| [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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| [1099b95] | 5 | #define _USE_MATH_DEFINES | 
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| [c62eee6] | 6 | #define GLM_SWIZZLE | 
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| [1099b95] | 7 |  | 
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| [c62eee6] | 8 | #include <glm/mat4x4.hpp> | 
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| [7ee66ea] | 9 | #include <glm/gtc/matrix_transform.hpp> | 
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|  | 10 | #include <glm/gtc/type_ptr.hpp> | 
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|  | 11 |  | 
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| [5272b6b] | 12 | #include <GL/glew.h> | 
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|  | 13 | #include <GLFW/glfw3.h> | 
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|  | 14 |  | 
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| [22b2c37] | 15 | #include <cstdio> | 
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|  | 16 | #include <iostream> | 
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| [ec4456b] | 17 | #include <fstream> | 
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| [93baa0e] | 18 | #include <cmath> | 
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| [1099b95] | 19 | #include <string> | 
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| [19c9338] | 20 | #include <array> | 
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| [df652d5] | 21 | #include <vector> | 
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| [22b2c37] | 22 |  | 
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| [5272b6b] | 23 | using namespace std; | 
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| [7ee66ea] | 24 | using namespace glm; | 
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|  | 25 |  | 
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|  | 26 | #define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444 | 
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| [c62eee6] | 27 |  | 
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| [df652d5] | 28 | struct SceneObject { | 
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|  | 29 | mat4 model_mat; | 
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|  | 30 | bool clicked; | 
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|  | 31 | }; | 
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|  | 32 |  | 
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|  | 33 | struct ObjectFace { | 
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|  | 34 | unsigned int objectId; | 
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|  | 35 | array<vec3, 3> points; | 
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|  | 36 | }; | 
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|  | 37 |  | 
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| [485424b] | 38 | const bool FULLSCREEN = false; | 
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| [c62eee6] | 39 | int width = 640; | 
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|  | 40 | int height = 480; | 
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|  | 41 |  | 
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|  | 42 | vec3 cam_pos; | 
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|  | 43 |  | 
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| [33a9664] | 44 | int colors_i = 0; | 
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|  | 45 |  | 
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| [c62eee6] | 46 | mat4 view_mat; | 
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|  | 47 | mat4 proj_mat; | 
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| [5272b6b] | 48 |  | 
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| [df652d5] | 49 | vector<SceneObject> objects; | 
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|  | 50 | vector<ObjectFace> faces; | 
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|  | 51 |  | 
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|  | 52 | bool insideTriangle(vec3 p, ObjectFace* face); | 
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| [33a9664] | 53 |  | 
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| [ec4456b] | 54 | GLuint loadShader(GLenum type, string file); | 
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| [485424b] | 55 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath); | 
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|  | 56 | unsigned char* loadImage(string file_name, int* x, int* y); | 
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| [ec4456b] | 57 |  | 
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| [d12d003] | 58 | void printVector(string label, vec3 v); | 
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|  | 59 |  | 
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|  | 60 | float NEAR_CLIP = 0.1f; | 
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|  | 61 | float FAR_CLIP = 100.0f; | 
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|  | 62 |  | 
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| [ec4456b] | 63 | void glfw_error_callback(int error, const char* description) { | 
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|  | 64 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description); | 
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|  | 65 | } | 
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|  | 66 |  | 
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| [c62eee6] | 67 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) { | 
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| [df652d5] | 68 | /* | 
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| [c62eee6] | 69 | double mouse_x, mouse_y; | 
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|  | 70 | glfwGetCursorPos(window, &mouse_x, &mouse_y); | 
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|  | 71 |  | 
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|  | 72 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) { | 
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|  | 73 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl; | 
