0.0f, 1.0f, | 
|---|
| [b73cb3b] | 1776 |  | 
|---|
| [1f3d32b] | 1777 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1778 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1779 | 0.0f, 0.0f, 0.3f, | 
|---|
| [c1ca5b5] | 1780 |  | 
|---|
| [1f3d32b] | 1781 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1782 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1783 | 0.0f, 0.0f, 0.3f, | 
|---|
| [3d06b4e] | 1784 |  | 
|---|
| [1f3d32b] | 1785 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1786 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1787 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1788 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1789 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1790 | 0.0f, 0.0f, 0.3f, | 
|---|
| [0d5c100] | 1791 |  | 
|---|
| [1f3d32b] | 1792 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1793 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1794 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1795 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1796 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1797 | 0.0f, 0.0f, 0.3f, | 
|---|
| [cffca4d] | 1798 |  | 
|---|
| [1f3d32b] | 1799 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1800 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1801 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1802 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1803 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1804 | 0.0f, 0.0f, 0.3f, | 
|---|
| [cffca4d] | 1805 |  | 
|---|
| [1f3d32b] | 1806 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1807 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1808 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1809 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1810 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1811 | 0.0f, 0.0f, 0.3f, | 
|---|
| [cffca4d] | 1812 |  | 
|---|
| [1f3d32b] | 1813 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1814 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1815 | 0.0f, 0.0f, 0.3f, | 
|---|
| [95595de] | 1816 |  | 
|---|
| [1f3d32b] | 1817 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1818 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1819 | 0.0f, 0.0f, 0.3f, | 
|---|
| [cffca4d] | 1820 |  | 
|---|
| [1f3d32b] | 1821 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1822 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1823 | 0.0f, 0.0f, 0.3f, | 
|---|
| [c3c3158] | 1824 |  | 
|---|
| [1f3d32b] | 1825 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1826 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1827 | 0.0f, 0.0f, 0.3f, | 
|---|
| [c3c3158] | 1828 |  | 
|---|
| [1f3d32b] | 1829 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1830 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1831 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1832 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1833 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1834 | 0.0f, 0.0f, 0.3f, | 
|---|
| [fabed35] | 1835 |  | 
|---|
| [1f3d32b] | 1836 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1837 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1838 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1839 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1840 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1841 | 0.0f, 0.0f, 0.3f, | 
|---|
| [fabed35] | 1842 |  | 
|---|
| [1f3d32b] | 1843 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1844 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1845 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1846 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1847 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1848 | 0.0f, 0.0f, 0.3f, | 
|---|
| [c3c3158] | 1849 |  | 
|---|
| [1f3d32b] | 1850 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1851 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1852 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1853 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1854 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1855 | 0.0f, 0.0f, 0.3f, | 
|---|
| [c3c3158] | 1856 |  | 
|---|
| [1f3d32b] | 1857 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1858 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1859 | 0.0f, 0.0f, 0.3f, | 
|---|
| [3d06b4e] | 1860 |  | 
|---|
| [1f3d32b] | 1861 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1862 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1863 | 0.0f, 0.0f, 0.3f, | 
|---|
| [3d06b4e] | 1864 |  | 
|---|
| [1f3d32b] | 1865 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1866 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1867 | 0.0f, 0.0f, 0.3f, | 
|---|
| [3d06b4e] | 1868 |  | 
|---|
| [1f3d32b] | 1869 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1870 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1871 | 0.0f, 0.0f, 0.3f, | 
|---|
|  | 1872 | }; | 
|---|
|  | 1873 | ship->texcoords = { 0.0f }; | 
|---|
| [3d06b4e] | 1874 |  | 
|---|
| [1f3d32b] | 1875 | mat4 T_model = translate(mat4(1.0f), vec3(0.0f, -1.2f, 1.65f)); | 
|---|
|  | 1876 | mat4 R_model(1.0f); | 
|---|
|  | 1877 | ship->model_base = T_model * R_model * scale(mat4(1.0f), vec3(0.1f, 0.1f, 0.1f)); | 
|---|
| [3d06b4e] | 1878 |  | 
|---|
| [1f3d32b] | 1879 | ship->translate_mat = T_model; | 
|---|
| [3d06b4e] | 1880 |  | 
|---|
| [1f3d32b] | 1881 | initObject(ship); | 
|---|
| [3d06b4e] | 1882 |  | 
|---|
| [1f3d32b] | 1883 | return ship; | 
|---|
| [3d06b4e] | 1884 | } | 
|---|
|  | 1885 |  | 
|---|
| [3effd81] | 1886 | /* LASER RENDERING/POSITIONING ALGORITHM | 
|---|
|  | 1887 | * -Draw a thin rectangle for the laser beam, using the specified width and endpoints | 
|---|
|  | 1888 | * -Texture the beam with a grayscale partially transparent image | 
|---|
|  | 1889 | * -In the shader, blend the image with a color to support lasers of different colors | 
|---|
|  | 1890 | * | 
|---|
|  | 1891 | * The flat part of the textured rectangle needs to always face the camera, so the laser's width is constant | 
|---|
|  | 1892 | * This is done as follows: | 
|---|
|  | 1893 | * -Determine the length of the laser based on the start and end points | 
|---|
|  | 1894 | * -Draw a rectangle along the z-axis and rotated upwards along the y-axis, with the correct final length and width | 
|---|
|  | 1895 | * -Rotate the beam around the z-axis by the correct angle, sot that in its final position, the flat part faces the camera | 
|---|
|  | 1896 | * -Rotate the beam along the x-axis and then along the y-axis and then translate it to put it into its final position | 
|---|
|  | 1897 | */ | 
|---|
| [8316333] | 1898 | // TODO: Make the color parameter have an effect | 
|---|
| [dd9771c] | 1899 | Laser* createLaser(vec3 start, vec3 end, vec3 color, GLfloat width) { | 
|---|
| [1f3d32b] | 1900 | Laser* obj = new Laser(); | 
|---|
|  | 1901 | obj->type = TYPE_LASER; | 
|---|
|  | 1902 | obj->targetAsteroid = NULL; | 
