| [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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| [c62eee6] | 10 | #define GLM_SWIZZLE
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| [1099b95] | 11 |
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| [5c9d193] | 12 | // This is to fix a non-alignment issue when passing vec4 params.
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| 13 | // Check if it got fixed in a later version of GLM
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| 14 | #define GLM_FORCE_PURE
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| 15 |
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| [c62eee6] | 16 | #include <glm/mat4x4.hpp>
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| [7ee66ea] | 17 | #include <glm/gtc/matrix_transform.hpp>
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| 18 | #include <glm/gtc/type_ptr.hpp>
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| 19 |
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| [c1ca5b5] | 20 | #include "IMGUI/imgui.h"
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| 21 | #include "imgui_impl_glfw_gl3.h"
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| 22 |
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| [5272b6b] | 23 | #include <GL/glew.h>
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| 24 | #include <GLFW/glfw3.h>
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| 25 |
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| [22b2c37] | 26 | #include <cstdio>
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| 27 | #include <iostream>
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| [ec4456b] | 28 | #include <fstream>
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| [93baa0e] | 29 | #include <cmath>
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| [1099b95] | 30 | #include <string>
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| [19c9338] | 31 | #include <array>
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| [df652d5] | 32 | #include <vector>
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| [93462c6] | 33 | #include <queue>
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| [0d5c100] | 34 | #include <map>
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| [22b2c37] | 35 |
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| [5272b6b] | 36 | using namespace std;
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| [7ee66ea] | 37 | using namespace glm;
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| 38 |
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| [df652d5] | 39 | struct SceneObject {
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| [d9f99b2] | 40 | unsigned int id;
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| [5c403fe] | 41 | mat4 model_mat, model_base, model_transform;
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| [baa5848] | 42 | GLuint shader_program;
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| [05e43cf] | 43 | unsigned int num_points;
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| [c3c3158] | 44 | GLuint vertex_vbo_offset;
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| 45 | GLuint ubo_offset;
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| [07ed460] | 46 | vector<GLfloat> points;
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| 47 | vector<GLfloat> colors;
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| 48 | vector<GLfloat> texcoords;
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| [9dd2eb7] | 49 | vector<GLfloat> normals;
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| [07ed460] | 50 | vector<GLfloat> selected_colors;
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| [c3c3158] | 51 | bool deleted;
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| 52 | };
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| 53 |
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| 54 | struct BufferInfo {
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| 55 | unsigned int vbo_base;
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| 56 | unsigned int vbo_offset;
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| 57 | unsigned int vbo_capacity;
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| 58 | unsigned int ubo_base;
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| 59 | unsigned int ubo_offset;
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| 60 | unsigned int ubo_capacity;
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| [df652d5] | 61 | };
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| 62 |
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| [93462c6] | 63 | enum State {
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| 64 | STATE_MAIN_MENU,
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| 65 | STATE_GAME,
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| 66 | };
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| 67 |
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| 68 | enum Event {
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| 69 | EVENT_GO_TO_MAIN_MENU,
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| 70 | EVENT_GO_TO_GAME,
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| 71 | EVENT_QUIT,
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| 72 | };
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| 73 |
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| [f7d35da] | 74 | #define NUM_KEYS (512)
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| [cf2d1e5] | 75 | #define ONE_DEG_IN_RAD ((2.0f * M_PI) / 360.0f) // 0.017444444 (maybe make this a const instead)
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| [f7d35da] | 76 |
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| 77 | const int KEY_STATE_UNCHANGED = -1;
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| [485424b] | 78 | const bool FULLSCREEN = false;
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| [f7d35da] | 79 | const bool SHOW_FPS = false;
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| 80 | const bool DISABLE_VSYNC = false; // disable vsync to see real framerate
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| 81 | unsigned int MAX_UNIFORMS = 0; // Requires OpenGL constants only available at runtime, so it can't be const
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| 82 |
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| 83 | int key_state[NUM_KEYS];
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| 84 | bool key_pressed[NUM_KEYS];
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| [14ff67c] | 85 |
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| [c62eee6] | 86 | int width = 640;
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| 87 | int height = 480;
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| 88 |
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| [c1ca5b5] | 89 | double fps;
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| 90 |
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| [c62eee6] | 91 | vec3 cam_pos;
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| 92 |
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| 93 | mat4 view_mat;
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| 94 | mat4 proj_mat;
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| [5272b6b] | 95 |
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| [c3c3158] | 96 | // TODO: Consider using a list instead since it will make element deletion more efficient
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| [df652d5] | 97 | vector<SceneObject> objects;
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| [93462c6] | 98 | queue<Event> events;
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| [df652d5] | 99 |
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| [147ac6d] | 100 | SceneObject* clickedObject = NULL;
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| [0d5c100] | 101 | SceneObject* selectedObject = NULL;
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| [147ac6d] | 102 |
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| [c1ca5b5] | 103 | float NEAR_CLIP = 0.1f;
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| 104 | float FAR_CLIP = 100.0f;
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| 105 |
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| [5b3462b] | 106 | // Should really have some array or struct of UI-related variables
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| 107 | bool isRunning = true;
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| 108 |
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| [c1ca5b5] | 109 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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| [046ce72] | 110 |
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| [4f3262f] | 111 | void glfw_error_callback(int error, const char* description);
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| 112 |
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| 113 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
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| [f7d35da] | 114 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
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| [4f3262f] | 115 |
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| [d9f99b2] | 116 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point);
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| [5c9d193] | 117 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
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| [33a9664] | 118 |
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| [ec4456b] | 119 | GLuint loadShader(GLenum type, string file);
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| [485424b] | 120 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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| 121 | unsigned char* loadImage(string file_name, int* x, int* y);
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| [ec4456b] | 122 |
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| [d12d003] | 123 | void printVector(string label, vec3 v);
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| [b73cb3b] | 124 | void print4DVector(string label, vec4 v);
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| [d12d003] | 125 |
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| [c3c3158] | 126 | void addObjectToSceneDuringInit(SceneObject& obj);
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| 127 | void addObjectToScene(SceneObject& obj, map<GLuint, BufferInfo>& shaderBufferInfo,
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| 128 | GLuint points_vbo,
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| 129 | GLuint colors_vbo,
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| 130 | GLuint selected_colors_vbo,
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| 131 | GLuint texcoords_vbo,
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| 132 | GLuint normals_vbo,
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| 133 | GLuint ubo,
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| 134 | GLuint model_mat_idx_vbo);
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| 135 | void removeObjectFromScene(int objectId, GLuint ubo);
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| 136 |
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| 137 | void initializeBuffers(
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| 138 | GLuint* points_vbo,
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| 139 | GLuint* colors_vbo,
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| 140 | GLuint* selected_colors_vbo,
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| 141 | GLuint* texcoords_vbo,
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| 142 | GLuint* normals_vbo,
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| 143 | GLuint* ubo,
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| 144 | GLuint* model_mat_idx_vbo);
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| 145 |
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| [0d5c100] | 146 | void populateBuffers(vector<SceneObject>& objects,
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| [c3c3158] | 147 | map<GLuint, BufferInfo>& shaderBufferInfo,
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| 148 | GLuint points_vbo,
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| 149 | GLuint colors_vbo,
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| 150 | GLuint selected_colors_vbo,
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| 151 | GLuint texcoords_vbo,
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| 152 | GLuint normals_vbo,
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| 153 | GLuint ubo,
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| 154 | GLuint model_mat_idx_vbo);
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| 155 |
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| 156 | void copyObjectDataToBuffers(SceneObject& obj,
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| 157 | map<GLuint, BufferInfo>& shaderBufferInfo,
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| 158 | GLuint points_vbo,
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| 159 | GLuint colors_vbo,
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| 160 | GLuint selected_colors_vbo,
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| 161 | GLuint texcoords_vbo,
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| 162 | GLuint normals_vbo,
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| 163 | GLuint ubo,
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| 164 | GLuint model_mat_idx_vbo);
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| [f9a242b] | 165 |
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| [5c403fe] | 166 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo);
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| 167 |
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| [93462c6] | 168 | void renderMainMenu();
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| 169 | void renderMainMenuGui();
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| 170 |
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| 171 | void renderScene(vector<SceneObject>& objects,
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| [cffca4d] | 172 | GLuint color_sp, GLuint texture_sp,
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| [93462c6] | 173 | GLuint vao1, GLuint vao2,
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| 174 | GLuint points_vbo, GLuint normals_vbo,
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| 175 | GLuint colors_vbo, GLuint texcoords_vbo, GLuint selected_colors_vbo,
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| [0d5c100] | 176 | SceneObject* selectedObject,
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| [c3c3158] | 177 | map<GLuint, BufferInfo>& shaderBufferInfo);
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| [93462c6] | 178 | void renderSceneGui();
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| [d12d003] | 179 |
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| [c3c3158] | 180 | void spawnAsteroid(vec3 pos, GLuint shader,
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| 181 | map<GLuint, BufferInfo>& shaderBufferInfo,
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| 182 | GLuint points_vbo,
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| 183 | GLuint colors_vbo,
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| 184 | GLuint selected_colors_vbo,
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| 185 | GLuint texcoords_vbo,
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| 186 | GLuint normals_vbo,
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| 187 | GLuint ubo,
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| 188 | GLuint model_mat_idx_vbo);
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| [cf2d1e5] | 189 |
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| [c1ca5b5] | 190 | int main(int argc, char* argv[]) {
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| [5272b6b] | 191 | cout << "New OpenGL Game" << endl;
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| 192 |
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| [ec4456b] | 193 | if (!restart_gl_log()) {}
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| 194 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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| [22b2c37] | 195 |
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| [ec4456b] | 196 | glfwSetErrorCallback(glfw_error_callback);
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| [5272b6b] | 197 | if (!glfwInit()) {
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| 198 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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| 199 | return 1;
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| [be246ad] | 200 | }
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| 201 |
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| 202 | #ifdef __APPLE__
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| 203 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 204 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 205 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 206 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 207 | #endif
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| [5272b6b] | 208 |
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| [ec4456b] | 209 | glfwWindowHint(GLFW_SAMPLES, 4);
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| 210 |
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| 211 | GLFWwindow* window = NULL;
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| [e856d62] | 212 | GLFWmonitor* mon = NULL;
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| [ec4456b] | 213 |
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| 214 | if (FULLSCREEN) {
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| [e856d62] | 215 | mon = glfwGetPrimaryMonitor();
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| [ec4456b] | 216 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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| 217 |
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| 218 | width = vmode->width;
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| 219 | height = vmode->height;
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| [e856d62] | 220 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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| [ec4456b] | 221 | }
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| [e856d62] | 222 | window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL);
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| [ec4456b] | 223 |
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| [5272b6b] | 224 | if (!window) {
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| 225 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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| 226 | glfwTerminate();
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| 227 | return 1;
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| 228 | }
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| [c62eee6] | 229 |
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| [644a2e4] | 230 | glfwMakeContextCurrent(window);
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| [5272b6b] | 231 | glewExperimental = GL_TRUE;
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| 232 | glewInit();
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| 233 |
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| [14ff67c] | 234 | /*
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| 235 | * RENDERING ALGORITHM NOTES:
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| 236 | *
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| 237 | * Basically, I need to split my objects into groups, so that each group fits into
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| 238 | * GL_MAX_UNIFORM_BLOCK_SIZE. I need to have an offset and a size for each group.
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| 239 | * Getting the offset is straitforward. The size may as well be GL_MAX_UNIFORM_BLOCK_SIZE
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| 240 | * for each group, since it seems that smaller sizes just round up to the nearest GL_MAX_UNIFORM_BLOCK_SIZE
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| 241 | *
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| 242 | * I'll need to have a loop inside my render loop that calls glBindBufferRange(GL_UNIFORM_BUFFER, ...
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| 243 | * for every 1024 objects and then draws all those objects with one glDraw call.
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| 244 | *
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| [0d5c100] | 245 | * Since I currently have very few objects, I'll wait to implement this until I have
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| 246 | * a reasonable number of objects always using the same shader.
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| [14ff67c] | 247 | */
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| 248 |
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| 249 | GLint UNIFORM_BUFFER_OFFSET_ALIGNMENT, MAX_UNIFORM_BLOCK_SIZE;
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| 250 | glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &UNIFORM_BUFFER_OFFSET_ALIGNMENT);
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| 251 | glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &MAX_UNIFORM_BLOCK_SIZE);
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| 252 |
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| 253 | MAX_UNIFORMS = MAX_UNIFORM_BLOCK_SIZE / sizeof(mat4);
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| 254 |
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| 255 | cout << "UNIFORM_BUFFER_OFFSET_ALIGNMENT: " << UNIFORM_BUFFER_OFFSET_ALIGNMENT << endl;
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| 256 | cout << "MAX_UNIFORMS: " << MAX_UNIFORMS << endl;
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| 257 |
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| [c1ca5b5] | 258 | // Setup Dear ImGui binding
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| 259 | IMGUI_CHECKVERSION();
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| 260 | ImGui::CreateContext();
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| 261 | ImGuiIO& io = ImGui::GetIO(); (void)io;
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| 262 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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| 263 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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| 264 | ImGui_ImplGlfwGL3_Init(window, true);
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| 265 |
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| 266 | // Setup style
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| 267 | ImGui::StyleColorsDark();
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| 268 | //ImGui::StyleColorsClassic();
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| 269 |
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| 270 | glfwSetMouseButtonCallback(window, mouse_button_callback);
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| [f7d35da] | 271 | glfwSetKeyCallback(window, key_callback);
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| [c1ca5b5] | 272 |
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| [5272b6b] | 273 | const GLubyte* renderer = glGetString(GL_RENDERER);
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| 274 | const GLubyte* version = glGetString(GL_VERSION);
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| 275 | printf("Renderer: %s\n", renderer);
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| 276 | printf("OpenGL version supported %s\n", version);
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| [93baa0e] | 277 |
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| [5272b6b] | 278 | glEnable(GL_DEPTH_TEST);
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| 279 | glDepthFunc(GL_LESS);
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| [516668e] | 280 |
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| [93baa0e] | 281 | glEnable(GL_CULL_FACE);
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| 282 | // glCullFace(GL_BACK);
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| 283 | // glFrontFace(GL_CW);
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| 284 |
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| [485424b] | 285 | int x, y;
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| 286 | unsigned char* texImage = loadImage("test.png", &x, &y);
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| 287 | if (texImage) {
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| 288 | cout << "Yay, I loaded an image!" << endl;
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| 289 | cout << x << endl;
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| 290 | cout << y << endl;
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| [e856d62] | 291 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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| [485424b] | 292 | }
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| 293 |
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| 294 | GLuint tex = 0;
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| 295 | glGenTextures(1, &tex);
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| 296 | glActiveTexture(GL_TEXTURE0);
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| 297 | glBindTexture(GL_TEXTURE_2D, tex);
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| 298 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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| 299 |
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| 300 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 301 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 302 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 303 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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| 304 |
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| [0d5c100] | 305 | /* RENDERING ALGORITHM
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| 306 | *
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| 307 | * Create a separate vbo for each of the following things:
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| 308 | * - points
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| 309 | * - colors
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| 310 | * - texture coordinates
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| 311 | * - selected colors
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| 312 | * - normals
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| 313 | * - indices into a ubo that stores a model matrix for each object
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| 314 | *
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| 315 | * Also, make a model matrix ubo, the entirety of which will be passed to the vertex shader.