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|  | 74 |  | 
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|  | 75 | float x = (2.0f*mouse_x) / width - 1.0f; | 
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|  | 76 | float y = 1.0f - (2.0f*mouse_y) / height; | 
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| [33a9664] | 77 | cout << "x: " << x << ", y: " << y << endl; | 
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|  | 78 |  | 
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|  | 79 | // Since the projection matrix gets applied before the view matrix, | 
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|  | 80 | // treat the initial camera position (aka origin of the ray) as (0, 0, 0) | 
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|  | 81 |  | 
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|  | 82 | // When getting the ray direction, you can use near and fov to get the | 
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|  | 83 | // coordinates | 
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| [c62eee6] | 84 |  | 
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| [33a9664] | 85 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f); // this should have a z equal to the near clipping plane | 
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| [c62eee6] | 86 | vec4 ray_eye = inverse(proj_mat) * ray_clip; | 
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|  | 87 | ray_eye = vec4(ray_eye.xy(), -1.0f, 0.0f); | 
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|  | 88 | vec3 ray_world = normalize((inverse(view_mat) * ray_eye).xyz()); | 
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|  | 89 |  | 
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| [df652d5] | 90 | / * LATEST NOTES: | 
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| [33a9664] | 91 | * | 
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|  | 92 | * Normalizing the world ray caused issues, although it should make sense with the projection | 
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|  | 93 | * matrix, since the z coordinate has meaning there. | 
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|  | 94 | * | 
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|  | 95 | * Now, I need to figure out the correct intersection test in 2D space | 
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|  | 96 | * Also, need to check that the global triangle points are correct | 
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| [df652d5] | 97 | * / | 
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| [33a9664] | 98 |  | 
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|  | 99 | // since ray_world is the end result we want anyway, we probably don't need to add cam_pos to | 
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|  | 100 | // it, only to subtract it later | 
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|  | 101 |  | 
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| [c62eee6] | 102 | vec3 click_point = cam_pos + ray_world; | 
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|  | 103 |  | 
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| [df652d5] | 104 | / * Now, we need to generate the constants for the equations describing | 
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| [c62eee6] | 105 | * a 3D line: | 
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|  | 106 | *   (x - x0) / a = (y - y0) / b = (z - z0) / c | 
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|  | 107 | * | 
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|  | 108 | * The line goes through the camera position, so | 
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|  | 109 | * cam_pos = <x0, y0, z0> | 
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| [df652d5] | 110 | * / | 
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| [c62eee6] | 111 |  | 
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| [33a9664] | 112 | // upper right corner is 1, 1 in opengl | 
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|  | 113 |  | 
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| [c62eee6] | 114 | cout << "Converted -> (" << ray_world.x << "," << ray_world.y << "," << ray_world.z << ")" << endl << endl;; | 
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|  | 115 | cout << "Camera -> (" << cam_pos.x << "," << cam_pos.y << "," << cam_pos.z << ")" << endl; | 
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|  | 116 | cout << "Click point -> (" << click_point.x << "," << click_point.y << "," << click_point.z << ")" << endl; | 
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|  | 117 |  | 
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|  | 118 | float a = 1.0f; | 
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|  | 119 | float b = a * (click_point.y - cam_pos.y) / (click_point.x - cam_pos.x); | 
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|  | 120 | float c = a * (click_point.z - cam_pos.z) / (click_point.x - cam_pos.x); | 
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|  | 121 |  | 
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|  | 122 | cout << "(x - " << cam_pos.x << ") / " << a << " = "; | 
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|  | 123 | cout << "(y - " << cam_pos.y << ") / " << b << " = "; | 
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|  | 124 | cout << "(z - " << cam_pos.z << ") / " << c << endl;; | 
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|  | 125 |  | 
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| [df652d5] | 126 | / * Now, we need to generate the constants for the equations describing | 
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| [c62eee6] | 127 | * a 3D plane: | 
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|  | 128 | * dx + ey +fz +g = 0 | 
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| [df652d5] | 129 | * / | 
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| [c62eee6] | 130 |  | 
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| [19c9338] | 131 | vec3 fp1 = triangle_face[0]; | 
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|  | 132 | vec3 fp2 = triangle_face[1]; | 