|---|
| [b155f13] | 1903 |  | 
|---|
| [3effd81] | 1904 | vec3 ray = end - start; | 
|---|
|  | 1905 | float length = glm::length(ray); | 
|---|
| [b155f13] | 1906 |  | 
|---|
| [1f3d32b] | 1907 | obj->points = { | 
|---|
| [fd6f465] | 1908 | width / 2, 0.0f, -width / 2, | 
|---|
|  | 1909 | -width / 2, 0.0f, -width / 2, | 
|---|
|  | 1910 | -width / 2, 0.0f, 0.0f, | 
|---|
|  | 1911 | width / 2, 0.0f, -width / 2, | 
|---|
|  | 1912 | -width / 2, 0.0f, 0.0f, | 
|---|
|  | 1913 | width / 2, 0.0f, 0.0f, | 
|---|
|  | 1914 | width / 2, 0.0f, -length + width / 2, | 
|---|
|  | 1915 | -width / 2, 0.0f, -length + width / 2, | 
|---|
|  | 1916 | -width / 2, 0.0f, -width / 2, | 
|---|
|  | 1917 | width / 2, 0.0f, -length + width / 2, | 
|---|
|  | 1918 | -width / 2, 0.0f, -width / 2, | 
|---|
|  | 1919 | width / 2, 0.0f, -width / 2, | 
|---|
|  | 1920 | width / 2, 0.0f, -length, | 
|---|
|  | 1921 | -width / 2, 0.0f, -length, | 
|---|
|  | 1922 | -width / 2, 0.0f, -length + width / 2, | 
|---|
|  | 1923 | width / 2, 0.0f, -length, | 
|---|
|  | 1924 | -width / 2, 0.0f, -length + width / 2, | 
|---|
|  | 1925 | width / 2, 0.0f, -length + width / 2, | 
|---|
| [b155f13] | 1926 | }; | 
|---|
|  | 1927 |  | 
|---|
| [1f3d32b] | 1928 | obj->texcoords = { | 
|---|
| [9f9f9a7] | 1929 | 1.0f, 0.5f, | 
|---|
|  | 1930 | 0.0f, 0.5f, | 
|---|
|  | 1931 | 0.0f, 0.0f, | 
|---|
|  | 1932 | 1.0f, 0.5f, | 
|---|
|  | 1933 | 0.0f, 0.0f, | 
|---|
|  | 1934 | 1.0f, 0.0f, | 
|---|
|  | 1935 | 1.0f, 0.51f, | 
|---|
|  | 1936 | 0.0f, 0.51f, | 
|---|
|  | 1937 | 0.0f, 0.49f, | 
|---|
|  | 1938 | 1.0f, 0.51f, | 
|---|
|  | 1939 | 0.0f, 0.49f, | 
|---|
|  | 1940 | 1.0f, 0.49f, | 
|---|
|  | 1941 | 1.0f, 1.0f, | 
|---|
|  | 1942 | 0.0f, 1.0f, | 
|---|
|  | 1943 | 0.0f, 0.5f, | 
|---|
|  | 1944 | 1.0f, 1.0f, | 
|---|
|  | 1945 | 0.0f, 0.5f, | 
|---|
|  | 1946 | 1.0f, 0.5f, | 
|---|
|  | 1947 | }; | 
|---|
|  | 1948 |  | 
|---|
| [3effd81] | 1949 | float xAxisRotation = asin(ray.y / length); | 
|---|
|  | 1950 | float yAxisRotation = atan2(-ray.x, -ray.z); | 
|---|
|  | 1951 |  | 
|---|
|  | 1952 | vec3 normal(rotate(mat4(1.0f), yAxisRotation, vec3(0.0f, 1.0f, 0.0f)) * | 
|---|
|  | 1953 | rotate(mat4(1.0f), xAxisRotation, vec3(1.0f, 0.0f, 0.0f)) * | 
|---|
|  | 1954 | vec4(0.0f, 1.0f, 0.0f, 1.0f)); | 
|---|
|  | 1955 |  | 
|---|
|  | 1956 | // To project point P onto line AB: | 
|---|
|  | 1957 | // projection = A + dot(AP,AB) / dot(AB,AB) * AB | 
|---|
|  | 1958 | vec3 projOnLaser = start + glm::dot(cam_pos-start, ray) / (length*length) * ray; | 
|---|
|  | 1959 | vec3 laserToCam = cam_pos - projOnLaser; | 
|---|
|  | 1960 |  | 
|---|
|  | 1961 | float zAxisRotation = -atan2(glm::dot(glm::cross(normal, laserToCam), glm::normalize(ray)), glm::dot(normal, laserToCam)); | 
|---|
|  | 1962 |  | 
|---|
| [1f3d32b] | 1963 | obj->model_base = rotate(mat4(1.0f), zAxisRotation, vec3(0.0f, 0.0f, 1.0f)); | 
|---|
| [b155f13] | 1964 |  | 
|---|
| [8316333] | 1965 | initObject(obj); | 
|---|
|  | 1966 |  | 
|---|
| [1f3d32b] | 1967 | obj->model_transform = rotate(mat4(1.0f), xAxisRotation, vec3(1.0f, 0.0f, 0.0f)) * obj->model_transform; | 
|---|
|  | 1968 | obj->model_transform = rotate(mat4(1.0f), yAxisRotation, vec3(0.0f, 1.0f, 0.0f)) * obj->model_transform; | 
|---|
|  | 1969 | obj->model_transform = translate(mat4(1.0f), start) * obj->model_transform; | 
|---|
| [612d1f6] | 1970 |  | 
|---|
| [8316333] | 1971 | return obj; | 
|---|
| [b155f13] | 1972 | } | 
|---|
|  | 1973 |  | 
|---|
| [7a55b49] | 1974 | ShaderModelGroup createModelGroup(GLuint shaderProgram) { | 
|---|
|  | 1975 | ShaderModelGroup smg; | 
|---|
|  | 1976 |  | 
|---|
|  | 1977 | smg.shaderProgram = shaderProgram; | 
|---|
| [0414306] | 1978 | glGenVertexArrays(1, &smg.vao); | 
|---|
|  | 1979 | smg.numPoints = 0; | 
|---|
| [7a55b49] | 1980 |  | 
|---|
|  | 1981 | return smg; | 
|---|
|  | 1982 | } | 
|---|
|  | 1983 |  | 
|---|
|  | 1984 | void removeModelFromGroup(ShaderModelGroup& modelGroup, SceneObject& model) { | 
|---|
|  | 1985 | // TODO: Implement | 
|---|
|  | 1986 | } | 
|---|
|  | 1987 |  | 
|---|
|  | 1988 | void addModelToGroup(ShaderModelGroup& modelGroup, SceneObject& model) { | 
|---|
|  | 1989 | // TODO: Implement | 
|---|
|  | 1990 | } | 
|---|
|  | 1991 |  | 
|---|
| [a0eb547] | 1992 | void defineModelGroupAttrib(ShaderModelGroup& modelGroup, string name, AttribType attribType, | 
|---|
|  | 1993 | GLint size, GLenum type, size_t fieldOffset) { | 
|---|
|  | 1994 | if (type != GL_FLOAT && type != GL_UNSIGNED_INT) { | 
|---|
|  | 1995 | cout << "Unknown shader program attribute type: " << type << endl; | 
|---|
|  | 1996 | return; | 
|---|
|  | 1997 | } | 
|---|
|  | 1998 |  | 
|---|
|  | 1999 | AttribInfo attribInfo; | 
|---|
|  | 2000 |  | 
|---|
|  | 2001 | attribInfo.attribType = attribType; | 
|---|
|  | 2002 | attribInfo.index = modelGroup.attribs.size(); | 
|---|
|  | 2003 | attribInfo.size = size; | 
|---|
|  | 2004 | attribInfo.type = type; | 
|---|
|  | 2005 | attribInfo.fieldOffset = fieldOffset; | 
|---|
|  | 2006 |  | 
|---|
|  | 2007 | modelGroup.attribs[name] = attribInfo; | 
|---|
|  | 2008 | } | 
|---|
|  | 2009 |  | 
|---|
| [49db5fc] | 2010 | void defineModelGroupUniform(ShaderModelGroup& modelGroup, string name, AttribType attribType, | 
|---|
|  | 2011 | GLint size, UniformType type, GLfloat* data) { | 
|---|
|  | 2012 | AttribInfo attribInfo; | 
|---|
|  | 2013 |  | 
|---|
|  | 2014 | attribInfo.attribType = attribType; | 
|---|
|  | 2015 | attribInfo.size = size; | 
|---|
|  | 2016 | attribInfo.uniType = type; | 
|---|
|  | 2017 | attribInfo.data = data; | 
|---|
|  | 2018 |  | 
|---|
|  | 2019 | modelGroup.attribs[name] = attribInfo; | 
|---|
|  | 2020 | } | 
|---|
|  | 2021 |  | 
|---|
| [a0eb547] | 2022 | void initModelGroupAttribs(ShaderModelGroup& modelGroup) { | 
|---|
|  | 2023 | glBindVertexArray(modelGroup.vao); | 
|---|
|  | 2024 |  | 
|---|
|  | 2025 | map<string, AttribInfo>::iterator it; | 
|---|
|  | 2026 | for (it = modelGroup.attribs.begin(); it != modelGroup.attribs.end(); it++) { | 
|---|
| [49db5fc] | 2027 | if (it->second.attribType == ATTRIB_UNIFORM) { | 
|---|
|  | 2028 | it->second.buffer = glGetUniformLocation(modelGroup.shaderProgram, it->first.c_str()); | 
|---|
|  | 2029 | } else { | 
|---|
|  | 2030 | glEnableVertexAttribArray(it->second.index); | 
|---|
| [a0eb547] | 2031 |  | 
|---|
| [49db5fc] | 2032 | glGenBuffers(1, &it->second.buffer); | 
|---|
|  | 2033 | glBindBuffer(GL_ARRAY_BUFFER, it->second.buffer); | 
|---|
| [a0eb547] | 2034 |  | 
|---|
| [49db5fc] | 2035 | switch (it->second.type) { | 
|---|
|  | 2036 | case GL_FLOAT: { | 
|---|
|  | 2037 | glVertexAttribPointer(it->second.index, it->second.size, it->second.type, GL_FALSE, 0, NULL); | 
|---|
|  | 2038 | break; | 
|---|
|  | 2039 | } | 
|---|
|  | 2040 | case GL_UNSIGNED_INT: { | 
|---|
|  | 2041 | glVertexAttribIPointer(it->second.index, it->second.size, it->second.type, 0, NULL); | 