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| 316 | * The vbo containing the correct index into the ubo (mentioned above) will be used to select
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| 317 | * the right model matrix for each point. The index in the vbo will be the saem for all points
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| 318 | * of any given object.
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| 319 | *
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| 320 | * There will be two shader programs for now, one for draing colored objects, and another for
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| 321 | * drawing textured ones. The points, normals, and model mat ubo indices will be passed to both
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| 322 | * shaders, while the colors vbo will only be passed to the colors shader, and the texcoords vbo
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| 323 | * only to the texture shader.
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| 324 | *
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| 325 | * Right now, the currently selected object is drawn using one color (specified in the selected
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| 326 | * colors vbo) regardless of whether it is normally rendering using colors or a texture. The selected
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| 327 | * object is rendering by binding the selected colors vbo in place of the colors vbo and using the colors
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| 328 | * shader. Then, the selected object is redrawn along with all other objects, but the depth buffer test
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| 329 | * prevents the unselected version of the object from appearing on the screen. This lets me render all the
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| 330 | * objects that use a particular shader using one glDrawArrays() call.
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| 331 | */
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| [cffca4d] | 332 |
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| [c3c3158] | 333 | map<GLuint, BufferInfo> shaderBufferInfo;
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| 334 |
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| [cffca4d] | 335 | GLuint color_sp = loadShaderProgram("./color.vert", "./color.frag");
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| 336 | GLuint texture_sp = loadShaderProgram("./texture.vert", "./texture.frag");
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| 337 |
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| [c3c3158] | 338 | shaderBufferInfo[color_sp] = BufferInfo();
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| 339 | shaderBufferInfo[texture_sp] = BufferInfo();
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| 340 |
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| [f9a242b] | 341 | SceneObject obj;
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| [07ed460] | 342 | mat4 T_model, R_model;
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| 343 |
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| [cf2d1e5] | 344 | /*
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| [07ed460] | 345 | // triangle
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|---|
| [f9a242b] | 346 | obj = SceneObject();
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|---|
| 347 | obj.shader_program = color_sp;
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|---|
| 348 | obj.points = {
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|---|
| [d12d003] | 349 | 0.0f, 0.5f, 0.0f,
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|---|
| 350 | -0.5f, -0.5f, 0.0f,
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|---|
| 351 | 0.5f, -0.5f, 0.0f,
|
|---|
| 352 | 0.5f, -0.5f, 0.0f,
|
|---|
| 353 | -0.5f, -0.5f, 0.0f,
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|---|
| 354 | 0.0f, 0.5f, 0.0f,
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|---|
| [516668e] | 355 | };
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|---|
| [f9a242b] | 356 | obj.colors = {
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|---|
| [07ed460] | 357 | 1.0f, 0.0f, 0.0f,
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|---|
| 358 | 0.0f, 0.0f, 1.0f,
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|---|
| 359 | 0.0f, 1.0f, 0.0f,
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|---|
| 360 | 0.0f, 1.0f, 0.0f,
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|---|
| 361 | 0.0f, 0.0f, 1.0f,
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|---|
| 362 | 1.0f, 0.0f, 0.0f,
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|---|
| [93baa0e] | 363 | };
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| [f9a242b] | 364 | obj.texcoords = {
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|---|
| [07ed460] | 365 | 1.0f, 1.0f,
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|---|
| 366 | 0.0f, 1.0f,
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|---|
| 367 | 0.0f, 0.0f,
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|---|
| 368 | 1.0f, 1.0f,
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|---|
| 369 | 0.0f, 0.0f,
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|---|
| 370 | 1.0f, 0.0f
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|---|
| [33a9664] | 371 | };
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|---|
| [f9a242b] | 372 | obj.selected_colors = {
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|---|
| [07ed460] | 373 | 0.0f, 1.0f, 0.0f,
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|---|
| 374 | 0.0f, 1.0f, 0.0f,
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|---|
| 375 | 0.0f, 1.0f, 0.0f,
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|---|
| 376 | 0.0f, 1.0f, 0.0f,
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|---|
| 377 | 0.0f, 1.0f, 0.0f,
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|---|
| 378 | 0.0f, 1.0f, 0.0f,
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| 379 | };
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| 380 |
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| [c3c3158] | 381 | T_model = translate(mat4(), vec3(0.45f, -1.5f, 0.0f));
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| [07ed460] | 382 | R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
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| [5c403fe] | 383 | obj.model_base = T_model*R_model;
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| [f9a242b] | 384 |
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| [c3c3158] | 385 | addObjectToSceneDuringInit(obj);
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| [33a9664] | 386 |
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| [07ed460] | 387 | // square
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|---|
| [f9a242b] | 388 | obj = SceneObject();
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| 389 | obj.shader_program = texture_sp;
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| 390 | obj.points = {
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| [b73cb3b] | 391 | 0.5f, 0.5f, 0.0f,
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|---|
| [d12d003] | 392 | -0.5f, 0.5f, 0.0f,
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|---|
| 393 | -0.5f, -0.5f, 0.0f,
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|---|
| [b73cb3b] | 394 | 0.5f, 0.5f, 0.0f,
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|---|
| [d12d003] | 395 | -0.5f, -0.5f, 0.0f,
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|---|
| [b73cb3b] | 396 | 0.5f, -0.5f, 0.0f,
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|---|
| [64a70f4] | 397 | };
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|---|
| [f9a242b] | 398 | obj.colors = {
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|---|
| [07ed460] | 399 | 1.0f, 0.0f, 0.0f,
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|---|
| 400 | 0.0f, 0.0f, 1.0f,
|
|---|
| 401 | 0.0f, 1.0f, 0.0f,
|
|---|
| 402 | 0.0f, 1.0f, 0.0f,
|
|---|
| 403 | 0.0f, 0.0f, 1.0f,
|
|---|
| 404 | 1.0f, 0.0f, 0.0f,
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|---|
| [485424b] | 405 | };
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|---|
| [f9a242b] | 406 | obj.texcoords = {
|
|---|
| [64a70f4] | 407 | 1.0f, 1.0f,
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|---|
| 408 | 0.0f, 1.0f,
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|---|
| [07ed460] | 409 | 0.0f, 0.0f,
|
|---|
| 410 | 1.0f, 1.0f,
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|---|
| 411 | 0.0f, 0.0f,
|
|---|
| 412 | 1.0f, 0.0f
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|---|
| [485424b] | 413 | };
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|---|
| [f9a242b] | 414 | obj.selected_colors = {
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|---|
| [9f4986b] | 415 | 0.0f, 0.6f, 0.9f,
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|---|
| 416 | 0.0f, 0.6f, 0.9f,
|
|---|
| 417 | 0.0f, 0.6f, 0.9f,
|
|---|
| 418 | 0.0f, 0.6f, 0.9f,
|
|---|
| 419 | 0.0f, 0.6f, 0.9f,
|
|---|
| 420 | 0.0f, 0.6f, 0.9f,
|
|---|
| [19c9338] | 421 | };
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|---|
| [df652d5] | 422 |
|
|---|
| [c3c3158] | 423 | T_model = translate(mat4(), vec3(-0.5f, -1.5f, -1.00f));
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|---|
| [b73cb3b] | 424 | R_model = rotate(mat4(), 0.5f, vec3(0.0f, 1.0f, 0.0f));
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|---|
| [5c403fe] | 425 | obj.model_base = T_model*R_model;
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|---|
| [f9a242b] | 426 |
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|---|
| [c3c3158] | 427 | addObjectToSceneDuringInit(obj);
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| [cf2d1e5] | 428 | */
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| [f9a242b] | 429 |
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| 430 | // player ship
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|---|
| 431 | obj = SceneObject();
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|---|
| 432 | obj.shader_program = color_sp;
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|---|
| 433 | obj.points = {
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| [81f28c0] | 434 | //back
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|---|
| 435 | -0.5f, 0.3f, 0.0f,
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|---|
| 436 | -0.5f, 0.0f, 0.0f,
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|---|
| 437 | 0.5f, 0.0f, 0.0f,
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|---|
| 438 | -0.5f, 0.3f, 0.0f,
|
|---|
| 439 | 0.5f, 0.0f, 0.0f,
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|---|
| 440 | 0.5f, 0.3f, 0.0f,
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| 441 |
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| 442 | // left back
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|---|
| 443 | -0.5f, 0.3f, -2.0f,
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|---|
| 444 | -0.5f, 0.0f, -2.0f,
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|---|
| 445 | -0.5f, 0.0f, 0.0f,
|
|---|
| 446 | -0.5f, 0.3f, -2.0f,
|
|---|
| 447 | -0.5f, 0.0f, 0.0f,
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|---|
| 448 | -0.5f, 0.3f, 0.0f,
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|---|
| 449 |
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| 450 | // right back
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|---|
| 451 | 0.5f, 0.3f, 0.0f,
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|---|
| 452 | 0.5f, 0.0f, 0.0f,
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|---|
| 453 | 0.5f, 0.0f, -2.0f,
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|---|
| 454 | 0.5f, 0.3f, 0.0f,
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|---|
| 455 | 0.5f, 0.0f, -2.0f,
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|---|
| 456 | 0.5f, 0.3f, -2.0f,
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|---|
| 457 |
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| 458 | // left mid
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|---|
| 459 | -0.25f, 0.3f, -3.0f,
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|---|
| 460 | -0.25f, 0.0f, -3.0f,
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|---|
| 461 | -0.5f, 0.0f, -2.0f,
|
|---|
| 462 | -0.25f, 0.3f, -3.0f,
|
|---|
| 463 | -0.5f, 0.0f, -2.0f,
|
|---|
| 464 | -0.5f, 0.3f, -2.0f,
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|---|
| 465 |
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|---|
| 466 | // right mid
|
|---|
| 467 | 0.5f, 0.3f, -2.0f,
|
|---|
| 468 | 0.5f, 0.0f, -2.0f,
|
|---|
| 469 | 0.25f, 0.0f, -3.0f,
|
|---|
| 470 | 0.5f, 0.3f, -2.0f,
|
|---|
| 471 | 0.25f, 0.0f, -3.0f,
|
|---|
| 472 | 0.25f, 0.3f, -3.0f,
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|---|
| 473 |
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|---|
| 474 | // left front
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|---|
| 475 | 0.0f, 0.0f, -3.5f,
|
|---|
| 476 | -0.25f, 0.0f, -3.0f,
|
|---|
| 477 | -0.25f, 0.3f, -3.0f,
|
|---|
| 478 |
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|---|
| 479 | // right front
|
|---|
| 480 | 0.25f, 0.3f, -3.0f,
|
|---|
| 481 | 0.25f, 0.0f, -3.0f,
|
|---|
| 482 | 0.0f, 0.0f, -3.5f,
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|---|
| 483 |
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| 484 | // top back
|
|---|
| 485 | -0.5f, 0.3f, -2.0f,
|
|---|
| 486 | -0.5f, 0.3f, 0.0f,
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|---|
| 487 | 0.5f, 0.3f, 0.0f,
|
|---|
| 488 | -0.5f, 0.3f, -2.0f,
|
|---|
| 489 | 0.5f, 0.3f, 0.0f,
|
|---|
| 490 | 0.5f, 0.3f, -2.0f,
|
|---|
| 491 |
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|---|
| [20e0020] | 492 | // bottom back
|
|---|
| 493 | -0.5f, 0.0f, 0.0f,
|
|---|
| 494 | -0.5f, 0.0f, -2.0f,
|
|---|
| 495 | 0.5f, 0.0f, 0.0f,
|
|---|
| 496 | 0.5f, 0.0f, 0.0f,
|
|---|
| 497 | -0.5f, 0.0f, -2.0f,
|
|---|
| 498 | 0.5f, 0.0f, -2.0f,
|
|---|
| 499 |
|
|---|
| 500 | // top mid
|
|---|
| 501 | -0.25f, 0.3f, -3.0f,
|
|---|
| 502 | -0.5f, 0.3f, -2.0f,
|
|---|
| 503 | 0.5f, 0.3f, -2.0f,
|
|---|
| 504 | -0.25f, 0.3f, -3.0f,
|
|---|
| 505 | 0.5f, 0.3f, -2.0f,
|
|---|
| 506 | 0.25f, 0.3f, -3.0f,
|
|---|
| 507 |
|
|---|
| 508 | // bottom mid
|
|---|
| 509 | -0.5f, 0.0f, -2.0f,
|
|---|
| 510 | -0.25f, 0.0f, -3.0f,
|
|---|
| 511 | 0.5f, 0.0f, -2.0f,
|
|---|
| 512 | 0.5f, 0.0f, -2.0f,
|
|---|
| 513 | -0.25f, 0.0f, -3.0f,
|
|---|
| 514 | 0.25f, 0.0f, -3.0f,
|
|---|
| 515 |
|
|---|
| 516 | // top front
|
|---|
| 517 | -0.25f, 0.3f, -3.0f,
|
|---|
| 518 | 0.25f, 0.3f, -3.0f,
|
|---|
| 519 | 0.0f, 0.0f, -3.5f,
|
|---|
| 520 |
|
|---|
| 521 | // bottom front
|
|---|
| 522 | 0.25f, 0.0f, -3.0f,
|
|---|
| 523 | -0.25f, 0.0f, -3.0f,
|
|---|
| 524 | 0.0f, 0.0f, -3.5f,
|
|---|
| 525 |
|
|---|
| 526 | // left wing start back
|
|---|
| 527 | -1.5f, 0.3f, 0.0f,
|
|---|
| 528 | -1.5f, 0.0f, 0.0f,
|
|---|
| 529 | -0.5f, 0.0f, 0.0f,
|
|---|
| 530 | -1.5f, 0.3f, 0.0f,
|
|---|
| 531 | -0.5f, 0.0f, 0.0f,
|
|---|
| 532 | -0.5f, 0.3f, 0.0f,
|
|---|
| 533 |
|
|---|
| 534 | // left wing start top
|
|---|
| 535 | -0.5f, 0.3f, -0.3f,
|
|---|
| 536 | -1.3f, 0.3f, -0.3f,
|
|---|
| 537 | -1.5f, 0.3f, 0.0f,
|
|---|
| 538 | -0.5f, 0.3f, -0.3f,
|
|---|
| 539 | -1.5f, 0.3f, 0.0f,
|
|---|
| 540 | -0.5f, 0.3f, 0.0f,
|
|---|
| 541 |
|
|---|
| 542 | // left wing start front
|
|---|
| 543 | -0.5f, 0.3f, -0.3f,
|
|---|
| 544 | -0.5f, 0.0f, -0.3f,
|
|---|
| 545 | -1.3f, 0.0f, -0.3f,
|
|---|
| 546 | -0.5f, 0.3f, -0.3f,
|
|---|
| 547 | -1.3f, 0.0f, -0.3f,
|
|---|
| 548 | -1.3f, 0.3f, -0.3f,
|
|---|
| 549 |
|
|---|
| 550 | // left wing start bottom
|
|---|
| 551 | -0.5f, 0.0f, 0.0f,
|
|---|
| 552 | -1.5f, 0.0f, 0.0f,
|
|---|
| 553 | -1.3f, 0.0f, -0.3f,
|
|---|
| 554 | -0.5f, 0.0f, 0.0f,
|
|---|
| 555 | -1.3f, 0.0f, -0.3f,
|
|---|
| 556 | -0.5f, 0.0f, -0.3f,
|
|---|
| 557 |
|
|---|
| 558 | // left wing end outside
|
|---|
| 559 | -1.5f, 0.3f, 0.0f,
|
|---|
| 560 | -2.2f, 0.15f, -0.8f,
|
|---|
| 561 | -1.5f, 0.0f, 0.0f,
|
|---|
| 562 |
|
|---|
| 563 | // left wing end top
|
|---|
| 564 | -1.3f, 0.3f, -0.3f,
|
|---|
| 565 | -2.2f, 0.15f, -0.8f,
|
|---|
| 566 | -1.5f, 0.3f, 0.0f,
|
|---|
| 567 |
|
|---|
| 568 | // left wing end front
|
|---|
| 569 | -1.3f, 0.0f, -0.3f,
|
|---|
| 570 | -2.2f, 0.15f, -0.8f,
|
|---|
| 571 | -1.3f, 0.3f, -0.3f,
|
|---|
| 572 |
|
|---|
| 573 | // left wing end bottom
|
|---|
| 574 | -1.5f, 0.0f, 0.0f,
|
|---|
| 575 | -2.2f, 0.15f, -0.8f,
|
|---|
| 576 | -1.3f, 0.0f, -0.3f,
|
|---|
| 577 |
|
|---|
| 578 | // right wing start back
|
|---|
| 579 | 1.5f, 0.0f, 0.0f,
|
|---|
| 580 | 1.5f, 0.3f, 0.0f,
|
|---|
| 581 | 0.5f, 0.0f, 0.0f,
|
|---|
| 582 | 0.5f, 0.0f, 0.0f,
|
|---|
| 583 | 1.5f, 0.3f, 0.0f,
|
|---|
| 584 | 0.5f, 0.3f, 0.0f,
|
|---|
| 585 |
|
|---|
| 586 | // right wing start top
|
|---|
| 587 | 1.3f, 0.3f, -0.3f,
|
|---|
| 588 | 0.5f, 0.3f, -0.3f,
|
|---|
| 589 | 1.5f, 0.3f, 0.0f,
|
|---|
| 590 | 1.5f, 0.3f, 0.0f,
|
|---|
| 591 | 0.5f, 0.3f, -0.3f,
|
|---|
| 592 | 0.5f, 0.3f, 0.0f,
|
|---|
| 593 |
|
|---|
| 594 | // right wing start front
|
|---|
| 595 | 0.5f, 0.0f, -0.3f,
|
|---|
| 596 | 0.5f, 0.3f, -0.3f,
|
|---|
| 597 | 1.3f, 0.0f, -0.3f,
|
|---|
| 598 | 1.3f, 0.0f, -0.3f,
|
|---|
| 599 | 0.5f, 0.3f, -0.3f,
|
|---|
| 600 | 1.3f, 0.3f, -0.3f,
|
|---|
| 601 |
|
|---|
| 602 | // right wing start bottom
|
|---|
| 603 | 1.5f, 0.0f, 0.0f,
|
|---|
| 604 | 0.5f, 0.0f, 0.0f,
|
|---|
| 605 | 1.3f, 0.0f, -0.3f,
|
|---|
| 606 | 1.3f, 0.0f, -0.3f,
|
|---|
| 607 | 0.5f, 0.0f, 0.0f,
|
|---|
| 608 | 0.5f, 0.0f, -0.3f,
|
|---|
| 609 |
|
|---|
| 610 | // right wing end outside
|
|---|
| 611 | 2.2f, 0.15f, -0.8f,
|
|---|
| 612 | 1.5f, 0.3f, 0.0f,
|
|---|
| 613 | 1.5f, 0.0f, 0.0f,
|
|---|
| 614 |
|
|---|
| 615 | // right wing end top
|
|---|
| 616 | 2.2f, 0.15f, -0.8f,
|
|---|
| 617 | 1.3f, 0.3f, -0.3f,
|
|---|
| 618 | 1.5f, 0.3f, 0.0f,
|
|---|
| 619 |
|
|---|
| 620 | // right wing end front
|
|---|
| 621 | 2.2f, 0.15f, -0.8f,
|
|---|
| 622 | 1.3f, 0.0f, -0.3f,
|
|---|
| 623 | 1.3f, 0.3f, -0.3f,
|
|---|
| 624 |
|
|---|
| 625 | // right wing end bottom
|
|---|
| 626 | 2.2f, 0.15f, -0.8f,
|
|---|
| 627 | 1.5f, 0.0f, 0.0f,
|
|---|
| 628 | 1.3f, 0.0f, -0.3f,
|
|---|
| [f9a242b] | 629 | };
|
|---|
| 630 | obj.colors = {
|
|---|
| 631 | 0.0f, 0.0f, 0.3f,
|
|---|
| 632 | 0.0f, 0.0f, 0.3f,
|
|---|
| 633 | 0.0f, 0.0f, 0.3f,
|
|---|
| 634 | 0.0f, 0.0f, 0.3f,
|
|---|
| 635 | 0.0f, 0.0f, 0.3f,
|
|---|
| 636 | 0.0f, 0.0f, 0.3f,
|
|---|
| [81f28c0] | 637 |
|
|---|
| 638 | 0.0f, 0.0f, 0.3f,
|
|---|
| 639 | 0.0f, 0.0f, 0.3f,
|
|---|
| 640 | 0.0f, 0.0f, 0.3f,
|
|---|
| 641 | 0.0f, 0.0f, 0.3f,
|
|---|
| 642 | 0.0f, 0.0f, 0.3f,
|
|---|
| 643 | 0.0f, 0.0f, 0.3f,
|
|---|
| 644 |
|
|---|
| 645 | 0.0f, 0.0f, 0.3f,
|
|---|
| 646 | 0.0f, 0.0f, 0.3f,
|
|---|
| 647 | 0.0f, 0.0f, 0.3f,
|
|---|
| 648 | 0.0f, 0.0f, 0.3f,
|
|---|
| 649 | 0.0f, 0.0f, 0.3f,
|
|---|
| 650 | 0.0f, 0.0f, 0.3f,
|
|---|
| 651 |
|
|---|
| 652 | 0.0f, 0.0f, 0.3f,
|
|---|
| 653 | 0.0f, 0.0f, 0.3f,
|
|---|
| 654 | 0.0f, 0.0f, 0.3f,
|
|---|
| 655 | 0.0f, 0.0f, 0.3f,
|
|---|
| 656 | 0.0f, 0.0f, 0.3f,
|
|---|
| 657 | 0.0f, 0.0f, 0.3f,
|
|---|
| 658 |
|
|---|
| 659 | 0.0f, 0.0f, 0.3f,
|
|---|
| 660 | 0.0f, 0.0f, 0.3f,
|
|---|
| 661 | 0.0f, 0.0f, 0.3f,
|
|---|
| 662 | 0.0f, 0.0f, 0.3f,
|
|---|
| 663 | 0.0f, 0.0f, 0.3f,
|
|---|
| 664 | 0.0f, 0.0f, 0.3f,
|
|---|
| 665 |
|
|---|
| [cf2d1e5] | 666 | 0.0f, 0.0f, 1.0f,
|
|---|
| 667 | 0.0f, 0.0f, 1.0f,
|
|---|
| 668 | 0.0f, 0.0f, 1.0f,
|
|---|
| [81f28c0] | 669 |
|
|---|
| [cf2d1e5] | 670 | 0.0f, 0.0f, 1.0f,
|
|---|
| 671 | 0.0f, 0.0f, 1.0f,
|
|---|
| 672 | 0.0f, 0.0f, 1.0f,
|
|---|
| [81f28c0] | 673 |
|
|---|
| [cf2d1e5] | 674 | 0.0f, 0.0f, 1.0f,
|
|---|
| 675 | 0.0f, 0.0f, 1.0f,
|
|---|
| 676 | 0.0f, 0.0f, 1.0f,
|
|---|
| 677 | 0.0f, 0.0f, 1.0f,
|
|---|
| 678 | 0.0f, 0.0f, 1.0f,
|
|---|
| 679 | 0.0f, 0.0f, 1.0f,
|
|---|
| [81f28c0] | 680 |
|
|---|
| [cf2d1e5] | 681 | 0.0f, 0.0f, 1.0f,
|
|---|
| 682 | 0.0f, 0.0f, 1.0f,
|
|---|
| 683 | 0.0f, 0.0f, 1.0f,
|
|---|
| 684 | 0.0f, 0.0f, 1.0f,
|
|---|
| 685 | 0.0f, 0.0f, 1.0f,
|
|---|
| 686 | 0.0f, 0.0f, 1.0f,
|
|---|
| [81f28c0] | 687 |
|
|---|
| [cf2d1e5] | 688 | 0.0f, 0.0f, 1.0f,
|
|---|
| 689 | 0.0f, 0.0f, 1.0f,
|
|---|
| 690 | 0.0f, 0.0f, 1.0f,
|
|---|
| 691 | 0.0f, 0.0f, 1.0f,
|
|---|
| 692 | 0.0f, 0.0f, 1.0f,
|
|---|
| 693 | 0.0f, 0.0f, 1.0f,
|
|---|
| [81f28c0] | 694 |
|
|---|
| [cf2d1e5] | 695 | 0.0f, 0.0f, 1.0f,
|
|---|
| 696 | 0.0f, 0.0f, 1.0f,
|
|---|
| 697 | 0.0f, 0.0f, 1.0f,
|
|---|
| 698 | 0.0f, 0.0f, 1.0f,
|
|---|
| 699 | 0.0f, 0.0f, 1.0f,
|
|---|
| 700 | 0.0f, 0.0f, 1.0f,
|
|---|
| [81f28c0] | 701 |
|
|---|
| 702 | 0.0f, 0.0f, 0.3f,
|
|---|
| 703 | 0.0f, 0.0f, 0.3f,
|
|---|
| 704 | 0.0f, 0.0f, 0.3f,
|
|---|
| [20e0020] | 705 |
|
|---|
| [81f28c0] | 706 | 0.0f, 0.0f, 0.3f,
|
|---|
| 707 | 0.0f, 0.0f, 0.3f,
|
|---|
| 708 | 0.0f, 0.0f, 0.3f,
|
|---|
| 709 |
|
|---|
| 710 | 0.0f, 0.0f, 0.3f,
|
|---|
| 711 | 0.0f, 0.0f, 0.3f,
|
|---|
| 712 | 0.0f, 0.0f, 0.3f,
|
|---|
| 713 | 0.0f, 0.0f, 0.3f,
|
|---|
| 714 | 0.0f, 0.0f, 0.3f,
|
|---|
| 715 | 0.0f, 0.0f, 0.3f,
|
|---|
| 716 |
|
|---|
| [20e0020] | 717 | 0.0f, 0.0f, 0.3f,
|
|---|
| 718 | 0.0f, 0.0f, 0.3f,
|
|---|
| 719 | 0.0f, 0.0f, 0.3f,
|
|---|
| 720 | 0.0f, 0.0f, 0.3f,
|
|---|
| 721 | 0.0f, 0.0f, 0.3f,
|
|---|
| 722 | 0.0f, 0.0f, 0.3f,
|
|---|
| 723 |
|
|---|
| 724 | 0.0f, 0.0f, 0.3f,
|
|---|
| 725 | 0.0f, 0.0f, 0.3f,
|
|---|
| 726 | 0.0f, 0.0f, 0.3f,
|
|---|
| 727 | 0.0f, 0.0f, 0.3f,
|
|---|
| 728 | 0.0f, 0.0f, 0.3f,