|---|
|  | 2042 | break; | 
|---|
|  | 2043 | } | 
|---|
| [a0eb547] | 2044 | } | 
|---|
|  | 2045 | } | 
|---|
|  | 2046 | } | 
|---|
|  | 2047 | } | 
|---|
|  | 2048 |  | 
|---|
| [49db5fc] | 2049 | void bindUniformData(AttribInfo& attrib) { | 
|---|
|  | 2050 | switch(attrib.uniType) { | 
|---|
|  | 2051 | case UNIFORM_MATRIX_4F: | 
|---|
|  | 2052 | glUniformMatrix4fv(attrib.buffer, attrib.size, GL_FALSE, attrib.data); | 
|---|
|  | 2053 | break; | 
|---|
|  | 2054 | case UNIFORM_1F: | 
|---|
| [b220f78] | 2055 | glUniform1fv(attrib.buffer, attrib.size, attrib.data); | 
|---|
| [49db5fc] | 2056 | break; | 
|---|
|  | 2057 | case UNIFORM_3F: | 
|---|
|  | 2058 | glUniform3fv(attrib.buffer, attrib.size, attrib.data); | 
|---|
|  | 2059 | break; | 
|---|
| [b220f78] | 2060 | case UNIFORM_NONE: | 
|---|
|  | 2061 | break; | 
|---|
|  | 2062 | } | 
|---|
|  | 2063 | } | 
|---|
|  | 2064 |  | 
|---|
|  | 2065 | void bindUniformData(AttribInfo& attrib, GLfloat *data) { | 
|---|
|  | 2066 | switch(attrib.uniType) { | 
|---|
|  | 2067 | case UNIFORM_MATRIX_4F: | 
|---|
|  | 2068 | glUniformMatrix4fv(attrib.buffer, attrib.size, GL_FALSE, data); | 
|---|
|  | 2069 | break; | 
|---|
|  | 2070 | case UNIFORM_1F: | 
|---|
|  | 2071 | glUniform1fv(attrib.buffer, attrib.size, data); | 
|---|
|  | 2072 | break; | 
|---|
|  | 2073 | case UNIFORM_3F: | 
|---|
|  | 2074 | glUniform3fv(attrib.buffer, attrib.size, data); | 
|---|
|  | 2075 | break; | 
|---|
|  | 2076 | case UNIFORM_NONE: | 
|---|
|  | 2077 | break; | 
|---|
| [49db5fc] | 2078 | } | 
|---|
|  | 2079 | } | 
|---|
|  | 2080 |  | 
|---|
| [a0eb547] | 2081 | /* The purpose of this function is to replace the use of sizeof() when calling | 
|---|
|  | 2082 | * function like glBufferSubData and using AttribInfo to get offsets and types | 
|---|
|  | 2083 | * I need instead of hardcoding them. I can't save a type like GLfloat, but I cam | 
|---|
|  | 2084 | * save GL_FLOAT and use this function to return sizeof(GLfloat) when GL_FLOAT is | 
|---|
|  | 2085 | * passed. | 
|---|
|  | 2086 | */ | 
|---|
|  | 2087 | size_t GLsizeof(GLenum type) { | 
|---|
|  | 2088 | switch (type) { | 
|---|
|  | 2089 | case GL_FLOAT: | 
|---|
|  | 2090 | return sizeof(GLfloat); | 
|---|
|  | 2091 | case GL_UNSIGNED_INT: | 
|---|
|  | 2092 | return sizeof(GLuint); | 
|---|
|  | 2093 | default: | 
|---|
|  | 2094 | cout << "Uknown GL type passed to GLsizeof: " << type << endl; | 
|---|
|  | 2095 | return 0; | 
|---|
|  | 2096 | } | 
|---|
|  | 2097 | } | 
|---|
|  | 2098 |  | 
|---|
|  | 2099 | /* This function returns a reference to the first element of a given vector | 
|---|
|  | 2100 | * attribute in obj. The vector is assumed to hold GLfloats. If the same thing | 
|---|
|  | 2101 | * needs to be done later for vectors of other types, we could pass in a GLenum, | 
|---|
|  | 2102 | * and do something similar to GLsizeof | 
|---|
|  | 2103 | */ | 
|---|
|  | 2104 | GLvoid* getVectorAttribPtr(SceneObject& obj, size_t attribOffset) { | 
|---|
|  | 2105 | return (GLvoid*)(&(*(vector<GLfloat>*)((size_t)&obj + attribOffset))[0]); | 
|---|
|  | 2106 | } | 
|---|
|  | 2107 |  | 
|---|
|  | 2108 | GLvoid* getScalarAttribPtr(SceneObject& obj, size_t attribOffset) { | 
|---|
|  | 2109 | return (GLvoid*)((size_t)&obj + attribOffset); | 
|---|
|  | 2110 | } | 
|---|
|  | 2111 |  | 
|---|
| [c3c3158] | 2112 | void initializeBuffers( | 
|---|
|  | 2113 | GLuint* points_vbo, | 
|---|
|  | 2114 | GLuint* colors_vbo, | 
|---|
|  | 2115 | GLuint* texcoords_vbo, | 
|---|
|  | 2116 | GLuint* normals_vbo, | 
|---|
|  | 2117 | GLuint* ubo, | 
|---|
| [6877ef3] | 2118 | GLuint* model_mat_idx_vbo) { | 
|---|
| [c3c3158] | 2119 | *points_vbo = 0; | 
|---|
|  | 2120 | glGenBuffers(1, points_vbo); | 
|---|
|  | 2121 |  | 
|---|
|  | 2122 | *colors_vbo = 0; | 
|---|
|  | 2123 | glGenBuffers(1, colors_vbo); | 
|---|
|  | 2124 |  | 
|---|
|  | 2125 | *texcoords_vbo = 0; | 
|---|
|  | 2126 | glGenBuffers(1, texcoords_vbo); | 
|---|
|  | 2127 |  | 
|---|
|  | 2128 | *normals_vbo = 0; | 
|---|
|  | 2129 | glGenBuffers(1, normals_vbo); | 
|---|
|  | 2130 |  | 
|---|
|  | 2131 | *ubo = 0; | 
|---|
|  | 2132 | glGenBuffers(1, ubo); | 
|---|
|  | 2133 |  | 
|---|
|  | 2134 | *model_mat_idx_vbo = 0; | 
|---|
|  | 2135 | glGenBuffers(1, model_mat_idx_vbo); | 
|---|
|  | 2136 | } | 
|---|
|  | 2137 |  | 
|---|
| [b220f78] | 2138 | void initializeParticleEffectBuffers(vec3 origin, | 
|---|
| [646f3f2] | 2139 | map<GLuint, BufferInfo>& shaderBufferInfo, | 
|---|
| [0414306] | 2140 | map<ObjectType, ShaderModelGroup>& modelGroups, | 
|---|
| [646f3f2] | 2141 | GLuint points_vbo, | 
|---|
|  | 2142 | GLuint colors_vbo, | 
|---|
|  | 2143 | GLuint texcoords_vbo, | 
|---|
|  | 2144 | GLuint normals_vbo, | 
|---|
|  | 2145 | GLuint ubo, | 
|---|
|  | 2146 | GLuint model_mat_idx_vbo) { | 
|---|
| [db06984] | 2147 | float vv[EXPLOSION_PARTICLE_COUNT * 3]; // initial velocities vec3 | 
|---|
|  | 2148 | float vt[EXPLOSION_PARTICLE_COUNT]; // initial times | 
|---|
|  | 2149 | float t_accum = 0.0f; // start time | 
|---|
|  | 2150 |  | 
|---|
|  | 2151 | for (int i = 0; i < EXPLOSION_PARTICLE_COUNT; i++) { | 
|---|
|  | 2152 | vt[i] = t_accum; | 
|---|
|  | 2153 | t_accum += 0.01f; | 
|---|
|  | 2154 |  | 
|---|
| [adb104f] | 2155 | float randx = ((float)rand() / (float)RAND_MAX) - 0.5f; | 
|---|
|  | 2156 | float randy = ((float)rand() / (float)RAND_MAX) - 0.5f; | 
|---|
| [db06984] | 2157 | vv[i*3] = randx; | 
|---|
| [adb104f] | 2158 | vv[i*3 + 1] = randy; | 
|---|
|  | 2159 | vv[i*3 + 2] = 0.0f; | 
|---|
| [db06984] | 2160 | } | 
|---|
|  | 2161 |  | 
|---|
| [fe5e3ca] | 2162 | mat4 model_mat = translate(mat4(1.0f), origin); | 
|---|
|  | 2163 |  | 
|---|
| [0414306] | 2164 | glUseProgram(modelGroups[TYPE_EXPLOSION].shaderProgram); | 
|---|
| [7a55b49] | 2165 |  | 
|---|
| [b220f78] | 2166 | bindUniformData(modelGroups[TYPE_EXPLOSION].attribs["proj"]); | 
|---|
|  | 2167 | bindUniformData(modelGroups[TYPE_EXPLOSION].attribs["view"]); | 
|---|
|  | 2168 | bindUniformData(modelGroups[TYPE_EXPLOSION].attribs["model_mat"], value_ptr(model_mat)); | 
|---|
| [fe5e3ca] | 2169 |  | 
|---|
| [db06984] | 2170 | GLuint velocity_vbo; | 
|---|
|  | 2171 | glGenBuffers(1, &velocity_vbo); | 
|---|
|  | 2172 |  | 
|---|
|  | 2173 | GLuint time_vbo; | 
|---|
|  | 2174 | glGenBuffers(1, &time_vbo); | 
|---|
|  | 2175 |  | 
|---|
| [0414306] | 2176 | glBindVertexArray(modelGroups[TYPE_EXPLOSION].vao); | 
|---|
| [db06984] | 2177 |  | 
|---|
| [b220f78] | 2178 | // the glBufferData and glVertexAttribPointer need to stay here while the corresponding arrays | 
|---|
|  | 2179 | // are local to this function. Once they're made part of the explosion object, I might be able | 
|---|
|  | 2180 | // to move this code out of here | 
|---|
| [646f3f2] | 2181 |  | 
|---|
| [db06984] | 2182 | glBindBuffer(GL_ARRAY_BUFFER, velocity_vbo); | 
|---|