|
|---|
| 729 | 0.0f, 0.0f, 0.3f,
|
|---|
| 730 |
|
|---|
| 731 | 0.0f, 0.0f, 0.3f,
|
|---|
| 732 | 0.0f, 0.0f, 0.3f,
|
|---|
| 733 | 0.0f, 0.0f, 0.3f,
|
|---|
| 734 | 0.0f, 0.0f, 0.3f,
|
|---|
| 735 | 0.0f, 0.0f, 0.3f,
|
|---|
| 736 | 0.0f, 0.0f, 0.3f,
|
|---|
| 737 |
|
|---|
| 738 | 0.0f, 0.0f, 0.3f,
|
|---|
| 739 | 0.0f, 0.0f, 0.3f,
|
|---|
| 740 | 0.0f, 0.0f, 0.3f,
|
|---|
| 741 |
|
|---|
| 742 | 0.0f, 0.0f, 0.3f,
|
|---|
| 743 | 0.0f, 0.0f, 0.3f,
|
|---|
| 744 | 0.0f, 0.0f, 0.3f,
|
|---|
| 745 |
|
|---|
| 746 | 0.0f, 0.0f, 0.3f,
|
|---|
| 747 | 0.0f, 0.0f, 0.3f,
|
|---|
| 748 | 0.0f, 0.0f, 0.3f,
|
|---|
| 749 |
|
|---|
| 750 | 0.0f, 0.0f, 0.3f,
|
|---|
| 751 | 0.0f, 0.0f, 0.3f,
|
|---|
| 752 | 0.0f, 0.0f, 0.3f,
|
|---|
| 753 |
|
|---|
| 754 | 0.0f, 0.0f, 0.3f,
|
|---|
| 755 | 0.0f, 0.0f, 0.3f,
|
|---|
| 756 | 0.0f, 0.0f, 0.3f,
|
|---|
| 757 | 0.0f, 0.0f, 0.3f,
|
|---|
| 758 | 0.0f, 0.0f, 0.3f,
|
|---|
| 759 | 0.0f, 0.0f, 0.3f,
|
|---|
| 760 |
|
|---|
| 761 | 0.0f, 0.0f, 0.3f,
|
|---|
| 762 | 0.0f, 0.0f, 0.3f,
|
|---|
| 763 | 0.0f, 0.0f, 0.3f,
|
|---|
| 764 | 0.0f, 0.0f, 0.3f,
|
|---|
| 765 | 0.0f, 0.0f, 0.3f,
|
|---|
| 766 | 0.0f, 0.0f, 0.3f,
|
|---|
| 767 |
|
|---|
| 768 | 0.0f, 0.0f, 0.3f,
|
|---|
| 769 | 0.0f, 0.0f, 0.3f,
|
|---|
| 770 | 0.0f, 0.0f, 0.3f,
|
|---|
| 771 | 0.0f, 0.0f, 0.3f,
|
|---|
| 772 | 0.0f, 0.0f, 0.3f,
|
|---|
| 773 | 0.0f, 0.0f, 0.3f,
|
|---|
| 774 |
|
|---|
| 775 | 0.0f, 0.0f, 0.3f,
|
|---|
| 776 | 0.0f, 0.0f, 0.3f,
|
|---|
| 777 | 0.0f, 0.0f, 0.3f,
|
|---|
| 778 | 0.0f, 0.0f, 0.3f,
|
|---|
| 779 | 0.0f, 0.0f, 0.3f,
|
|---|
| 780 | 0.0f, 0.0f, 0.3f,
|
|---|
| 781 |
|
|---|
| 782 | 0.0f, 0.0f, 0.3f,
|
|---|
| 783 | 0.0f, 0.0f, 0.3f,
|
|---|
| 784 | 0.0f, 0.0f, 0.3f,
|
|---|
| 785 |
|
|---|
| [81f28c0] | 786 | 0.0f, 0.0f, 0.3f,
|
|---|
| 787 | 0.0f, 0.0f, 0.3f,
|
|---|
| 788 | 0.0f, 0.0f, 0.3f,
|
|---|
| 789 |
|
|---|
| 790 | 0.0f, 0.0f, 0.3f,
|
|---|
| 791 | 0.0f, 0.0f, 0.3f,
|
|---|
| 792 | 0.0f, 0.0f, 0.3f,
|
|---|
| 793 |
|
|---|
| 794 | 0.0f, 0.0f, 0.3f,
|
|---|
| 795 | 0.0f, 0.0f, 0.3f,
|
|---|
| 796 | 0.0f, 0.0f, 0.3f,
|
|---|
| [f9a242b] | 797 | };
|
|---|
| [cf2d1e5] | 798 | obj.texcoords = { 0.0f };
|
|---|
| 799 | obj.selected_colors = { 0.0f };
|
|---|
| [f9a242b] | 800 |
|
|---|
| [8d5e67b] | 801 | T_model = translate(mat4(), vec3(0.0f, -1.2f, 1.8f));
|
|---|
| [cf2d1e5] | 802 | R_model = rotate(mat4(), 20.0f * (float)ONE_DEG_IN_RAD, vec3(1.0f, 0.0f, 0.0f));
|
|---|
| 803 | R_model = mat4();
|
|---|
| [8d5e67b] | 804 | obj.model_base = T_model * R_model * scale(mat4(), vec3(0.1f, 0.1f, 0.1f));
|
|---|
| [f9a242b] | 805 |
|
|---|
| [c3c3158] | 806 | addObjectToSceneDuringInit(obj);
|
|---|
| [cf2d1e5] | 807 |
|
|---|
| [07ed460] | 808 | vector<SceneObject>::iterator obj_it;
|
|---|
| [19c9338] | 809 |
|
|---|
| [0d5c100] | 810 | GLuint points_vbo, colors_vbo, selected_colors_vbo, texcoords_vbo,
|
|---|
| 811 | normals_vbo, ubo, model_mat_idx_vbo;
|
|---|
| [e165b85] | 812 |
|
|---|
| [c3c3158] | 813 | initializeBuffers(
|
|---|
| 814 | &points_vbo,
|
|---|
| 815 | &colors_vbo,
|
|---|
| 816 | &selected_colors_vbo,
|
|---|
| 817 | &texcoords_vbo,
|
|---|
| 818 | &normals_vbo,
|
|---|
| 819 | &ubo,
|
|---|
| 820 | &model_mat_idx_vbo);
|
|---|
| [e165b85] | 821 |
|
|---|
| [0d5c100] | 822 | populateBuffers(objects,
|
|---|
| [c3c3158] | 823 | shaderBufferInfo,
|
|---|
| 824 | points_vbo,
|
|---|
| 825 | colors_vbo,
|
|---|
| 826 | selected_colors_vbo,
|
|---|
| 827 | texcoords_vbo,
|
|---|
| 828 | normals_vbo,
|
|---|
| 829 | ubo,
|
|---|
| 830 | model_mat_idx_vbo);
|
|---|
| 831 |
|
|---|
| 832 | spawnAsteroid(vec3(0.0f, -1.2f, -21.5f), color_sp,
|
|---|
| 833 | shaderBufferInfo,
|
|---|
| 834 | points_vbo,
|
|---|
| 835 | colors_vbo,
|
|---|
| 836 | selected_colors_vbo,
|
|---|
| 837 | texcoords_vbo,
|
|---|
| 838 | normals_vbo,
|
|---|
| 839 | ubo,
|
|---|
| 840 | model_mat_idx_vbo);
|
|---|
| 841 | spawnAsteroid(vec3(1.0f, -1.2f, -21.5f), color_sp,
|
|---|
| 842 | shaderBufferInfo,
|
|---|
| 843 | points_vbo,
|
|---|
| 844 | colors_vbo,
|
|---|
| 845 | selected_colors_vbo,
|
|---|
| 846 | texcoords_vbo,
|
|---|
| 847 | normals_vbo,
|
|---|
| 848 | ubo,
|
|---|
| 849 | model_mat_idx_vbo);
|
|---|
| 850 | spawnAsteroid(vec3(-0.5f, -1.2f, -20.8f), color_sp,
|
|---|
| 851 | shaderBufferInfo,
|
|---|
| 852 | points_vbo,
|
|---|
| 853 | colors_vbo,
|
|---|
| 854 | selected_colors_vbo,
|
|---|
| 855 | texcoords_vbo,
|
|---|
| 856 | normals_vbo,
|
|---|
| 857 | ubo,
|
|---|
| 858 | model_mat_idx_vbo);
|
|---|
| 859 | spawnAsteroid(vec3(-0.3f, -1.2f, -20.8f), color_sp,
|
|---|
| 860 | shaderBufferInfo,
|
|---|
| 861 | points_vbo,
|
|---|
| 862 | colors_vbo,
|
|---|
| 863 | selected_colors_vbo,
|
|---|
| 864 | texcoords_vbo,
|
|---|
| 865 | normals_vbo,
|
|---|
| 866 | ubo,
|
|---|
| 867 | model_mat_idx_vbo);
|
|---|
| 868 | spawnAsteroid(vec3(-0.1f, -1.2f, -20.8f), color_sp,
|
|---|
| 869 | shaderBufferInfo,
|
|---|
| 870 | points_vbo,
|
|---|
| 871 | colors_vbo,
|
|---|
| 872 | selected_colors_vbo,
|
|---|
| 873 | texcoords_vbo,
|
|---|
| 874 | normals_vbo,
|
|---|
| 875 | ubo,
|
|---|
| 876 | model_mat_idx_vbo);
|
|---|
| [e165b85] | 877 |
|
|---|
| [644a2e4] | 878 | GLuint vao = 0;
|
|---|
| [516668e] | 879 | glGenVertexArrays(1, &vao);
|
|---|
| 880 | glBindVertexArray(vao);
|
|---|
| 881 |
|
|---|
| [8b7cfcf] | 882 | glEnableVertexAttribArray(0);
|
|---|
| 883 | glEnableVertexAttribArray(1);
|
|---|
| [9dd2eb7] | 884 | glEnableVertexAttribArray(2);
|
|---|
| [14ff67c] | 885 | glEnableVertexAttribArray(3);
|
|---|
| [644a2e4] | 886 |
|
|---|
| [cffca4d] | 887 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
|---|
| 888 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| 889 |
|
|---|
| 890 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
|---|
| 891 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| 892 |
|
|---|
| [14ff67c] | 893 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
|---|
| 894 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
|---|
| 895 |
|
|---|
| [485424b] | 896 | GLuint vao2 = 0;
|
|---|
| 897 | glGenVertexArrays(1, &vao2);
|
|---|
| 898 | glBindVertexArray(vao2);
|
|---|
| [644a2e4] | 899 |
|
|---|
| [485424b] | 900 | glEnableVertexAttribArray(0);
|
|---|
| 901 | glEnableVertexAttribArray(1);
|
|---|
| [9dd2eb7] | 902 | glEnableVertexAttribArray(2);
|
|---|
| [14ff67c] | 903 | glEnableVertexAttribArray(3);
|
|---|
| [8b7cfcf] | 904 |
|
|---|
| [cffca4d] | 905 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
|---|
| 906 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| [1a530df] | 907 |
|
|---|
| [cffca4d] | 908 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
|---|
| 909 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| 910 |
|
|---|
| 911 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
|---|
| 912 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| [644a2e4] | 913 |
|
|---|
| [14ff67c] | 914 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
|---|
| 915 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
|---|
| 916 |
|
|---|
| [7ee66ea] | 917 | float cam_speed = 1.0f;
|
|---|
| [201e2f8] | 918 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
|---|
| [809ce16] | 919 | float cam_pitch_speed = 60.0f*ONE_DEG_IN_RAD;
|
|---|
| [7ee66ea] | 920 |
|
|---|
| [b73cb3b] | 921 | // glm::lookAt can create the view matrix
|
|---|
| 922 | // glm::perspective can create the projection matrix
|
|---|
| 923 |
|
|---|
| 924 | cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
|---|
| [81f28c0] | 925 | //cam_pos = vec3(-2.1f, -1.5f, -1.5f); // Good position for checking ship faces
|
|---|
| [64a70f4] | 926 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
|
|---|
| [8d5e67b] | 927 | float cam_pitch = -50.0f * 2.0f * 3.14159f / 360.0f;
|
|---|
| [7ee66ea] | 928 |
|
|---|
| [c62eee6] | 929 | mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
|---|
| [8d5e67b] | 930 | mat4 yaw_mat = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
|---|
| 931 | mat4 pitch_mat = rotate(mat4(), -cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
|---|
| 932 | mat4 R = pitch_mat * yaw_mat;
|
|---|
| [c62eee6] | 933 | view_mat = R*T;
|
|---|
| [7ee66ea] | 934 |
|
|---|
| 935 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
|---|
| 936 | float aspect = (float)width / (float)height;
|
|---|
| 937 |
|
|---|
| [d12d003] | 938 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
|---|
| 939 | float Sx = NEAR_CLIP / (range * aspect);
|
|---|
| 940 | float Sy = NEAR_CLIP / range;
|
|---|
| 941 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
|---|
| 942 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
|---|
| [7ee66ea] | 943 |
|
|---|
| [c62eee6] | 944 | float proj_arr[] = {
|
|---|
| [7ee66ea] | 945 | Sx, 0.0f, 0.0f, 0.0f,
|
|---|
| 946 | 0.0f, Sy, 0.0f, 0.0f,
|
|---|
| 947 | 0.0f, 0.0f, Sz, -1.0f,
|
|---|
| 948 | 0.0f, 0.0f, Pz, 0.0f,
|
|---|
| 949 | };
|
|---|
| [c62eee6] | 950 | proj_mat = make_mat4(proj_arr);
|
|---|
| [7ee66ea] | 951 |
|
|---|
| [14ff67c] | 952 | GLuint ub_binding_point = 0;
|
|---|
| 953 |
|
|---|
| [cffca4d] | 954 | GLuint view_test_loc = glGetUniformLocation(color_sp, "view");
|
|---|
| 955 | GLuint proj_test_loc = glGetUniformLocation(color_sp, "proj");
|
|---|
| [14ff67c] | 956 | GLuint color_sp_ub_index = glGetUniformBlockIndex(color_sp, "models");
|
|---|
| [7ee66ea] | 957 |
|
|---|
| [cffca4d] | 958 | GLuint view_mat_loc = glGetUniformLocation(texture_sp, "view");
|
|---|
| 959 | GLuint proj_mat_loc = glGetUniformLocation(texture_sp, "proj");
|
|---|
| [14ff67c] | 960 | GLuint texture_sp_ub_index = glGetUniformBlockIndex(texture_sp, "models");
|
|---|
| [19c9338] | 961 |
|
|---|
| [cffca4d] | 962 | glUseProgram(color_sp);
|
|---|
| [19c9338] | 963 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
|---|
| [c62eee6] | 964 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
|---|
| [485424b] | 965 |
|
|---|
| [14ff67c] | 966 | glUniformBlockBinding(color_sp, color_sp_ub_index, ub_binding_point);
|
|---|
| 967 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
|---|
| [e165b85] | 968 |
|
|---|
| [cffca4d] | 969 | glUseProgram(texture_sp);
|
|---|
| [19c9338] | 970 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
|---|
| [c62eee6] | 971 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
|---|
| [7ee66ea] | 972 |
|
|---|
| [14ff67c] | 973 | glUniformBlockBinding(texture_sp, texture_sp_ub_index, ub_binding_point);
|
|---|
| 974 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
|---|
| 975 |
|
|---|
| [7ee66ea] | 976 | bool cam_moved = false;
|
|---|
| 977 |
|
|---|
| [046ce72] | 978 | int frame_count = 0;
|
|---|
| [f70ab75] | 979 | double elapsed_seconds_fps = 0.0f;
|
|---|
| [93baa0e] | 980 | double previous_seconds = glfwGetTime();
|
|---|
| [046ce72] | 981 |
|
|---|
| [9dd2eb7] | 982 | // This draws wireframes. Useful for seeing separate faces and occluded objects.
|
|---|
| 983 | //glPolygonMode(GL_FRONT, GL_LINE);
|
|---|
| 984 |
|
|---|
| [14ff67c] | 985 | if (DISABLE_VSYNC && SHOW_FPS) {
|
|---|
| 986 | glfwSwapInterval(0);
|
|---|
| 987 | }
|
|---|
| [1c81bf0] | 988 |
|
|---|
| [93462c6] | 989 | State curState = STATE_MAIN_MENU;
|
|---|
| 990 |
|
|---|
| [5b3462b] | 991 | while (!glfwWindowShouldClose(window) && isRunning) {
|
|---|
| [93baa0e] | 992 | double current_seconds = glfwGetTime();
|
|---|
| 993 | double elapsed_seconds = current_seconds - previous_seconds;
|
|---|
| 994 | previous_seconds = current_seconds;
|
|---|
| 995 |
|
|---|
| [14ff67c] | 996 | if (SHOW_FPS) {
|
|---|
| 997 | elapsed_seconds_fps += elapsed_seconds;
|
|---|
| 998 | if (elapsed_seconds_fps > 0.25f) {
|
|---|
| 999 | fps = (double)frame_count / elapsed_seconds_fps;
|
|---|
| 1000 | cout << "FPS: " << fps << endl;
|
|---|
| [046ce72] | 1001 |
|
|---|
| [14ff67c] | 1002 | frame_count = 0;
|
|---|
| 1003 | elapsed_seconds_fps = 0.0f;
|
|---|
| 1004 | }
|
|---|
| [046ce72] | 1005 |
|
|---|
| [14ff67c] | 1006 | frame_count++;
|
|---|
| 1007 | }
|
|---|
| [046ce72] | 1008 |
|
|---|
| [f7d35da] | 1009 | // Handle events
|
|---|
| [baa5848] | 1010 |
|
|---|
| 1011 | clickedObject = NULL;
|
|---|
| [f7d35da] | 1012 |
|
|---|
| 1013 | // reset the all key states to KEY_STATE_UNCHANGED (something the GLFW key callback can never return)
|
|---|
| 1014 | // so that GLFW_PRESS and GLFW_RELEASE are only detected once
|
|---|
| [cf2d1e5] | 1015 | // TODO: Change this if we ever need to act on GLFW_REPEAT (which is when a key is held down
|
|---|
| 1016 | // continuously for a period of time)
|
|---|
| [f7d35da] | 1017 | fill(key_state, key_state + NUM_KEYS, KEY_STATE_UNCHANGED);
|
|---|
| 1018 |
|
|---|
| [baa5848] | 1019 | glfwPollEvents();
|
|---|
| 1020 |
|
|---|
| [93462c6] | 1021 | while (!events.empty()) {
|
|---|
| 1022 | switch (events.front()) {
|
|---|
| 1023 | case EVENT_GO_TO_MAIN_MENU:
|
|---|
| 1024 | curState = STATE_MAIN_MENU;
|
|---|
| 1025 | break;
|
|---|
| 1026 | case EVENT_GO_TO_GAME:
|
|---|
| 1027 | curState = STATE_GAME;
|
|---|
| 1028 | break;
|
|---|
| 1029 | case EVENT_QUIT:
|
|---|
| 1030 | isRunning = false;
|
|---|
| 1031 | break;
|
|---|
| 1032 | }
|
|---|
| 1033 | events.pop();
|
|---|
| [147ac6d] | 1034 | }
|
|---|
| [93462c6] | 1035 |
|
|---|
| 1036 | if (curState == STATE_GAME) {
|
|---|
| [cf2d1e5] | 1037 | /*
|
|---|
| [93462c6] | 1038 | if (clickedObject == &objects[0]) {
|
|---|
| 1039 | selectedObject = &objects[0];
|
|---|
| 1040 | }
|
|---|
| 1041 | if (clickedObject == &objects[1]) {
|
|---|
| 1042 | selectedObject = &objects[1];
|
|---|
| 1043 | }
|
|---|
| [cf2d1e5] | 1044 | */
|
|---|
| [f7d35da] | 1045 |
|
|---|
| 1046 | /*
|
|---|
| 1047 | if (key_state[GLFW_KEY_SPACE] == GLFW_PRESS) {
|
|---|
| [5c403fe] | 1048 | transformObject(objects[1], translate(mat4(), vec3(0.3f, 0.0f, 0.0f)), ubo);
|
|---|
| [f7d35da] | 1049 | }
|
|---|
| 1050 | if (key_pressed[GLFW_KEY_RIGHT]) {
|
|---|
| 1051 | transformObject(objects[2], translate(mat4(), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
|---|
| 1052 | }
|
|---|
| 1053 | if (key_pressed[GLFW_KEY_LEFT]) {
|
|---|
| 1054 | transformObject(objects[2], translate(mat4(), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
|---|
| 1055 | }
|
|---|
| 1056 | */
|
|---|
| [cf2d1e5] | 1057 |
|
|---|
| 1058 | if (key_pressed[GLFW_KEY_RIGHT]) {
|
|---|
| 1059 | transformObject(objects[0], translate(mat4(), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
|---|
| 1060 | }
|
|---|
| 1061 | if (key_pressed[GLFW_KEY_LEFT]) {
|
|---|
| 1062 | transformObject(objects[0], translate(mat4(), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
|---|
| 1063 | }
|
|---|
| 1064 |
|
|---|
| 1065 | if (key_pressed[GLFW_KEY_DOWN]) {
|
|---|
| [8d5e67b] | 1066 | transformObject(objects[1], translate(mat4(), vec3(0.0f, 0.0f, 0.03f)), ubo);
|
|---|
| [cf2d1e5] | 1067 | transformObject(objects[2], translate(mat4(), vec3(0.0f, 0.0f, 0.06f)), ubo);
|
|---|
| [8d5e67b] | 1068 | transformObject(objects[3], translate(mat4(), vec3(0.0f, 0.0f, 0.04f)), ubo);
|
|---|
| [c3c3158] | 1069 | transformObject(objects[4], translate(mat4(), vec3(0.0f, 0.0f, 0.06f)), ubo);
|
|---|
| 1070 | transformObject(objects[5], translate(mat4(), vec3(0.0f, 0.0f, 0.04f)), ubo);
|
|---|
| [cf2d1e5] | 1071 | }
|
|---|
| [93baa0e] | 1072 |
|
|---|
| [c3c3158] | 1073 | if (key_state[GLFW_KEY_SPACE] == GLFW_PRESS) {
|
|---|
| 1074 | removeObjectFromScene(0, ubo);
|
|---|
| 1075 | }
|
|---|
| [baa5848] | 1076 | }
|
|---|
| [df652d5] | 1077 |
|
|---|
| [c3c3158] | 1078 | if (key_state[GLFW_KEY_ESCAPE] == GLFW_PRESS) {
|
|---|
| [ec4456b] | 1079 | glfwSetWindowShouldClose(window, 1);
|
|---|
| 1080 | }
|
|---|
| [7ee66ea] | 1081 |
|
|---|
| 1082 | float dist = cam_speed * elapsed_seconds;
|
|---|
| [c3c3158] | 1083 | if (key_pressed[GLFW_KEY_A]) {
|
|---|
| [809ce16] | 1084 | vec3 dir = (inverse(R) * vec4(-1.0f, 0.0f, 0.0f, 1.0f)).xyz();
|
|---|
| 1085 | cam_pos += dir * dist;
|
|---|
| [f7d35da] | 1086 |
|
|---|
| [7ee66ea] | 1087 | cam_moved = true;
|
|---|
| 1088 | }
|
|---|
| [c3c3158] | 1089 | if (key_pressed[GLFW_KEY_D]) {
|
|---|
| [809ce16] | 1090 | vec3 dir = (inverse(R) * vec4(1.0f, 0.0f, 0.0f, 1.0f)).xyz();
|
|---|
| 1091 | cam_pos += dir * dist;
|
|---|
| [f7d35da] | 1092 |
|
|---|
| [7ee66ea] | 1093 | cam_moved = true;
|
|---|
| 1094 | }
|
|---|
| [c3c3158] | 1095 | if (key_pressed[GLFW_KEY_W]) {
|
|---|
| [809ce16] | 1096 | vec3 dir = (inverse(R) * vec4(0.0f, 0.0f, -1.0f, 1.0f)).xyz();
|
|---|
| 1097 | cam_pos += dir * dist;
|
|---|
| [f7d35da] | 1098 |
|
|---|
| [7ee66ea] | 1099 | cam_moved = true;
|
|---|
| 1100 | }
|
|---|
| [c3c3158] | 1101 | if (key_pressed[GLFW_KEY_S]) {
|
|---|
| [809ce16] | 1102 | vec3 dir = (inverse(R) * vec4(0.0f, 0.0f, 1.0f, 1.0f)).xyz();
|
|---|
| 1103 | cam_pos += dir * dist;
|
|---|
| [f7d35da] | 1104 |
|
|---|
| [7ee66ea] | 1105 | cam_moved = true;
|
|---|
| 1106 | }
|
|---|
| [cf2d1e5] | 1107 | /*
|
|---|
| [c3c3158] | 1108 | if (key_pressed[GLFW_KEY_LEFT]) {
|
|---|
| 1109 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
|---|
| 1110 | cam_moved = true;
|
|---|
| [7ee66ea] | 1111 | }
|
|---|
| [c3c3158] | 1112 | if (key_pressed[GLFW_KEY_RIGHT]) {
|
|---|
| 1113 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
|---|
| 1114 | cam_moved = true;
|
|---|
| [7ee66ea] | 1115 | }
|
|---|
| [c3c3158] | 1116 | if (key_pressed[GLFW_KEY_UP]) {
|
|---|
| 1117 | cam_pitch += cam_pitch_speed * elapsed_seconds;
|
|---|
| 1118 | cam_moved = true;
|
|---|
| [809ce16] | 1119 | }
|
|---|
| [c3c3158] | 1120 | if (key_pressed[GLFW_KEY_DOWN]) {
|
|---|
| 1121 | cam_pitch -= cam_pitch_speed * elapsed_seconds;
|
|---|
| 1122 | cam_moved = true;
|
|---|
| [809ce16] | 1123 | }
|
|---|
| [cf2d1e5] | 1124 | */
|
|---|
| [7ee66ea] | 1125 | if (cam_moved) {
|
|---|
| [c62eee6] | 1126 | T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
|---|
| [809ce16] | 1127 |
|
|---|
| 1128 | mat4 yaw_mat = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
|---|
| 1129 | mat4 pitch_mat = rotate(mat4(), -cam_pitch, vec3(1.0f, 0.0f, 0.0f));
|
|---|
| 1130 | R = pitch_mat * yaw_mat;
|
|---|
| [f7d35da] | 1131 |
|
|---|
| [c3c3158] | 1132 | view_mat = R * T;
|
|---|
| [7ee66ea] | 1133 |
|
|---|
| [20e0020] | 1134 | //printVector("cam pos", cam_pos);
|
|---|
| [809ce16] | 1135 |
|
|---|
| [cffca4d] | 1136 | glUseProgram(color_sp);
|
|---|
| [267c4c5] | 1137 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
|---|
| 1138 |
|
|---|
| [cffca4d] | 1139 | glUseProgram(texture_sp);
|
|---|
| [7ee66ea] | 1140 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
|---|
| [267c4c5] | 1141 |
|
|---|
| [7ee66ea] | 1142 | cam_moved = false;
|
|---|
| 1143 | }
|
|---|
| [c3c3158] | 1144 |
|
|---|
| 1145 | // Render scene
|
|---|
| 1146 |
|
|---|
| 1147 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|---|
| 1148 |
|
|---|
| 1149 | switch (curState) {
|
|---|
| 1150 | case STATE_MAIN_MENU:
|
|---|
| 1151 | renderMainMenu();
|
|---|
| 1152 | renderMainMenuGui();
|
|---|
| 1153 | break;
|
|---|
| 1154 | case STATE_GAME:
|
|---|
| 1155 | renderScene(objects,
|
|---|
| 1156 | color_sp, texture_sp,
|
|---|
| 1157 | vao, vao2,
|
|---|
| 1158 | points_vbo, normals_vbo,
|
|---|
| 1159 | colors_vbo, texcoords_vbo, selected_colors_vbo,
|
|---|
| 1160 | selectedObject,
|
|---|
| 1161 | shaderBufferInfo);
|
|---|
| 1162 | renderSceneGui();
|
|---|
| 1163 | break;
|
|---|
| 1164 | }
|
|---|
| 1165 |
|
|---|
| 1166 | glfwSwapBuffers(window);
|
|---|
| [644a2e4] | 1167 | }
|
|---|
| 1168 |
|
|---|
| [c1ca5b5] | 1169 | ImGui_ImplGlfwGL3_Shutdown();
|
|---|
| 1170 | ImGui::DestroyContext();
|
|---|
| 1171 |
|
|---|
| 1172 | glfwDestroyWindow(window);
|
|---|
| [5272b6b] | 1173 | glfwTerminate();
|
|---|
| [c1ca5b5] | 1174 |
|
|---|
| [5272b6b] | 1175 | return 0;
|
|---|
| 1176 | }
|
|---|
| [ec4456b] | 1177 |
|
|---|
| [4f3262f] | 1178 | void glfw_error_callback(int error, const char* description) {
|
|---|
| 1179 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
|
|---|
| 1180 | }
|
|---|
| 1181 |
|
|---|
| 1182 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
|
|---|
| 1183 | double mouse_x, mouse_y;
|
|---|
| 1184 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
|---|
| 1185 |
|
|---|
| 1186 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
|
|---|
| 1187 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
|
|---|
| 1188 | selectedObject = NULL;
|
|---|
| 1189 |
|
|---|
| 1190 | float x = (2.0f*mouse_x) / width - 1.0f;
|
|---|
| 1191 | float y = 1.0f - (2.0f*mouse_y) / height;
|
|---|
| 1192 |
|
|---|
| 1193 | cout << "x: " << x << ", y: " << y << endl;
|
|---|
| 1194 |
|
|---|
| 1195 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
|
|---|
| 1196 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
|