| [b220f78] | 2183 | glBufferData(GL_ARRAY_BUFFER, sizeof(vv), vv, GL_STATIC_DRAW); | 
|---|
| [db06984] | 2184 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL); | 
|---|
|  | 2185 |  | 
|---|
|  | 2186 | glBindBuffer(GL_ARRAY_BUFFER, time_vbo); | 
|---|
| [b220f78] | 2187 | glBufferData(GL_ARRAY_BUFFER, sizeof(vt), vt, GL_STATIC_DRAW); | 
|---|
| [db06984] | 2188 | glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 0, NULL); | 
|---|
|  | 2189 |  | 
|---|
| [dd9771c] | 2190 | objExplosion = createExplosion(); | 
|---|
| [0414306] | 2191 | addObjectToScene(objExplosion, shaderBufferInfo, modelGroups, | 
|---|
| [646f3f2] | 2192 | points_vbo, | 
|---|
|  | 2193 | colors_vbo, | 
|---|
|  | 2194 | texcoords_vbo, | 
|---|
|  | 2195 | normals_vbo, | 
|---|
|  | 2196 | ubo, | 
|---|
| [0414306] | 2197 | model_mat_idx_vbo); | 
|---|
| [db06984] | 2198 | } | 
|---|
|  | 2199 |  | 
|---|
| [1f3d32b] | 2200 | void populateBuffers(vector<SceneObject*>& objects, | 
|---|
| [c3c3158] | 2201 | map<GLuint, BufferInfo>& shaderBufferInfo, | 
|---|
| [0414306] | 2202 | map<ObjectType, ShaderModelGroup>& modelGroups, | 
|---|
| [c3c3158] | 2203 | GLuint points_vbo, | 
|---|
|  | 2204 | GLuint colors_vbo, | 
|---|
|  | 2205 | GLuint texcoords_vbo, | 
|---|
|  | 2206 | GLuint normals_vbo, | 
|---|
|  | 2207 | GLuint ubo, | 
|---|
| [0414306] | 2208 | GLuint ubo_idx_vbo) { | 
|---|
| [0e0f851] | 2209 | GLsizeiptr num_points = 0; | 
|---|
|  | 2210 | GLsizeiptr num_objects = 0; | 
|---|
| [0d5c100] | 2211 |  | 
|---|
| [c3c3158] | 2212 | map<GLuint, unsigned int> shaderCounts; | 
|---|
| [0d5c100] | 2213 | map<GLuint, unsigned int> shaderUboCounts; | 
|---|
| [93462c6] | 2214 |  | 
|---|
| [646f3f2] | 2215 | map<GLuint, BufferInfo>::iterator shaderIt; | 
|---|
|  | 2216 |  | 
|---|
|  | 2217 | for (shaderIt = shaderBufferInfo.begin(); shaderIt != shaderBufferInfo.end(); shaderIt++) { | 
|---|
|  | 2218 | shaderCounts[shaderIt->first] = 0; | 
|---|
|  | 2219 | shaderUboCounts[shaderIt->first] = 0; | 
|---|
|  | 2220 | } | 
|---|
|  | 2221 |  | 
|---|
| [1f3d32b] | 2222 | vector<SceneObject*>::iterator it; | 
|---|
| [0d5c100] | 2223 |  | 
|---|
| [92b1e90] | 2224 | /* Find all shaders that need to be used and the number of objects and | 
|---|
| [c3c3158] | 2225 | * number of points for each shader. Construct a map from shader id to count | 
|---|
|  | 2226 | * of points being drawn using that shader (for thw model matrix ubo, we | 
|---|
|  | 2227 | * need object counts instead). These will be used to get offsets into the | 
|---|
|  | 2228 | * vertex buffer for each shader. | 
|---|
|  | 2229 | */ | 
|---|
| [1f3d32b] | 2230 | for (it = objects.begin(); it != objects.end(); ) { | 
|---|
|  | 2231 | if ((*it)->deleted) { | 
|---|
|  | 2232 | delete *it; | 
|---|
| [c3c3158] | 2233 | it = objects.erase(it); | 
|---|
| [0d5c100] | 2234 | } else { | 
|---|
| [0e0f851] | 2235 | num_points += (*it)->num_points; | 
|---|
|  | 2236 | num_objects++; | 
|---|
| [c3c3158] | 2237 |  | 
|---|
| [dd9771c] | 2238 | shaderCounts[modelGroups[(*it)->type].shaderProgram] += (*it)->num_points; | 
|---|
|  | 2239 | shaderUboCounts[modelGroups[(*it)->type].shaderProgram]++; | 
|---|
| [c3c3158] | 2240 |  | 
|---|
|  | 2241 | it++; | 
|---|
| [e3ca955] | 2242 | } | 
|---|
| [0d5c100] | 2243 | } | 
|---|
|  | 2244 |  | 
|---|
| [c3c3158] | 2245 | // double the buffer sizes to leave room for new objects | 
|---|
| [0e0f851] | 2246 | num_points *= 2; | 
|---|
|  | 2247 | num_objects *= 2; | 
|---|
| [c3c3158] | 2248 |  | 
|---|
| [646f3f2] | 2249 | map<GLuint, unsigned int>::iterator shaderCountIt; | 
|---|
| [0d5c100] | 2250 | unsigned int lastShaderCount = 0; | 
|---|
|  | 2251 | unsigned int lastShaderUboCount = 0; | 
|---|
|  | 2252 |  | 
|---|
|  | 2253 | /* | 
|---|
| [c3c3158] | 2254 | * The counts calculated above can be used to get the starting offset of | 
|---|
|  | 2255 | * each shader in the vertex buffer. Create a map of base offsets to mark | 
|---|
|  | 2256 | * where the data for the first object using a given shader begins. Also, | 
|---|
|  | 2257 | * create a map of current offsets to mark where to copy data for the next | 
|---|
|  | 2258 | * object being added. | 
|---|
|  | 2259 | */ | 
|---|
| [646f3f2] | 2260 | for (shaderCountIt = shaderCounts.begin(); shaderCountIt != shaderCounts.end(); shaderCountIt++) { | 
|---|
| [0e0f851] | 2261 | // When populating the buffers, leave as much empty space as space taken up by existing objects | 
|---|
|  | 2262 | // to allow new objects to be added without immediately having to resize the buffers | 
|---|
| [646f3f2] | 2263 | shaderBufferInfo[shaderCountIt->first].vbo_base = lastShaderCount * 2; | 
|---|
|  | 2264 | shaderBufferInfo[shaderCountIt->first].ubo_base = lastShaderUboCount * 2; | 
|---|
| [0d5c100] | 2265 |  | 
|---|
| [646f3f2] | 2266 | shaderBufferInfo[shaderCountIt->first].ubo_offset = 0; | 
|---|
| [c3c3158] | 2267 |  | 
|---|
| [646f3f2] | 2268 | shaderBufferInfo[shaderCountIt->first].ubo_capacity = shaderUboCounts[shaderCountIt->first] * 2; | 
|---|
| [0d5c100] | 2269 |  | 
|---|
| [646f3f2] | 2270 | lastShaderCount += shaderCounts[shaderCountIt->first]; | 
|---|
|  | 2271 | lastShaderUboCount += shaderUboCounts[shaderCountIt->first]; | 
|---|
| [0d5c100] | 2272 | } | 
|---|
|  | 2273 |  | 
|---|
| [a0eb547] | 2274 | /* Since we just want to start with lasers, make a loop that goes through all the laser model group attributes | 
|---|
|  | 2275 | * and allocates data for them. Determine how to go from GLenum (e.g. GL_FLOAT) to typedef (e.g. GLfloat) | 
|---|
|  | 2276 | */ | 
|---|
| [4c7cd57] | 2277 | map<ObjectType, ShaderModelGroup>::iterator modelGroupIt; | 
|---|
| [a0eb547] | 2278 | ShaderModelGroup* smg; | 
|---|
| [4c7cd57] | 2279 | for (modelGroupIt = modelGroups.begin(); modelGroupIt != modelGroups.end(); modelGroupIt++) { | 
|---|
| [a0eb547] | 2280 | smg = &modelGroups[modelGroupIt->first]; | 
|---|
|  | 2281 |  | 
|---|
|  | 2282 | smg->numPoints = 0; | 
|---|
|  | 2283 | smg->vboCapacity = shaderCounts[smg->shaderProgram] * 2; | 
|---|
|  | 2284 | /* | 
|---|
|  | 2285 | if (modelGroupIt->first == TYPE_LASER) { | 
|---|
|  | 2286 | smg = &modelGroups[modelGroupIt->first]; | 
|---|
|  | 2287 | smg->numPoints = shaderCounts[smg->shaderProgram]; | 
|---|
|  | 2288 |  | 
|---|
|  | 2289 | // Here, I could add glBufferData calls to allocate space for laser buffers | 
|---|
|  | 2290 | if (modelGroupIt->first == TYPE_LASER) { | 
|---|
|  | 2291 | glBindBuffer(GL_ARRAY_BUFFER, smg->attribs["vertex_position"].buffer); | 
|---|
|  | 2292 | glBufferData(GL_ARRAY_BUFFER, smg->numPoints * sizeof(GLfloat) * smg->attribs["vertex_position"].size, NULL, GL_DYNAMIC_DRAW); | 
|---|
|  | 2293 | } | 
|---|
|  | 2294 | } | 
|---|
|  | 2295 | */ | 
|---|
| [4c7cd57] | 2296 | } | 
|---|
| [0414306] | 2297 |  | 
|---|
| [c3c3158] | 2298 | // Allocate all the buffers using the counts calculated above | 
|---|
| [0d5c100] | 2299 |  | 
|---|
| [c3c3158] | 2300 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo); | 
|---|
| [0e0f851] | 2301 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLfloat) * 3, NULL, GL_DYNAMIC_DRAW); | 
|---|
| [0d5c100] | 2302 |  | 
|---|
| [c3c3158] | 2303 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo); | 
|---|
| [0e0f851] | 2304 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLfloat) * 3, NULL, GL_DYNAMIC_DRAW); | 
|---|
| [0d5c100] | 2305 |  | 
|---|
| [c3c3158] | 2306 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo); | 
|---|
| [0e0f851] | 2307 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLfloat) * 2, NULL, GL_DYNAMIC_DRAW); | 
|---|
| [0d5c100] | 2308 |  | 
|---|
| [c3c3158] | 2309 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo); | 
|---|
| [0e0f851] | 2310 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLfloat) * 3, NULL, GL_DYNAMIC_DRAW); | 
|---|
| [0d5c100] | 2311 |  | 
|---|
| [c3c3158] | 2312 | glBindBuffer(GL_UNIFORM_BUFFER, ubo); | 
|---|
| [0e0f851] | 2313 | glBufferData(GL_UNIFORM_BUFFER, num_objects * sizeof(mat4), NULL, GL_DYNAMIC_DRAW); | 
|---|
| [0d5c100] | 2314 |  | 
|---|
| [0e0f851] | 2315 | glBindBuffer(GL_ARRAY_BUFFER, ubo_idx_vbo); | 
|---|
|  | 2316 | glBufferData(GL_ARRAY_BUFFER, num_points * sizeof(GLuint), NULL, GL_DYNAMIC_DRAW); | 
|---|
| [0d5c100] | 2317 |  | 
|---|
|  | 2318 | for (it = objects.begin(); it != objects.end(); it++) { | 
|---|
| [49db5fc] | 2319 | copyObjectDataToBuffers(**it, shaderBufferInfo, modelGroups, ubo); | 
|---|
| [c3c3158] | 2320 | } | 
|---|
|  | 2321 | } | 
|---|
| [0d5c100] | 2322 |  | 
|---|
| [c3c3158] | 2323 | void copyObjectDataToBuffers(SceneObject& obj, | 
|---|
|  | 2324 | map<GLuint, BufferInfo>& shaderBufferInfo, | 
|---|
| [0414306] | 2325 | map<ObjectType, ShaderModelGroup>& modelGroups, | 
|---|
| [49db5fc] | 2326 | GLuint ubo) { | 
|---|
| [dd9771c] | 2327 | BufferInfo* bufferInfo = &shaderBufferInfo[modelGroups[obj.type].shaderProgram]; | 
|---|
| [0d5c100] | 2328 |  | 
|---|
| [b62c109] | 2329 | obj.vertex_vbo_offset = bufferInfo->vbo_base + modelGroups[obj.type].numPoints; | 
|---|
| [c3c3158] | 2330 | obj.ubo_offset = bufferInfo->ubo_base + bufferInfo->ubo_offset; | 
|---|
| [0d5c100] | 2331 |  | 
|---|
| [646f3f2] | 2332 | if (obj.ubo_offset == 0) { | 
|---|
|  | 2333 | objFirst = &obj; | 
|---|
|  | 2334 | } | 
|---|
| [0d5c100] | 2335 |  | 
|---|
| [646f3f2] | 2336 | if (obj.type != TYPE_EXPLOSION) { | 
|---|
| [a0eb547] | 2337 | ShaderModelGroup& smg = modelGroups[obj.type]; | 
|---|
| [0d5c100] | 2338 |  | 
|---|
| [a0eb547] | 2339 | for (map<string, AttribInfo>::iterator it = smg.attribs.begin(); it != smg.attribs.end(); it++) { | 
|---|
|  | 2340 | glBindBuffer(GL_ARRAY_BUFFER, it->second.buffer); | 
|---|
| [fd6f465] | 2341 |  | 
|---|
| [a0eb547] | 2342 | switch (it->second.attribType) { | 
|---|
|  | 2343 | case ATTRIB_POINT_VARYING: | 
|---|
|  | 2344 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * GLsizeof(it->second.type) * it->second.size, | 
|---|
|  | 2345 | obj.num_points * GLsizeof(it->second.type) * it->second.size, getVectorAttribPtr(obj, it->second.fieldOffset)); | 
|---|
|  | 2346 | break; | 
|---|
|  | 2347 | case ATTRIB_OBJECT_VARYING: | 
|---|
|  | 2348 | for (unsigned int i = 0; i < obj.num_points; i++) { | 
|---|
|  | 2349 | glBufferSubData(GL_ARRAY_BUFFER, (obj.vertex_vbo_offset + i) * GLsizeof(it->second.type) * it->second.size, | 
|---|
|  | 2350 | GLsizeof(it->second.type) * it->second.size, getScalarAttribPtr(obj, it->second.fieldOffset)); | 
|---|
|  | 2351 | } | 
|---|
|  | 2352 | break; | 
|---|
|  | 2353 | case ATTRIB_UNIFORM: | 
|---|
|  | 2354 | break; | 
|---|
|  | 2355 | } | 
|---|
| [646f3f2] | 2356 | } | 
|---|
| [fd6f465] | 2357 |  | 
|---|
| [646f3f2] | 2358 | obj.model_mat = obj.model_transform * obj.model_base; | 
|---|
|  | 2359 | glBindBuffer(GL_UNIFORM_BUFFER, ubo); | 
|---|
|  | 2360 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat)); | 
|---|
| [25b47d7] | 2361 |  | 
|---|
| [646f3f2] | 2362 | if (obj.type == TYPE_ASTEROID) { | 
|---|
| [0414306] | 2363 | glUseProgram(modelGroups[TYPE_ASTEROID].shaderProgram); | 
|---|
| [646f3f2] | 2364 |  | 
|---|
|  | 2365 | ostringstream oss; | 
|---|
|  | 2366 | oss << "hp[" << obj.ubo_offset << "]"; | 
|---|
| [0414306] | 2367 | glUniform1f(glGetUniformLocation(modelGroups[TYPE_ASTEROID].shaderProgram, oss.str().c_str()), ((Asteroid*)&obj)->hp); | 
|---|
| [646f3f2] | 2368 | } | 
|---|
| [25b47d7] | 2369 | } | 
|---|
| [0e0f851] | 2370 |  | 
|---|
| [b62c109] | 2371 | modelGroups[obj.type].numPoints += obj.num_points; | 
|---|
| [c3c3158] | 2372 | bufferInfo->ubo_offset++; | 
|---|
| [0d5c100] | 2373 | } | 
|---|
| [93462c6] | 2374 |  | 
|---|
| [5c403fe] | 2375 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo) { | 
|---|
| [fabed35] | 2376 | if (obj.deleted) return; | 
|---|
|  | 2377 |  | 
|---|
| [3d06b4e] | 2378 | obj.model_transform = transform * obj.model_transform; | 
|---|
| [5c403fe] | 2379 | obj.model_mat = obj.model_transform * obj.model_base; | 
|---|
|  | 2380 |  | 
|---|
| [95595de] | 2381 | obj.bounding_center = vec3(transform * vec4(obj.bounding_center, 1.0f)); | 
|---|
|  | 2382 |  | 
|---|
| [5c403fe] | 2383 | glBindBuffer(GL_UNIFORM_BUFFER, ubo); | 
|---|
|  | 2384 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat)); | 
|---|
|  | 2385 | } | 
|---|
|  | 2386 |  | 
|---|
| [1f3d32b] | 2387 | void translateLaser(Laser* laser, const vec3& translation, GLuint ubo) { | 
|---|
| [e9347b4] | 2388 | // TODO: A lot of the values calculated here can be calculated once and saved when the laser is created, | 
|---|
| [612d1f6] | 2389 | // and then re-used here | 
|---|
|  | 2390 |  | 
|---|
| [1f3d32b] | 2391 | vec3 start = vec3(laser->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f)); | 
|---|
|  | 2392 | vec3 end = vec3(laser->model_transform * vec4(0.0f, 0.0f, laser->points[38], 1.0f)); | 
|---|
| [612d1f6] | 2393 |  | 
|---|
|  | 2394 | vec3 ray = end - start; | 
|---|
|  | 2395 | float length = glm::length(ray); | 
|---|
|  | 2396 |  | 
|---|
|  | 2397 | float xAxisRotation = asin(ray.y / length); | 
|---|
|  | 2398 | float yAxisRotation = atan2(-ray.x, -ray.z); | 
|---|
|  | 2399 |  | 
|---|
|  | 2400 | vec3 normal(rotate(mat4(1.0f), yAxisRotation, vec3(0.0f, 1.0f, 0.0f)) * | 
|---|
|  | 2401 | rotate(mat4(1.0f), xAxisRotation, vec3(1.0f, 0.0f, 0.0f)) * | 
|---|
|  | 2402 | vec4(0.0f, 1.0f, 0.0f, 1.0f)); | 
|---|
|  | 2403 |  | 
|---|
|  | 2404 | // To project point P onto line AB: | 
|---|
|  | 2405 | // projection = A + dot(AP,AB) / dot(AB,AB) * AB | 
|---|
|  | 2406 | vec3 projOnLaser = start + glm::dot(cam_pos - start, ray) / (length*length) * ray; | 
|---|
|  | 2407 | vec3 laserToCam = cam_pos - projOnLaser; | 
|---|
|  | 2408 |  | 
|---|
|  | 2409 | float zAxisRotation = -atan2(glm::dot(glm::cross(normal, laserToCam), glm::normalize(ray)), glm::dot(normal, laserToCam)); | 
|---|