|---|
| 1197 | ray_eye = vec4(ray_eye.xy(), -1.0f, 1.0f);
|
|---|
| 1198 | vec4 ray_world = inverse(view_mat) * ray_eye;
|
|---|
| 1199 |
|
|---|
| 1200 | vec4 cam_pos_temp = vec4(cam_pos, 1.0f);
|
|---|
| 1201 |
|
|---|
| 1202 | vec4 click_point;
|
|---|
| 1203 | 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
|
|---|
| 1204 | SceneObject* closest_object = NULL;
|
|---|
| 1205 |
|
|---|
| 1206 | for (vector<SceneObject>::iterator it = objects.begin(); it != objects.end(); it++) {
|
|---|
| 1207 | for (unsigned int p_idx = 0; p_idx < it->points.size(); p_idx += 9) {
|
|---|
| [0d5c100] | 1208 | if (faceClicked(
|
|---|
| 1209 | {
|
|---|
| 1210 | vec3(it->points[p_idx], it->points[p_idx + 1], it->points[p_idx + 2]),
|
|---|
| 1211 | vec3(it->points[p_idx + 3], it->points[p_idx + 4], it->points[p_idx + 5]),
|
|---|
| 1212 | vec3(it->points[p_idx + 6], it->points[p_idx + 7], it->points[p_idx + 8]),
|
|---|
| [4f3262f] | 1213 | },
|
|---|
| [0d5c100] | 1214 | &*it, ray_world, cam_pos_temp, click_point
|
|---|
| 1215 | )) {
|
|---|
| [4f3262f] | 1216 | click_point = view_mat * click_point;
|
|---|
| 1217 |
|
|---|
| 1218 | if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
|
|---|
| 1219 | closest_point = click_point.xyz();
|
|---|
| [0d5c100] | 1220 | closest_object = &*it;
|
|---|
| [4f3262f] | 1221 | }
|
|---|
| 1222 | }
|
|---|
| 1223 | }
|
|---|
| 1224 | }
|
|---|
| 1225 |
|
|---|
| 1226 | if (closest_object == NULL) {
|
|---|
| 1227 | cout << "No object was clicked" << endl;
|
|---|
| [f7d35da] | 1228 | } else {
|
|---|
| [4f3262f] | 1229 | clickedObject = closest_object;
|
|---|
| 1230 | cout << "Clicked object: " << clickedObject->id << endl;
|
|---|
| 1231 | }
|
|---|
| 1232 | }
|
|---|
| 1233 | }
|
|---|
| 1234 |
|
|---|
| [f7d35da] | 1235 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
|
|---|
| 1236 | key_state[key] = action;
|
|---|
| 1237 |
|
|---|
| 1238 | // should be true for GLFW_PRESS and GLFW_REPEAT
|
|---|
| 1239 | key_pressed[key] = (action != GLFW_RELEASE);
|
|---|
| 1240 | }
|
|---|
| 1241 |
|
|---|
| 1242 |
|
|---|
| [ec4456b] | 1243 | GLuint loadShader(GLenum type, string file) {
|
|---|
| 1244 | cout << "Loading shader from file " << file << endl;
|
|---|
| 1245 |
|
|---|
| 1246 | ifstream shaderFile(file);
|
|---|
| 1247 | GLuint shaderId = 0;
|
|---|
| 1248 |
|
|---|
| 1249 | if (shaderFile.is_open()) {
|
|---|
| 1250 | string line, shaderString;
|
|---|
| 1251 |
|
|---|
| 1252 | while(getline(shaderFile, line)) {
|
|---|
| 1253 | shaderString += line + "\n";
|
|---|
| 1254 | }
|
|---|
| 1255 | shaderFile.close();
|
|---|
| 1256 | const char* shaderCString = shaderString.c_str();
|
|---|
| 1257 |
|
|---|
| 1258 | shaderId = glCreateShader(type);
|
|---|
| 1259 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
|---|
| 1260 | glCompileShader(shaderId);
|
|---|
| 1261 |
|
|---|
| 1262 | cout << "Loaded successfully" << endl;
|
|---|
| 1263 | } else {
|
|---|
| [e856d62] | 1264 | cout << "Failed to load the file" << endl;
|
|---|
| [ec4456b] | 1265 | }
|
|---|
| 1266 |
|
|---|
| 1267 | return shaderId;
|
|---|
| 1268 | }
|
|---|
| [485424b] | 1269 |
|
|---|
| 1270 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
|---|
| 1271 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
|---|
| 1272 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
|---|
| 1273 |
|
|---|
| 1274 | GLuint shader_program = glCreateProgram();
|
|---|
| 1275 | glAttachShader(shader_program, vs);
|
|---|
| 1276 | glAttachShader(shader_program, fs);
|
|---|
| 1277 |
|
|---|
| 1278 | glLinkProgram(shader_program);
|
|---|
| 1279 |
|
|---|
| 1280 | return shader_program;
|
|---|
| 1281 | }
|
|---|
| 1282 |
|
|---|
| 1283 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
|---|
| 1284 | int n;
|
|---|
| [e856d62] | 1285 | int force_channels = 4; // This forces RGBA (4 bytes per pixel)
|
|---|
| [485424b] | 1286 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
|---|
| [e856d62] | 1287 |
|
|---|
| 1288 | int width_in_bytes = *x * 4;
|
|---|
| 1289 | unsigned char *top = NULL;
|
|---|
| 1290 | unsigned char *bottom = NULL;
|
|---|
| 1291 | unsigned char temp = 0;
|
|---|
| 1292 | int half_height = *y / 2;
|
|---|
| 1293 |
|
|---|
| 1294 | // flip image upside-down to account for OpenGL treating lower-left as (0, 0)
|
|---|
| 1295 | for (int row = 0; row < half_height; row++) {
|
|---|
| 1296 | top = image_data + row * width_in_bytes;
|
|---|
| 1297 | bottom = image_data + (*y - row - 1) * width_in_bytes;
|
|---|
| 1298 | for (int col = 0; col < width_in_bytes; col++) {
|
|---|
| 1299 | temp = *top;
|
|---|
| 1300 | *top = *bottom;
|
|---|
| 1301 | *bottom = temp;
|
|---|
| 1302 | top++;
|
|---|
| 1303 | bottom++;
|
|---|
| 1304 | }
|
|---|
| 1305 | }
|
|---|
| 1306 |
|
|---|
| [485424b] | 1307 | if (!image_data) {
|
|---|
| 1308 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
|---|
| 1309 | }
|
|---|
| [e856d62] | 1310 |
|
|---|
| 1311 | // Not Power-of-2 check
|
|---|
| 1312 | if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) {
|
|---|
| 1313 | fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str());
|
|---|
| 1314 | }
|
|---|
| 1315 |
|
|---|
| [485424b] | 1316 | return image_data;
|
|---|
| 1317 | }
|
|---|
| [33a9664] | 1318 |
|
|---|
| [d9f99b2] | 1319 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point) {
|
|---|
| [5c9d193] | 1320 | // LINE EQUATION: P = O + Dt
|
|---|
| [b73cb3b] | 1321 | // O = cam
|
|---|
| [5c9d193] | 1322 | // D = ray_world
|
|---|
| 1323 |
|
|---|
| [b73cb3b] | 1324 | // PLANE EQUATION: P dot n + d = 0
|
|---|
| 1325 | // n is the normal vector
|
|---|
| 1326 | // d is the offset from the origin
|
|---|
| [5c9d193] | 1327 |
|
|---|
| 1328 | // Take the cross-product of two vectors on the plane to get the normal
|
|---|
| [d9f99b2] | 1329 | vec3 v1 = points[1] - points[0];
|
|---|
| 1330 | vec3 v2 = points[2] - points[0];
|
|---|
| [5c9d193] | 1331 |
|
|---|
| 1332 | vec3 normal = vec3(v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x);
|
|---|
| [b73cb3b] | 1333 |
|
|---|
| [5c9d193] | 1334 | vec3 local_ray = (inverse(obj->model_mat) * world_ray).xyz();
|
|---|
| 1335 | vec3 local_cam = (inverse(obj->model_mat) * cam).xyz();
|
|---|
| 1336 |
|
|---|
| [b73cb3b] | 1337 | local_ray = local_ray - local_cam;
|
|---|
| [5c9d193] | 1338 |
|
|---|
| [d9f99b2] | 1339 | float d = -glm::dot(points[0], normal);
|
|---|
| [5c9d193] | 1340 | float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
|
|---|
| 1341 |
|
|---|
| 1342 | vec3 intersection = local_cam + t*local_ray;
|
|---|
| 1343 |
|
|---|
| [d9f99b2] | 1344 | if (insideTriangle(intersection, points)) {
|
|---|
| [e82692b] | 1345 | click_point = obj->model_mat * vec4(intersection, 1.0f);
|
|---|
| 1346 | return true;
|
|---|
| 1347 | } else {
|
|---|
| 1348 | return false;
|
|---|
| 1349 | }
|
|---|
| [5c9d193] | 1350 | }
|
|---|
| [f7d35da] | 1351 |
|
|---|
| [5c9d193] | 1352 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
|
|---|
| [d9f99b2] | 1353 | vec3 v21 = triangle_points[1] - triangle_points[0];
|
|---|
| 1354 | vec3 v31 = triangle_points[2] - triangle_points[0];
|
|---|
| 1355 | vec3 pv1 = p - triangle_points[0];
|
|---|
| [33a9664] | 1356 |
|
|---|
| 1357 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
|---|
| 1358 | float x = (pv1.x-y*v31.x) / v21.x;
|
|---|
| 1359 |
|
|---|
| 1360 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
|---|
| 1361 | }
|
|---|
| [d12d003] | 1362 |
|
|---|
| 1363 | void printVector(string label, vec3 v) {
|
|---|
| 1364 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
|
|---|
| 1365 | }
|
|---|
| [b73cb3b] | 1366 |
|
|---|
| 1367 | void print4DVector(string label, vec4 v) {
|
|---|
| 1368 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
|
|---|
| 1369 | }
|
|---|
| [c1ca5b5] | 1370 |
|
|---|
| [c3c3158] | 1371 | void addObjectToSceneDuringInit(SceneObject& obj) {
|
|---|
| [0d5c100] | 1372 | obj.id = objects.size(); // currently unused
|
|---|
| 1373 | obj.num_points = obj.points.size() / 3;
|
|---|
| [5c403fe] | 1374 | obj.model_transform = mat4();
|
|---|
| [c3c3158] | 1375 | obj.deleted = false;
|
|---|
| [0d5c100] | 1376 |
|
|---|
| 1377 | obj.normals.reserve(obj.points.size());
|
|---|
| 1378 | for (int i = 0; i < obj.points.size(); i += 9) {
|
|---|
| 1379 | vec3 point1 = vec3(obj.points[i], obj.points[i + 1], obj.points[i + 2]);
|
|---|
| 1380 | vec3 point2 = vec3(obj.points[i + 3], obj.points[i + 4], obj.points[i + 5]);
|
|---|
| 1381 | vec3 point3 = vec3(obj.points[i + 6], obj.points[i + 7], obj.points[i + 8]);
|
|---|
| [cffca4d] | 1382 |
|
|---|
| [0d5c100] | 1383 | vec3 normal = normalize(cross(point2 - point1, point3 - point1));
|
|---|
| [cffca4d] | 1384 |
|
|---|
| [0d5c100] | 1385 | // Add the same normal for all 3 points
|
|---|
| 1386 | for (int j = 0; j < 3; j++) {
|
|---|
| 1387 | obj.normals.push_back(normal.x);
|
|---|
| 1388 | obj.normals.push_back(normal.y);
|
|---|
| 1389 | obj.normals.push_back(normal.z);
|
|---|
| 1390 | }
|
|---|
| 1391 | }
|
|---|
| [cffca4d] | 1392 |
|
|---|
| [0d5c100] | 1393 | objects.push_back(obj);
|
|---|
| 1394 | }
|
|---|
| [cffca4d] | 1395 |
|
|---|
| [c3c3158] | 1396 | void addObjectToScene(SceneObject& obj,
|
|---|
| 1397 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
|---|
| 1398 | GLuint points_vbo,
|
|---|
| 1399 | GLuint colors_vbo,
|
|---|
| 1400 | GLuint selected_colors_vbo,
|
|---|
| 1401 | GLuint texcoords_vbo,
|
|---|
| 1402 | GLuint normals_vbo,
|
|---|
| 1403 | GLuint ubo,
|
|---|
| 1404 | GLuint model_mat_idx_vbo) {
|
|---|
| 1405 | addObjectToSceneDuringInit(obj);
|
|---|
| 1406 |
|
|---|
| 1407 | BufferInfo* bufferInfo = &shaderBufferInfo[obj.shader_program];
|
|---|
| 1408 |
|
|---|
| 1409 | // Check if the buffers aren't large enough to fit the new object and, if so, print an error and quit.