|  | 2410 |  | 
|---|
| [1f3d32b] | 2411 | laser->model_base = rotate(mat4(1.0f), zAxisRotation, vec3(0.0f, 0.0f, 1.0f)); | 
|---|
| [612d1f6] | 2412 |  | 
|---|
| [1f3d32b] | 2413 | transformObject(*laser, translate(mat4(1.0f), translation), ubo); | 
|---|
| [612d1f6] | 2414 | } | 
|---|
|  | 2415 |  | 
|---|
| [a0eb547] | 2416 | void updateLaserTarget(Laser* laser, vector<SceneObject*>& objects, ShaderModelGroup& laserSmg, GLuint asteroid_sp) { | 
|---|
| [e9347b4] | 2417 | // TODO: A lot of the values calculated here can be calculated once and saved when the laser is created, | 
|---|
|  | 2418 | // and then re-used here | 
|---|
|  | 2419 |  | 
|---|
| [1f3d32b] | 2420 | vec3 start = vec3(laser->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f)); | 
|---|
|  | 2421 | vec3 end = vec3(laser->model_transform * vec4(0.0f, 0.0f, laser->points[2] + laser->points[20], 1.0f)); | 
|---|
| [e9347b4] | 2422 |  | 
|---|
|  | 2423 | vec3 intersection(0.0f), closestIntersection(0.0f); | 
|---|
| [1f3d32b] | 2424 | Asteroid* closestAsteroid = NULL; | 
|---|
| [e9347b4] | 2425 |  | 
|---|
| [1f3d32b] | 2426 | for (vector<SceneObject*>::iterator it = objects.begin(); it != objects.end(); it++) { | 
|---|
|  | 2427 | if ((*it)->type == TYPE_ASTEROID && !(*it)->deleted && getLaserAndAsteroidIntersection(start, end, **it, intersection)) { | 
|---|
| [e9347b4] | 2428 | // TODO: Implement a more generic algorithm for testing the closest object by getting the distance between the points | 
|---|
|  | 2429 | if (closestAsteroid == NULL || intersection.z > closestIntersection.z) { | 
|---|
|  | 2430 | // TODO: At this point, find the real intersection of the laser with one of the asteroid's sides | 
|---|
| [1f3d32b] | 2431 | closestAsteroid = (Asteroid*)*it; | 
|---|
| [e9347b4] | 2432 | closestIntersection = intersection; | 
|---|
|  | 2433 | } | 
|---|
|  | 2434 | } | 
|---|
|  | 2435 | } | 
|---|
|  | 2436 |  | 
|---|
| [1f3d32b] | 2437 | float width = laser->points[0] - laser->points[2]; | 
|---|
|  | 2438 |  | 
|---|
|  | 2439 | if (laser->targetAsteroid != closestAsteroid) { | 
|---|
|  | 2440 | if (laser->targetAsteroid != NULL) { | 
|---|
|  | 2441 | if (laser == leftLaser) { | 
|---|
|  | 2442 | leftLaserEffect->deleted = true; | 
|---|
|  | 2443 | } else if (laser == rightLaser) { | 
|---|
|  | 2444 | rightLaserEffect->deleted = true; | 
|---|
|  | 2445 | } | 
|---|
|  | 2446 | } | 
|---|
|  | 2447 |  | 
|---|
|  | 2448 | EffectOverTime* eot = NULL; | 
|---|
| [e9347b4] | 2449 |  | 
|---|
| [1f3d32b] | 2450 | if (closestAsteroid != NULL) { | 
|---|
| [25b47d7] | 2451 | eot = new EffectOverTime(closestAsteroid->hp, -20.0f, closestAsteroid); | 
|---|
| [1f3d32b] | 2452 | effects.push_back(eot); | 
|---|
|  | 2453 | } | 
|---|
|  | 2454 |  | 
|---|
|  | 2455 | if (laser == leftLaser) { | 
|---|
|  | 2456 | leftLaserEffect = eot; | 
|---|
|  | 2457 | } else if (laser == rightLaser) { | 
|---|
|  | 2458 | rightLaserEffect = eot; | 
|---|
|  | 2459 | } | 
|---|
|  | 2460 | } | 
|---|
|  | 2461 | laser->targetAsteroid = closestAsteroid; | 
|---|
|  | 2462 |  | 
|---|
|  | 2463 | float length = 5.24f; // I think this was to make sure the laser went past the end of the screen | 
|---|
| [e9347b4] | 2464 | if (closestAsteroid != NULL) { | 
|---|
|  | 2465 | length = glm::length(closestIntersection - start); | 
|---|
| [0e0f851] | 2466 |  | 
|---|
| [a0eb547] | 2467 | // TODO: Find a more generic way of updating the asteroid hp than in updateLaserTarget | 
|---|
| [0e0f851] | 2468 |  | 
|---|
|  | 2469 | glUseProgram(asteroid_sp); | 
|---|
| [25b47d7] | 2470 |  | 
|---|
|  | 2471 | ostringstream oss; | 
|---|
|  | 2472 | oss << "hp[" << closestAsteroid->ubo_offset << "]"; | 
|---|
|  | 2473 | glUniform1f(glGetUniformLocation(asteroid_sp, oss.str().c_str()), closestAsteroid->hp); | 
|---|
| [e9347b4] | 2474 | } | 
|---|
|  | 2475 |  | 
|---|
| [1f3d32b] | 2476 | laser->points[20] = -length + width / 2; | 
|---|
|  | 2477 | laser->points[23] = -length + width / 2; | 
|---|
|  | 2478 | laser->points[29] = -length + width / 2; | 
|---|
|  | 2479 | laser->points[38] = -length; | 
|---|
|  | 2480 | laser->points[41] = -length; | 
|---|
|  | 2481 | laser->points[44] = -length + width / 2; | 
|---|
|  | 2482 | laser->points[47] = -length; | 
|---|
|  | 2483 | laser->points[50] = -length + width / 2; | 
|---|
|  | 2484 | laser->points[53] = -length + width / 2; | 
|---|
| [e9347b4] | 2485 |  | 
|---|
| [a0eb547] | 2486 | AttribInfo* attrib = &laserSmg.attribs["vertex_position"]; | 
|---|
|  | 2487 | glBindBuffer(GL_ARRAY_BUFFER, attrib->buffer); | 
|---|
|  | 2488 | glBufferSubData(GL_ARRAY_BUFFER, laser->vertex_vbo_offset * GLsizeof(attrib->type) * attrib->size, | 
|---|
|  | 2489 | laser->num_points * GLsizeof(attrib->type) * attrib->size, getVectorAttribPtr(*laser, attrib->fieldOffset)); | 
|---|
| [e9347b4] | 2490 | } | 
|---|
|  | 2491 |  | 
|---|
|  | 2492 | bool getLaserAndAsteroidIntersection(vec3& start, vec3& end, SceneObject& asteroid, vec3& intersection) { | 
|---|
|  | 2493 | /* | 
|---|
|  | 2494 | ### LINE EQUATIONS ### | 
|---|
|  | 2495 | x = x1 + u * (x2 - x1) | 
|---|
|  | 2496 | y = y1 + u * (y2 - y1) | 
|---|
|  | 2497 | z = z1 + u * (z2 - z1) | 
|---|
|  | 2498 |  | 
|---|
|  | 2499 | ### SPHERE EQUATION ### | 
|---|
|  | 2500 | (x - x3)^2 + (y - y3)^2 + (z - z3)^2 = r^2 | 
|---|
|  | 2501 |  | 
|---|
|  | 2502 | ### QUADRATIC EQUATION TO SOLVE ### | 
|---|
|  | 2503 | a*u^2 + b*u + c = 0 | 
|---|
|  | 2504 | WHERE THE CONSTANTS ARE | 
|---|
|  | 2505 | a = (x2 - x1)^2 + (y2 - y1)^2 + (z2 - z1)^2 | 
|---|
|  | 2506 | b = 2*( (x2 - x1)*(x1 - x3) + (y2 - y1)*(y1 - y3) + (z2 - z1)*(z1 - z3) ) | 
|---|
|  | 2507 | c = x3^2 + y3^2 + z3^2 + x1^2 + y1^2 + z1^2 - 2(x3*x1 + y3*y1 + z3*z1) - r^2 | 
|---|
|  | 2508 |  | 
|---|
|  | 2509 | u = (-b +- sqrt(b^2 - 4*a*c)) / 2a | 
|---|
|  | 2510 |  | 
|---|
|  | 2511 | If the value under the root is >= 0, we got an intersection | 
|---|
|  | 2512 | If the value > 0, there are two solutions. Take the one closer to 0, since that's the | 
|---|
|  | 2513 | one closer to the laser start point | 
|---|
|  | 2514 | */ | 
|---|
|  | 2515 |  | 
|---|
|  | 2516 | vec3& center = asteroid.bounding_center; | 
|---|
|  | 2517 |  | 
|---|
|  | 2518 | float a = pow(end.x-start.x, 2) + pow(end.y-start.y, 2) + pow(end.z-start.z, 2); | 
|---|
|  | 2519 | float b = 2*((start.x-end.x)*(start.x-center.x) + (end.y-start.y)*(start.y-center.y) + (end.z-start.z)*(start.z-center.z)); | 
|---|
|  | 2520 | float c = pow(center.x, 2) + pow(center.y, 2) + pow(center.z, 2) + pow(start.x, 2) + pow(start.y, 2) + pow(start.z, 2) - 2*(center.x*start.x + center.y*start.y + center.z*start.z) - pow(asteroid.bounding_radius, 2); | 
|---|
|  | 2521 | float discriminant = pow(b, 2) - 4*a*c; | 
|---|
|  | 2522 |  | 
|---|
|  | 2523 | if (discriminant >= 0.0f) { | 
|---|
|  | 2524 | // In this case, the negative root will always give the point closer to the laser start point | 