|
|---|
| 1410 | // This is a temporary sanity check to make sure things are working as expected
|
|---|
| 1411 | if (bufferInfo->vbo_capacity < (bufferInfo->ubo_offset + obj.num_points) ||
|
|---|
| 1412 | bufferInfo->ubo_capacity < (bufferInfo->ubo_offset + 1)) {
|
|---|
| 1413 | populateBuffers(objects, shaderBufferInfo,
|
|---|
| 1414 | points_vbo,
|
|---|
| 1415 | colors_vbo,
|
|---|
| 1416 | selected_colors_vbo,
|
|---|
| 1417 | texcoords_vbo,
|
|---|
| 1418 | normals_vbo,
|
|---|
| 1419 | ubo,
|
|---|
| 1420 | model_mat_idx_vbo);
|
|---|
| 1421 | } else {
|
|---|
| 1422 | copyObjectDataToBuffers(objects.back(), shaderBufferInfo,
|
|---|
| 1423 | points_vbo,
|
|---|
| 1424 | colors_vbo,
|
|---|
| 1425 | selected_colors_vbo,
|
|---|
| 1426 | texcoords_vbo,
|
|---|
| 1427 | normals_vbo,
|
|---|
| 1428 | ubo,
|
|---|
| 1429 | model_mat_idx_vbo);
|
|---|
| 1430 | }
|
|---|
| 1431 | }
|
|---|
| 1432 |
|
|---|
| 1433 | void removeObjectFromScene(int objectId, GLuint ubo) {
|
|---|
| 1434 | SceneObject& obj = objects[objectId];
|
|---|
| 1435 |
|
|---|
| 1436 | if (!obj.deleted) {
|
|---|
| 1437 | // Move the object outside the render bounds of the scene so it doesn't get rendered
|
|---|
| 1438 | // TODO: Find a better way of hiding the object until the next time buffers are repopulated
|
|---|
| 1439 | transformObject(obj, translate(mat4(), vec3(0.0f, 0.0f, FAR_CLIP * 1000.0f)), ubo);
|
|---|
| 1440 | obj.deleted = true;
|
|---|
| 1441 | }
|
|---|
| 1442 | }
|
|---|
| 1443 |
|
|---|
| 1444 | void initializeBuffers(
|
|---|
| 1445 | GLuint* points_vbo,
|
|---|
| 1446 | GLuint* colors_vbo,
|
|---|
| 1447 | GLuint* selected_colors_vbo,
|
|---|
| 1448 | GLuint* texcoords_vbo,
|
|---|
| 1449 | GLuint* normals_vbo,
|
|---|
| 1450 | GLuint* ubo,
|
|---|
| 1451 | GLuint* model_mat_idx_vbo) {
|
|---|
| 1452 | *points_vbo = 0;
|
|---|
| 1453 | glGenBuffers(1, points_vbo);
|
|---|
| 1454 |
|
|---|
| 1455 | *colors_vbo = 0;
|
|---|
| 1456 | glGenBuffers(1, colors_vbo);
|
|---|
| 1457 |
|
|---|
| 1458 | *selected_colors_vbo = 0;
|
|---|
| 1459 | glGenBuffers(1, selected_colors_vbo);
|
|---|
| 1460 |
|
|---|
| 1461 | *texcoords_vbo = 0;
|
|---|
| 1462 | glGenBuffers(1, texcoords_vbo);
|
|---|
| 1463 |
|
|---|
| 1464 | *normals_vbo = 0;
|
|---|
| 1465 | glGenBuffers(1, normals_vbo);
|
|---|
| 1466 |
|
|---|
| 1467 | *ubo = 0;
|
|---|
| 1468 | glGenBuffers(1, ubo);
|
|---|
| 1469 |
|
|---|
| 1470 | *model_mat_idx_vbo = 0;
|
|---|
| 1471 | glGenBuffers(1, model_mat_idx_vbo);
|
|---|
| 1472 | }
|
|---|
| 1473 |
|
|---|
| [0d5c100] | 1474 | void populateBuffers(vector<SceneObject>& objects,
|
|---|
| [c3c3158] | 1475 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
|---|
| 1476 | GLuint points_vbo,
|
|---|
| 1477 | GLuint colors_vbo,
|
|---|
| 1478 | GLuint selected_colors_vbo,
|
|---|
| 1479 | GLuint texcoords_vbo,
|
|---|
| 1480 | GLuint normals_vbo,
|
|---|
| 1481 | GLuint ubo,
|
|---|
| 1482 | GLuint model_mat_idx_vbo) {
|
|---|
| [0d5c100] | 1483 | GLsizeiptr points_buffer_size = 0;
|
|---|
| 1484 | GLsizeiptr textures_buffer_size = 0;
|
|---|
| 1485 | GLsizeiptr ubo_buffer_size = 0;
|
|---|
| 1486 | GLsizeiptr model_mat_idx_buffer_size = 0;
|
|---|
| 1487 |
|
|---|
| [c3c3158] | 1488 | map<GLuint, unsigned int> shaderCounts;
|
|---|
| [0d5c100] | 1489 | map<GLuint, unsigned int> shaderUboCounts;
|
|---|
| [93462c6] | 1490 |
|
|---|
| [0d5c100] | 1491 | vector<SceneObject>::iterator it;
|
|---|
| 1492 |
|
|---|
| 1493 | /* Find all shaders that need to be used and the number of objects and
|
|---|
| [c3c3158] | 1494 | * number of points for each shader. Construct a map from shader id to count
|
|---|
| 1495 | * of points being drawn using that shader (for thw model matrix ubo, we
|
|---|
| 1496 | * need object counts instead). These will be used to get offsets into the
|
|---|
| 1497 | * vertex buffer for each shader.
|
|---|
| 1498 | */
|
|---|
| 1499 | for (it = objects.begin(); it != objects.end();) {
|
|---|
| 1500 | if (it->deleted) {
|
|---|
| 1501 | it = objects.erase(it);
|
|---|
| [0d5c100] | 1502 | } else {
|
|---|
| [c3c3158] | 1503 | points_buffer_size += it->points.size() * sizeof(GLfloat);
|
|---|
| 1504 | textures_buffer_size += it->texcoords.size() * sizeof(GLfloat);
|
|---|
| 1505 | ubo_buffer_size += 16 * sizeof(GLfloat);
|
|---|
| 1506 | model_mat_idx_buffer_size += it->num_points * sizeof(GLuint);
|
|---|
| 1507 |
|
|---|
| 1508 | if (shaderCounts.count(it->shader_program) == 0) {
|
|---|
| 1509 | shaderCounts[it->shader_program] = it->num_points;
|
|---|
| 1510 | shaderUboCounts[it->shader_program] = 1;
|
|---|
| 1511 | } else {
|
|---|
| 1512 | shaderCounts[it->shader_program] += it->num_points;
|
|---|
| 1513 | shaderUboCounts[it->shader_program]++;
|
|---|
| 1514 | }
|
|---|
| 1515 |
|
|---|
| 1516 | it++;
|
|---|
| [e3ca955] | 1517 | }
|
|---|
| [0d5c100] | 1518 | }
|
|---|
| 1519 |
|
|---|
| [c3c3158] | 1520 | // double the buffer sizes to leave room for new objects
|
|---|
| 1521 | points_buffer_size *= 2;
|
|---|
| 1522 | textures_buffer_size *= 2;
|
|---|
| 1523 | ubo_buffer_size *= 2;
|
|---|
| 1524 | model_mat_idx_buffer_size *= 2;
|
|---|
| 1525 |
|
|---|
| [0d5c100] | 1526 | map<GLuint, unsigned int>::iterator shaderIt;
|
|---|
| 1527 | unsigned int lastShaderCount = 0;
|
|---|
| 1528 | unsigned int lastShaderUboCount = 0;
|
|---|
| 1529 |
|
|---|
| 1530 | /*
|
|---|
| [c3c3158] | 1531 | * The counts calculated above can be used to get the starting offset of
|
|---|
| 1532 | * each shader in the vertex buffer. Create a map of base offsets to mark
|
|---|
| 1533 | * where the data for the first object using a given shader begins. Also,
|
|---|
| 1534 | * create a map of current offsets to mark where to copy data for the next
|
|---|
| 1535 | * object being added.
|
|---|
| 1536 | */
|
|---|
| [0d5c100] | 1537 | for (shaderIt = shaderCounts.begin(); shaderIt != shaderCounts.end(); shaderIt++) {
|
|---|
| [c3c3158] | 1538 | shaderBufferInfo[shaderIt->first].vbo_base = lastShaderCount * 2;
|
|---|
| 1539 | shaderBufferInfo[shaderIt->first].ubo_base = lastShaderUboCount * 2;
|
|---|
| 1540 | cout << "shader: " << shaderIt->first << endl;
|
|---|
| 1541 | cout << "point counts: " << shaderCounts[shaderIt->first] << endl;
|
|---|
| 1542 | cout << "object counts: " << shaderUboCounts[shaderIt->first] << endl;
|
|---|
| 1543 | cout << "vbo_base: " << shaderBufferInfo[shaderIt->first].vbo_base << endl;
|
|---|
| 1544 | cout << "ubo_base: " << shaderBufferInfo[shaderIt->first].ubo_base << endl;
|
|---|
| [0d5c100] | 1545 |
|
|---|
| [c3c3158] | 1546 | shaderBufferInfo[shaderIt->first].vbo_offset = 0;
|
|---|
| 1547 | shaderBufferInfo[shaderIt->first].ubo_offset = 0;
|
|---|
| 1548 |
|
|---|
| 1549 | shaderBufferInfo[shaderIt->first].vbo_capacity = shaderCounts[shaderIt->first] * 2;
|
|---|
| 1550 | shaderBufferInfo[shaderIt->first].ubo_capacity = shaderUboCounts[shaderIt->first] * 2;
|
|---|
| [0d5c100] | 1551 |
|
|---|
| [c3c3158] | 1552 | lastShaderCount += shaderCounts[shaderIt->first];
|
|---|
| [0d5c100] | 1553 | lastShaderUboCount += shaderUboCounts[shaderIt->first];
|
|---|
| 1554 | }
|
|---|
| 1555 |
|
|---|
| [c3c3158] | 1556 | // Allocate all the buffers using the counts calculated above
|
|---|
| [0d5c100] | 1557 |
|
|---|
| [c3c3158] | 1558 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
|---|
| [0d5c100] | 1559 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 1560 |
|
|---|
| [c3c3158] | 1561 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
|---|
| [0d5c100] | 1562 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 1563 |
|
|---|
| [c3c3158] | 1564 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
|---|
| [0d5c100] | 1565 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 1566 |
|
|---|
| [c3c3158] | 1567 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
|---|
| [0d5c100] | 1568 | glBufferData(GL_ARRAY_BUFFER, textures_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 1569 |
|
|---|
| [c3c3158] | 1570 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
|---|
| [0d5c100] | 1571 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 1572 |
|
|---|
| [c3c3158] | 1573 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
|---|
| [0d5c100] | 1574 | glBufferData(GL_UNIFORM_BUFFER, ubo_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 1575 |
|
|---|
| [c3c3158] | 1576 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
|---|
| [0d5c100] | 1577 | glBufferData(GL_ARRAY_BUFFER, model_mat_idx_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 1578 |
|
|---|
| 1579 | for (it = objects.begin(); it != objects.end(); it++) {
|
|---|
| [c3c3158] | 1580 | copyObjectDataToBuffers(*it, shaderBufferInfo,
|
|---|
| 1581 | points_vbo,
|
|---|
| 1582 | colors_vbo,
|
|---|
| 1583 | selected_colors_vbo,
|
|---|
| 1584 | texcoords_vbo,
|
|---|
| 1585 | normals_vbo,
|
|---|
| 1586 | ubo,
|
|---|
| 1587 | model_mat_idx_vbo);
|
|---|
| 1588 | }
|
|---|
| 1589 | }
|
|---|
| [0d5c100] | 1590 |
|
|---|
| [c3c3158] | 1591 | void copyObjectDataToBuffers(SceneObject& obj,
|
|---|
| 1592 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
|---|
| 1593 | GLuint points_vbo,
|
|---|
| 1594 | GLuint colors_vbo,
|
|---|
| 1595 | GLuint selected_colors_vbo,
|
|---|
| 1596 | GLuint texcoords_vbo,
|
|---|
| 1597 | GLuint normals_vbo,
|
|---|
| 1598 | GLuint ubo,
|
|---|
| 1599 | GLuint model_mat_idx_vbo) {
|
|---|
| 1600 | BufferInfo* bufferInfo = &shaderBufferInfo[obj.shader_program];
|
|---|
| [0d5c100] | 1601 |
|
|---|
| [c3c3158] | 1602 | obj.vertex_vbo_offset = bufferInfo->vbo_base + bufferInfo->vbo_offset;
|
|---|
| 1603 | obj.ubo_offset = bufferInfo->ubo_base + bufferInfo->ubo_offset;
|
|---|
| [0d5c100] | 1604 |
|
|---|
| [c3c3158] | 1605 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
|---|
| 1606 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.points.size() * sizeof(GLfloat), &obj.points[0]);
|
|---|
| [0d5c100] | 1607 |
|
|---|
| [c3c3158] | 1608 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
|---|
| 1609 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.colors.size() * sizeof(GLfloat), &obj.colors[0]);
|
|---|
| [0d5c100] | 1610 |
|
|---|
| [c3c3158] | 1611 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
|---|
| 1612 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.selected_colors.size() * sizeof(GLfloat), &obj.selected_colors[0]);
|
|---|
| [0d5c100] | 1613 |
|
|---|
| [c3c3158] | 1614 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
|---|
| 1615 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 2, obj.texcoords.size() * sizeof(GLfloat), &obj.texcoords[0]);
|
|---|
| [0d5c100] | 1616 |
|
|---|
| [c3c3158] | 1617 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
|---|
| 1618 | glBufferSubData(GL_ARRAY_BUFFER, obj.vertex_vbo_offset * sizeof(GLfloat) * 3, obj.normals.size() * sizeof(GLfloat), &obj.normals[0]);
|
|---|
| [0d5c100] | 1619 |
|
|---|
| [c3c3158] | 1620 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
|---|
| 1621 | for (int i = 0; i < obj.num_points; i++) {
|
|---|
| 1622 | glBufferSubData(GL_ARRAY_BUFFER, (obj.vertex_vbo_offset + i) * sizeof(GLuint), sizeof(GLuint), &obj.ubo_offset);
|
|---|
| [93462c6] | 1623 | }
|
|---|
| [c3c3158] | 1624 |
|
|---|
| 1625 | obj.model_mat = obj.model_base * obj.model_transform;
|
|---|
| 1626 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
|---|
| 1627 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat));
|
|---|
| 1628 |
|
|---|
| 1629 | bufferInfo->vbo_offset += obj.num_points;
|
|---|
| 1630 | bufferInfo->ubo_offset++;
|
|---|
| [0d5c100] | 1631 | }
|
|---|
| [93462c6] | 1632 |
|
|---|
| [5c403fe] | 1633 | void transformObject(SceneObject& obj, const mat4& transform, GLuint ubo) {
|
|---|
| 1634 | obj.model_transform = obj.model_transform * transform;
|
|---|
| 1635 | obj.model_mat = obj.model_transform * obj.model_base;
|
|---|
| 1636 |
|
|---|
| 1637 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
|---|
| 1638 | glBufferSubData(GL_UNIFORM_BUFFER, obj.ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(obj.model_mat));
|
|---|
| 1639 | }
|
|---|
| 1640 |
|
|---|
| [0d5c100] | 1641 | void renderScene(vector<SceneObject>& objects,
|
|---|
| 1642 | GLuint color_sp, GLuint texture_sp,
|
|---|
| 1643 | GLuint vao1, GLuint vao2,
|
|---|
| 1644 | GLuint points_vbo, GLuint normals_vbo,
|
|---|
| 1645 | GLuint colors_vbo, GLuint texcoords_vbo, GLuint selected_colors_vbo,
|
|---|
| 1646 | SceneObject* selectedObject,
|
|---|
| [c3c3158] | 1647 | map<GLuint, BufferInfo>& shaderBufferInfo) {
|
|---|
| [93462c6] | 1648 |
|
|---|
| [cffca4d] | 1649 | glUseProgram(color_sp);
|
|---|
| [93462c6] | 1650 | glBindVertexArray(vao1);
|
|---|
| 1651 |
|
|---|
| [0d5c100] | 1652 | if (selectedObject != NULL) {
|
|---|
| 1653 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
|---|
| 1654 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| [cffca4d] | 1655 |
|
|---|
| [0d5c100] | 1656 | glDrawArrays(GL_TRIANGLES, selectedObject->vertex_vbo_offset, selectedObject->num_points);
|
|---|
| [cffca4d] | 1657 | }
|
|---|
| [93462c6] | 1658 |
|
|---|
| [e3ca955] | 1659 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
|---|
| [cffca4d] | 1660 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| [93462c6] | 1661 |
|
|---|
| [c3c3158] | 1662 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[color_sp].vbo_base, shaderBufferInfo[color_sp].vbo_offset);
|
|---|
| [93462c6] | 1663 |
|
|---|
| [cffca4d] | 1664 | glUseProgram(texture_sp);
|
|---|
| [93462c6] | 1665 | glBindVertexArray(vao2);
|
|---|
| 1666 |
|
|---|
| [c3c3158] | 1667 | glDrawArrays(GL_TRIANGLES, shaderBufferInfo[texture_sp].vbo_base, shaderBufferInfo[texture_sp].vbo_offset);
|
|---|
| [93462c6] | 1668 | }
|
|---|
| 1669 |
|
|---|
| 1670 | void renderSceneGui() {
|
|---|
| [c1ca5b5] | 1671 | ImGui_ImplGlfwGL3_NewFrame();
|
|---|
| 1672 |
|
|---|
| 1673 | // 1. Show a simple window.