|---|
|  | 2525 | float u = (-b - sqrt(discriminant)) / (2 * a); | 
|---|
|  | 2526 |  | 
|---|
|  | 2527 | // Check that the intersection is within the line segment corresponding to the laser | 
|---|
|  | 2528 | if (0.0f <= u && u <= 1.0f) { | 
|---|
|  | 2529 | intersection = start + u * (end - start); | 
|---|
|  | 2530 | return true; | 
|---|
|  | 2531 | } | 
|---|
|  | 2532 | } | 
|---|
|  | 2533 |  | 
|---|
|  | 2534 | return false; | 
|---|
|  | 2535 | } | 
|---|
|  | 2536 |  | 
|---|
| [0414306] | 2537 | void renderScene(map<GLuint, BufferInfo>& shaderBufferInfo, | 
|---|
| [b62c109] | 2538 | map<ObjectType, ShaderModelGroup>& modelGroups, GLuint ubo) { | 
|---|
| [93462c6] | 2539 |  | 
|---|
| [4c7cd57] | 2540 | glUseProgram(modelGroups[TYPE_SHIP].shaderProgram); | 
|---|
|  | 2541 | glBindVertexArray(modelGroups[TYPE_SHIP].vao); | 
|---|
| [93462c6] | 2542 |  | 
|---|
| [4c7cd57] | 2543 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[modelGroups[TYPE_SHIP].shaderProgram].vbo_base, modelGroups[TYPE_SHIP].numPoints); | 
|---|
| [93462c6] | 2544 |  | 
|---|
| [0414306] | 2545 | glUseProgram(modelGroups[TYPE_ASTEROID].shaderProgram); | 
|---|
|  | 2546 | glBindVertexArray(modelGroups[TYPE_ASTEROID].vao); | 
|---|
| [0e0f851] | 2547 |  | 
|---|
| [0414306] | 2548 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[modelGroups[TYPE_ASTEROID].shaderProgram].vbo_base, modelGroups[TYPE_ASTEROID].numPoints); | 
|---|
| [0e0f851] | 2549 |  | 
|---|
| [9f9f9a7] | 2550 | glEnable(GL_BLEND); | 
|---|
|  | 2551 |  | 
|---|
| [b62c109] | 2552 | glUseProgram(modelGroups[TYPE_LASER].shaderProgram); | 
|---|
|  | 2553 | glBindVertexArray(modelGroups[TYPE_LASER].vao); | 
|---|
| [b155f13] | 2554 |  | 
|---|
| [b62c109] | 2555 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[modelGroups[TYPE_LASER].shaderProgram].vbo_base, modelGroups[TYPE_LASER].numPoints); | 
|---|
| [9f9f9a7] | 2556 |  | 
|---|
| [0414306] | 2557 | glUseProgram(modelGroups[TYPE_EXPLOSION].shaderProgram); | 
|---|
|  | 2558 | glBindVertexArray(modelGroups[TYPE_EXPLOSION].vao); | 
|---|
| [db06984] | 2559 |  | 
|---|
|  | 2560 | glEnable(GL_PROGRAM_POINT_SIZE); | 
|---|
|  | 2561 |  | 
|---|
| [646f3f2] | 2562 | glBindBuffer(GL_UNIFORM_BUFFER, ubo); | 
|---|
|  | 2563 | glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(mat4), value_ptr(objExplosion->model_mat)); | 
|---|
| [db06984] | 2564 |  | 
|---|
| [0414306] | 2565 | glDrawArrays(GL_POINTS, 0, modelGroups[TYPE_EXPLOSION].numPoints); | 
|---|
| [db06984] | 2566 |  | 
|---|
| [646f3f2] | 2567 | glBindBuffer(GL_UNIFORM_BUFFER, ubo); | 
|---|
|  | 2568 | glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(mat4), value_ptr(objFirst->model_mat)); | 
|---|
| [db06984] | 2569 |  | 
|---|
|  | 2570 | glDisable(GL_PROGRAM_POINT_SIZE); | 
|---|
|  | 2571 | glDisable(GL_BLEND); | 
|---|
| [b155f13] | 2572 | } | 
|---|
|  | 2573 |  | 
|---|
| [93462c6] | 2574 | void renderSceneGui() { | 
|---|
| [c1ca5b5] | 2575 | ImGui_ImplGlfwGL3_NewFrame(); | 
|---|
|  | 2576 |  | 
|---|
|  | 2577 | // 1. Show a simple window. | 
|---|
|  | 2578 | // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". | 
|---|
| [5b3462b] | 2579 | /* | 
|---|
| [c1ca5b5] | 2580 | { | 
|---|
|  | 2581 | static float f = 0.0f; | 
|---|
|  | 2582 | static int counter = 0; | 
|---|
|  | 2583 | ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too) | 
|---|
|  | 2584 | ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f | 
|---|
|  | 2585 | ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color | 
|---|
|  | 2586 |  | 
|---|
|  | 2587 | ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state | 
|---|
|  | 2588 | ImGui::Checkbox("Another Window", &show_another_window); | 
|---|
|  | 2589 |  | 
|---|
|  | 2590 | if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: most widgets return true when edited/activated) | 
|---|
|  | 2591 | counter++; | 
|---|
|  | 2592 | ImGui::SameLine(); | 
|---|
|  | 2593 | ImGui::Text("counter = %d", counter); | 
|---|
|  | 2594 |  | 
|---|
|  | 2595 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); | 
|---|
|  | 2596 | } | 
|---|
| [5b3462b] | 2597 | */ | 
|---|
| [c1ca5b5] | 2598 |  | 
|---|
| [1e3dddf] | 2599 | stringstream ssScore, ssFps; | 
|---|
|  | 2600 | ssScore << "Score: " << score; | 
|---|
|  | 2601 | ssFps << "FPS:   " << fps; | 
|---|
| [1f3d32b] | 2602 |  | 
|---|
| [5b3462b] | 2603 | { | 
|---|
| [1f3d32b] | 2604 | ImGui::SetNextWindowSize(ImVec2(95, 46), ImGuiCond_Once); | 
|---|
| [5b3462b] | 2605 | ImGui::SetNextWindowPos(ImVec2(10, 50), ImGuiCond_Once); | 
|---|
| [f0cc877] | 2606 | ImGui::Begin("WndStats", NULL, | 
|---|
|  | 2607 | ImGuiWindowFlags_NoTitleBar | | 
|---|
|  | 2608 | ImGuiWindowFlags_NoResize | | 
|---|
|  | 2609 | ImGuiWindowFlags_NoMove); | 
|---|
| [1e3dddf] | 2610 | ImGui::Text(ssScore.str().c_str()); | 
|---|
|  | 2611 | ImGui::Text(ssFps.str().c_str()); | 
|---|
| [c1ca5b5] | 2612 | ImGui::End(); | 
|---|
|  | 2613 | } | 
|---|
|  | 2614 |  | 
|---|
| [5b3462b] | 2615 | { | 
|---|
|  | 2616 | ImGui::SetNextWindowPos(ImVec2(380, 10), ImGuiCond_Once); | 
|---|
|  | 2617 | ImGui::SetNextWindowSize(ImVec2(250, 35), ImGuiCond_Once); | 
|---|
| [f0cc877] | 2618 | ImGui::Begin("WndMenubar", NULL, | 
|---|
|  | 2619 | ImGuiWindowFlags_NoTitleBar | | 
|---|
| [5b3462b] | 2620 | ImGuiWindowFlags_NoResize | | 
|---|
|  | 2621 | ImGuiWindowFlags_NoMove); | 
|---|
| [93462c6] | 2622 | ImGui::InvisibleButton("", ImVec2(155, 18)); | 
|---|
| [5b3462b] | 2623 | ImGui::SameLine(); | 
|---|
| [93462c6] | 2624 | if (ImGui::Button("Main Menu")) { | 
|---|
|  | 2625 | events.push(EVENT_GO_TO_MAIN_MENU); | 
|---|
| [5b3462b] | 2626 | } | 
|---|
|  | 2627 | ImGui::End(); | 
|---|
| [c1ca5b5] | 2628 | } | 
|---|
|  | 2629 |  | 
|---|
| [93462c6] | 2630 | ImGui::Render(); | 
|---|
|  | 2631 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData()); | 
|---|
|  | 2632 | } | 
|---|
|  | 2633 |  | 
|---|
|  | 2634 | void renderMainMenu() { | 
|---|
|  | 2635 | } | 
|---|
|  | 2636 |  | 
|---|
|  | 2637 | void renderMainMenuGui() { | 
|---|
|  | 2638 | ImGui_ImplGlfwGL3_NewFrame(); | 
|---|
|  | 2639 |  | 
|---|
| [f0cc877] | 2640 | { | 
|---|
|  | 2641 | int padding = 4; | 
|---|
|  | 2642 | ImGui::SetNextWindowPos(ImVec2(-padding, -padding), ImGuiCond_Once); | 
|---|
| [93462c6] | 2643 | ImGui::SetNextWindowSize(ImVec2(width + 2 * padding, height + 2 * padding), ImGuiCond_Once); | 
|---|
| [f0cc877] | 2644 | ImGui::Begin("WndMain", NULL, | 
|---|
|  | 2645 | ImGuiWindowFlags_NoTitleBar | | 
|---|
|  | 2646 | ImGuiWindowFlags_NoResize | | 
|---|
|  | 2647 | ImGuiWindowFlags_NoMove); | 
|---|
| [93462c6] | 2648 |  | 
|---|
|  | 2649 | ImGui::InvisibleButton("", ImVec2(10, 80)); | 
|---|
|  | 2650 | ImGui::InvisibleButton("", ImVec2(285, 18)); | 
|---|
|  | 2651 | ImGui::SameLine(); | 
|---|
|  | 2652 | if (ImGui::Button("New Game")) { | 
|---|
|  | 2653 | events.push(EVENT_GO_TO_GAME); | 
|---|
|  | 2654 | } | 
|---|
|  | 2655 |  | 
|---|
|  | 2656 | ImGui::InvisibleButton("", ImVec2(10, 15)); | 
|---|
|  | 2657 | ImGui::InvisibleButton("", ImVec2(300, 18)); | 
|---|
|  | 2658 | ImGui::SameLine(); | 
|---|
|  | 2659 | if (ImGui::Button("Quit")) { | 
|---|
|  | 2660 | events.push(EVENT_QUIT); | 
|---|
|  | 2661 | } | 
|---|
|  | 2662 |  | 
|---|
| [f0cc877] | 2663 | ImGui::End(); | 
|---|
|  | 2664 | } | 
|---|
|  | 2665 |  | 
|---|
| [c1ca5b5] | 2666 | ImGui::Render(); | 
|---|
|  | 2667 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData()); | 
|---|
|  | 2668 | } | 
|---|
| [cf2d1e5] | 2669 |  | 
|---|
| [dd9771c] | 2670 | Asteroid* createAsteroid(vec3 pos) { | 
|---|
| [1f3d32b] | 2671 | Asteroid* obj = new Asteroid(); | 
|---|
|  | 2672 | obj->type = TYPE_ASTEROID; | 
|---|
| [646f3f2] | 2673 | obj->hp = 10.0f; | 
|---|
| [cf2d1e5] | 2674 |  | 
|---|
| [1f3d32b] | 2675 | obj->points = { | 
|---|
| [cf2d1e5] | 2676 | // front | 
|---|
|  | 2677 | 1.0f,  1.0f,  1.0f, | 
|---|
|  | 2678 | -1.0f,  1.0f,  1.0f, | 
|---|
|  | 2679 | -1.0f, -1.0f,  1.0f, | 
|---|
|  | 2680 | 1.0f,  1.0f,  1.0f, | 
|---|
|  | 2681 | -1.0f, -1.0f,  1.0f, | 
|---|
|  | 2682 | 1.0f, -1.0f,  1.0f, | 
|---|
|  | 2683 |  | 
|---|
|  | 2684 | // top | 
|---|
|  | 2685 | 1.0f,  1.0f, -1.0f, | 
|---|
|  | 2686 | -1.0f,  1.0f, -1.0f, | 
|---|
|  | 2687 | -1.0f,  1.0f,  1.0f, | 
|---|
|  | 2688 | 1.0f,  1.0f, -1.0f, | 
|---|
|  | 2689 | -1.0f,  1.0f,  1.0f, | 
|---|
|  | 2690 | 1.0f,  1.0f,  1.0f, | 
|---|
|  | 2691 |  | 
|---|
|  | 2692 | // bottom | 
|---|
|  | 2693 | 1.0f, -1.0f,  1.0f, | 
|---|
|  | 2694 | -1.0f, -1.0f,  1.0f, | 
|---|
|  | 2695 | -1.0f, -1.0f, -1.0f, | 
|---|
|  | 2696 | 1.0f, -1.0f,  1.0f, | 
|---|
|  | 2697 | -1.0f, -1.0f, -1.0f, | 
|---|
|  | 2698 | 1.0f, -1.0f, -1.0f, | 
|---|
|  | 2699 |  | 
|---|
|  | 2700 | // back | 
|---|
|  | 2701 | 1.0f,  1.0f, -1.0f, | 
|---|
|  | 2702 | -1.0f, -1.0f, -1.0f, | 
|---|
|  | 2703 | -1.0f,  1.0f, -1.0f, | 
|---|
|  | 2704 | 1.0f,  1.0f, -1.0f, | 
|---|
|  | 2705 | 1.0f, -1.0f, -1.0f, | 
|---|
|  | 2706 | -1.0f, -1.0f, -1.0f, | 
|---|
|  | 2707 |  | 
|---|
|  | 2708 | // right | 
|---|
|  | 2709 | 1.0f,  1.0f, -1.0f, | 
|---|
|  | 2710 | 1.0f,  1.0f,  1.0f, | 
|---|
|  | 2711 | 1.0f, -1.0f,  1.0f, | 
|---|
|  | 2712 | 1.0f,  1.0f, -1.0f, | 
|---|
|  | 2713 | 1.0f, -1.0f,  1.0f, | 
|---|
|  | 2714 | 1.0f, -1.0f, -1.0f, | 
|---|
|  | 2715 |  | 
|---|
|  | 2716 | // left | 
|---|
|  | 2717 | -1.0f,  1.0f,  1.0f, | 
|---|
|  | 2718 | -1.0f,  1.0f, -1.0f, | 
|---|
|  | 2719 | -1.0f, -1.0f, -1.0f, | 
|---|
|  | 2720 | -1.0f,  1.0f,  1.0f, | 
|---|
|  | 2721 | -1.0f, -1.0f, -1.0f, | 
|---|
|  | 2722 | -1.0f, -1.0f,  1.0f, | 
|---|
|  | 2723 | }; | 
|---|
| [1f3d32b] | 2724 | obj->colors = { | 
|---|
| [cf2d1e5] | 2725 | // front | 
|---|
| [25b47d7] | 2726 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2727 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2728 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2729 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2730 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2731 | 0.4f, 0.4f, 0.4f, | 
|---|
| [cf2d1e5] | 2732 |  | 
|---|
|  | 2733 | // top | 
|---|
| [25b47d7] | 2734 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2735 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2736 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2737 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2738 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2739 | 0.4f, 0.4f, 0.4f, | 
|---|
| [cf2d1e5] | 2740 |  | 
|---|
|  | 2741 | // bottom | 
|---|
| [25b47d7] | 2742 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2743 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2744 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2745 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2746 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2747 | 0.4f, 0.4f, 0.4f, | 
|---|
| [cf2d1e5] | 2748 |  | 
|---|
|  | 2749 | // back | 
|---|
| [25b47d7] | 2750 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2751 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2752 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2753 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2754 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2755 | 0.4f, 0.4f, 0.4f, | 
|---|
| [cf2d1e5] | 2756 |  | 
|---|
|  | 2757 | // right | 
|---|
| [25b47d7] | 2758 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2759 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2760 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2761 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2762 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2763 | 0.4f, 0.4f, 0.4f, | 
|---|
| [cf2d1e5] | 2764 |  | 
|---|
|  | 2765 | // left | 
|---|
| [25b47d7] | 2766 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2767 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2768 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2769 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2770 | 0.4f, 0.4f, 0.4f, | 
|---|
|  | 2771 | 0.4f, 0.4f, 0.4f, | 
|---|
| [cf2d1e5] | 2772 | }; | 
|---|
| [1f3d32b] | 2773 | obj->texcoords = { 0.0f }; | 
|---|
| [cf2d1e5] | 2774 |  | 
|---|
| [dba67b2] | 2775 | mat4 T = translate(mat4(1.0f), pos); | 
|---|
|  | 2776 | mat4 R = rotate(mat4(1.0f), 60.0f * (float)ONE_DEG_IN_RAD, vec3(1.0f, 1.0f, -1.0f)); | 
|---|
| [1f3d32b] | 2777 | obj->model_base = T * R * scale(mat4(1.0f), vec3(0.1f, 0.1f, 0.1f)); | 
|---|
| [cf2d1e5] | 2778 |  | 
|---|
| [1f3d32b] | 2779 | obj->translate_mat = T; | 
|---|
| [95595de] | 2780 |  | 
|---|
| [8316333] | 2781 | initObject(obj); | 
|---|
| [e9347b4] | 2782 | // This accounts for the scaling in model_base. | 
|---|
|  | 2783 | // Dividing by 8 instead of 10 since the bounding radius algorithm | 
|---|
|  | 2784 | // under-calculates the true value. | 
|---|
|  | 2785 | // TODO: Once the intersection check with the sides of the asteroid is done, | 
|---|
|  | 2786 | // this can be removed. | 
|---|
| [1f3d32b] | 2787 | obj->bounding_radius /= 8.0f; | 
|---|
|  | 2788 |  | 
|---|
|  | 2789 | return obj; | 
|---|
| [cf2d1e5] | 2790 | } | 
|---|
| [5527206] | 2791 |  | 
|---|
| [dd9771c] | 2792 | SceneObject* createExplosion() { | 
|---|
| [646f3f2] | 2793 | SceneObject* obj = new SceneObject(); | 
|---|
|  | 2794 | obj->type = TYPE_EXPLOSION; | 
|---|
|  | 2795 |  | 
|---|
|  | 2796 | obj->points = {}; | 
|---|
|  | 2797 | obj->colors = {}; | 
|---|
|  | 2798 |  | 
|---|
|  | 2799 | initObject(obj); | 
|---|
|  | 2800 | obj->num_points = EXPLOSION_PARTICLE_COUNT; | 
|---|
|  | 2801 |  | 
|---|
|  | 2802 | return obj; | 
|---|
|  | 2803 | } | 
|---|
|  | 2804 |  | 
|---|
| [5527206] | 2805 | float getRandomNum(float low, float high) { | 
|---|
| [b220f78] | 2806 | return low + ((float)rand() / RAND_MAX) * (high-low); | 
|---|
| [8e8aed6] | 2807 | } | 
|---|