|
|---|
| 1674 | // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
|---|
| [5b3462b] | 1675 | /*
|
|---|
| [c1ca5b5] | 1676 | {
|
|---|
| 1677 | static float f = 0.0f;
|
|---|
| 1678 | static int counter = 0;
|
|---|
| 1679 | ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
|---|
| 1680 | ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
|---|
| 1681 | ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
|---|
| 1682 |
|
|---|
| 1683 | ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
|---|
| 1684 | ImGui::Checkbox("Another Window", &show_another_window);
|
|---|
| 1685 |
|
|---|
| 1686 | if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
|---|
| 1687 | counter++;
|
|---|
| 1688 | ImGui::SameLine();
|
|---|
| 1689 | ImGui::Text("counter = %d", counter);
|
|---|
| 1690 |
|
|---|
| 1691 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
|---|
| 1692 | }
|
|---|
| [5b3462b] | 1693 | */
|
|---|
| [c1ca5b5] | 1694 |
|
|---|
| [5b3462b] | 1695 | {
|
|---|
| 1696 | ImGui::SetNextWindowSize(ImVec2(85, 22), ImGuiCond_Once);
|
|---|
| 1697 | ImGui::SetNextWindowPos(ImVec2(10, 50), ImGuiCond_Once);
|
|---|
| [f0cc877] | 1698 | ImGui::Begin("WndStats", NULL,
|
|---|
| 1699 | ImGuiWindowFlags_NoTitleBar |
|
|---|
| 1700 | ImGuiWindowFlags_NoResize |
|
|---|
| 1701 | ImGuiWindowFlags_NoMove);
|
|---|
| [5b3462b] | 1702 | ImGui::Text("Score: ???");
|
|---|
| [c1ca5b5] | 1703 | ImGui::End();
|
|---|
| 1704 | }
|
|---|
| 1705 |
|
|---|
| [5b3462b] | 1706 | {
|
|---|
| 1707 | ImGui::SetNextWindowPos(ImVec2(380, 10), ImGuiCond_Once);
|
|---|
| 1708 | ImGui::SetNextWindowSize(ImVec2(250, 35), ImGuiCond_Once);
|
|---|
| [f0cc877] | 1709 | ImGui::Begin("WndMenubar", NULL,
|
|---|
| 1710 | ImGuiWindowFlags_NoTitleBar |
|
|---|
| [5b3462b] | 1711 | ImGuiWindowFlags_NoResize |
|
|---|
| 1712 | ImGuiWindowFlags_NoMove);
|
|---|
| [93462c6] | 1713 | ImGui::InvisibleButton("", ImVec2(155, 18));
|
|---|
| [5b3462b] | 1714 | ImGui::SameLine();
|
|---|
| [93462c6] | 1715 | if (ImGui::Button("Main Menu")) {
|
|---|
| 1716 | events.push(EVENT_GO_TO_MAIN_MENU);
|
|---|
| [5b3462b] | 1717 | }
|
|---|
| 1718 | ImGui::End();
|
|---|
| [c1ca5b5] | 1719 | }
|
|---|
| 1720 |
|
|---|
| [93462c6] | 1721 | ImGui::Render();
|
|---|
| 1722 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
|---|
| 1723 | }
|
|---|
| 1724 |
|
|---|
| 1725 | void renderMainMenu() {
|
|---|
| 1726 | }
|
|---|
| 1727 |
|
|---|
| 1728 | void renderMainMenuGui() {
|
|---|
| 1729 | ImGui_ImplGlfwGL3_NewFrame();
|
|---|
| 1730 |
|
|---|
| [f0cc877] | 1731 | {
|
|---|
| 1732 | int padding = 4;
|
|---|
| 1733 | ImGui::SetNextWindowPos(ImVec2(-padding, -padding), ImGuiCond_Once);
|
|---|
| [93462c6] | 1734 | ImGui::SetNextWindowSize(ImVec2(width + 2 * padding, height + 2 * padding), ImGuiCond_Once);
|
|---|
| [f0cc877] | 1735 | ImGui::Begin("WndMain", NULL,
|
|---|
| 1736 | ImGuiWindowFlags_NoTitleBar |
|
|---|
| 1737 | ImGuiWindowFlags_NoResize |
|
|---|
| 1738 | ImGuiWindowFlags_NoMove);
|
|---|
| [93462c6] | 1739 |
|
|---|
| 1740 | ImGui::InvisibleButton("", ImVec2(10, 80));
|
|---|
| 1741 | ImGui::InvisibleButton("", ImVec2(285, 18));
|
|---|
| 1742 | ImGui::SameLine();
|
|---|
| 1743 | if (ImGui::Button("New Game")) {
|
|---|
| 1744 | events.push(EVENT_GO_TO_GAME);
|
|---|
| 1745 | }
|
|---|
| 1746 |
|
|---|
| 1747 | ImGui::InvisibleButton("", ImVec2(10, 15));
|
|---|
| 1748 | ImGui::InvisibleButton("", ImVec2(300, 18));
|
|---|
| 1749 | ImGui::SameLine();
|
|---|
| 1750 | if (ImGui::Button("Quit")) {
|
|---|
| 1751 | events.push(EVENT_QUIT);
|
|---|
| 1752 | }
|
|---|
| 1753 |
|
|---|
| [f0cc877] | 1754 | ImGui::End();
|
|---|
| 1755 | }
|
|---|
| 1756 |
|
|---|
| [c1ca5b5] | 1757 | ImGui::Render();
|
|---|
| 1758 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
|---|
| 1759 | }
|
|---|
| [cf2d1e5] | 1760 |
|
|---|
| [c3c3158] | 1761 | void spawnAsteroid(vec3 pos, GLuint shader,
|
|---|
| 1762 | map<GLuint, BufferInfo>& shaderBufferInfo,
|
|---|
| 1763 | GLuint points_vbo,
|
|---|
| 1764 | GLuint colors_vbo,
|
|---|
| 1765 | GLuint selected_colors_vbo,
|
|---|
| 1766 | GLuint texcoords_vbo,
|
|---|
| 1767 | GLuint normals_vbo,
|
|---|
| 1768 | GLuint ubo,
|
|---|
| 1769 | GLuint model_mat_idx_vbo) {
|
|---|
| [cf2d1e5] | 1770 | SceneObject obj = SceneObject();
|
|---|
| 1771 | obj.shader_program = shader;
|
|---|
| 1772 |
|
|---|
| 1773 | obj.points = {
|
|---|
| 1774 | // front
|
|---|
| 1775 | 1.0f, 1.0f, 1.0f,
|
|---|
| 1776 | -1.0f, 1.0f, 1.0f,
|
|---|
| 1777 | -1.0f, -1.0f, 1.0f,
|
|---|
| 1778 | 1.0f, 1.0f, 1.0f,
|
|---|
| 1779 | -1.0f, -1.0f, 1.0f,
|
|---|
| 1780 | 1.0f, -1.0f, 1.0f,
|
|---|
| 1781 |
|
|---|
| 1782 | // top
|
|---|
| 1783 | 1.0f, 1.0f, -1.0f,
|
|---|
| 1784 | -1.0f, 1.0f, -1.0f,
|
|---|
| 1785 | -1.0f, 1.0f, 1.0f,
|
|---|
| 1786 | 1.0f, 1.0f, -1.0f,
|
|---|
| 1787 | -1.0f, 1.0f, 1.0f,
|
|---|
| 1788 | 1.0f, 1.0f, 1.0f,
|
|---|
| 1789 |
|
|---|
| 1790 | // bottom
|
|---|
| 1791 | 1.0f, -1.0f, 1.0f,
|
|---|
| 1792 | -1.0f, -1.0f, 1.0f,
|
|---|
| 1793 | -1.0f, -1.0f, -1.0f,
|
|---|
| 1794 | 1.0f, -1.0f, 1.0f,
|
|---|
| 1795 | -1.0f, -1.0f, -1.0f,
|
|---|
| 1796 | 1.0f, -1.0f, -1.0f,
|
|---|
| 1797 |
|
|---|
| 1798 | // back
|
|---|
| 1799 | 1.0f, 1.0f, -1.0f,
|
|---|
| 1800 | -1.0f, -1.0f, -1.0f,
|
|---|
| 1801 | -1.0f, 1.0f, -1.0f,
|
|---|
| 1802 | 1.0f, 1.0f, -1.0f,
|
|---|
| 1803 | 1.0f, -1.0f, -1.0f,
|
|---|
| 1804 | -1.0f, -1.0f, -1.0f,
|
|---|
| 1805 |
|
|---|
| 1806 | // right
|
|---|
| 1807 | 1.0f, 1.0f, -1.0f,
|
|---|
| 1808 | 1.0f, 1.0f, 1.0f,
|
|---|
| 1809 | 1.0f, -1.0f, 1.0f,
|
|---|
| 1810 | 1.0f, 1.0f, -1.0f,
|
|---|
| 1811 | 1.0f, -1.0f, 1.0f,
|
|---|
| 1812 | 1.0f, -1.0f, -1.0f,
|
|---|
| 1813 |
|
|---|
| 1814 | // left
|
|---|
| 1815 | -1.0f, 1.0f, 1.0f,
|
|---|
| 1816 | -1.0f, 1.0f, -1.0f,
|
|---|
| 1817 | -1.0f, -1.0f, -1.0f,
|
|---|
| 1818 | -1.0f, 1.0f, 1.0f,
|
|---|
| 1819 | -1.0f, -1.0f, -1.0f,
|
|---|
| 1820 | -1.0f, -1.0f, 1.0f,
|
|---|
| 1821 | };
|
|---|
| 1822 | obj.colors = {
|
|---|
| 1823 | // front
|
|---|
| 1824 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1825 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1826 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1827 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1828 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1829 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1830 |
|
|---|
| 1831 | // top
|
|---|
| 1832 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1833 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1834 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1835 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1836 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1837 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1838 |
|
|---|
| 1839 | // bottom
|
|---|
| 1840 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1841 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1842 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1843 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1844 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1845 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1846 |
|
|---|
| 1847 | // back
|
|---|
| 1848 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1849 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1850 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1851 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1852 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1853 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1854 |
|
|---|
| 1855 | // right
|
|---|
| 1856 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1857 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1858 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1859 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1860 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1861 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1862 |
|
|---|
| 1863 | // left
|
|---|
| 1864 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1865 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1866 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1867 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1868 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1869 | 0.8f, 0.0f, 0.0f,
|
|---|
| 1870 | };
|
|---|
| 1871 | obj.texcoords = { 0.0f };
|
|---|
| 1872 | obj.selected_colors = { 0.0f };
|
|---|
| 1873 |
|
|---|
| 1874 | mat4 T = translate(mat4(), pos);
|
|---|
| 1875 | mat4 R = rotate(mat4(), 60.0f * (float)ONE_DEG_IN_RAD, vec3(1.0f, 1.0f, -1.0f));
|
|---|
| [8d5e67b] | 1876 | obj.model_base = T * R * scale(mat4(), vec3(0.1f, 0.1f, 0.1f));
|
|---|
| [cf2d1e5] | 1877 |
|
|---|
| [c3c3158] | 1878 | addObjectToScene(obj, shaderBufferInfo,
|
|---|
| 1879 | points_vbo,
|
|---|
| 1880 | colors_vbo,
|
|---|
| 1881 | selected_colors_vbo,
|
|---|
| 1882 | texcoords_vbo,
|
|---|
| 1883 | normals_vbo,
|
|---|
| 1884 | ubo,
|
|---|
| 1885 | model_mat_idx_vbo);
|
|---|
| [cf2d1e5] | 1886 | }
|
|---|