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|  | 133 | vec3 fp3 = triangle_face[2]; | 
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| [33a9664] | 134 |  | 
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| [c62eee6] | 135 | cout << "Points on the plane" << endl; | 
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| [33a9664] | 136 | cout << "(" << fp1.x << ", " << fp1.y << ", " << fp1.z << ")" << endl; | 
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|  | 137 | cout << "(" << fp2.x << ", " << fp2.y << ", " << fp2.z << ")" << endl; | 
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|  | 138 | cout << "(" << fp3.x << ", " << fp3.y << ", " << fp3.z << ")" << endl; | 
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|  | 139 |  | 
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|  | 140 | float pa = (fp2.y-fp1.y)*(fp3.z-fp1.z) - (fp3.y-fp1.y)*(fp2.z-fp1.z); | 
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|  | 141 | float pb = (fp2.z-fp1.z)*(fp3.x-fp1.x) - (fp3.z-fp1.z)*(fp2.x-fp1.x); | 
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|  | 142 | float pc = (fp2.x-fp1.x)*(fp3.y-fp1.y) - (fp3.x-fp1.x)*(fp2.y-fp1.y); | 
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|  | 143 | float pd = -(pa*fp1.x+pb*fp1.y+pc*fp1.z); | 
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|  | 144 |  | 
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|  | 145 | cout << pa << "x+" << pb << "y+" << pc << "z+" << pd << "=0" << endl; | 
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| [c62eee6] | 146 |  | 
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|  | 147 | // get intersection | 
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| [33a9664] | 148 |  | 
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|  | 149 | // the intersection this computes is incorrect | 
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|  | 150 | // it doesn't match the equation of the plane | 
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|  | 151 | vec3 i; | 
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|  | 152 | i.z = -cam_pos.z - pc*pd/(pa*a+pb*b); | 
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|  | 153 | i.x = cam_pos.x + a * (i.z-cam_pos.z) / c; | 
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|  | 154 | i.y = cam_pos.y + b * (i.z-cam_pos.z) / c; | 
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|  | 155 |  | 
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|  | 156 | cout << "The holy grail?" << endl; | 
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|  | 157 | cout << "(" << i.x << "," << i.y << "," << i.z << ")" << endl; | 
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|  | 158 |  | 
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| [19c9338] | 159 | clicked = insideTriangle(i, triangle_face); | 
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| [d12d003] | 160 | cout << (clicked ? "true" : "false")  << endl; | 
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| [33a9664] | 161 | } | 
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| [df652d5] | 162 | */ | 
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| [33a9664] | 163 | } | 
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|  | 164 |  | 
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| [19c9338] | 165 | /* REFACTORING PLAN: | 
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|  | 166 | * | 
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|  | 167 | * Have an array of object structs | 
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|  | 168 | * Each object struct has: | 
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|  | 169 | *    -a model matrix | 
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|  | 170 | *    -a selected boolean | 
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|  | 171 | * Eventually, maybe also want to store a reference to the correct shader | 
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|  | 172 | * or whatever other info I need to properly render it | 
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|  | 173 | * | 
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|  | 174 | * Have an array of face structs | 
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|  | 175 | * Each face struct has | 
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|  | 176 | *    -an object index indicating which object it is a part of | 
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|  | 177 | *    -an array of three points | 
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|  | 178 | * | 
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|  | 179 | * The mouse button callback will: | 
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|  | 180 | *    -Set all selected flags in the objects array to false | 
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|  | 181 | *    -iterate through the faces array | 
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|  | 182 | *    -For each face, it will call faceClicked() with the following params: | 
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|  | 183 | *       -Probably a world ray created from the mouse click coordinates | 
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|  | 184 | *       -An array of 3 points representing the face | 
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|  | 185 | *       -The object struct represnting the object the face is a part of | 
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| [df652d5] | 186 | * | 
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|  | 187 | *       -Really, all I need to pass in are the world ray and an ObjectFace reference | 
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|  | 188 | *       -The world ray will first need to be multiplied by the view and projection matrices before being passed in | 
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| [19c9338] | 189 | */ | 
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|  | 190 |  | 
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| [33a9664] | 191 | void mouse_button_callback_new(GLFWwindow* window, int button, int action, int mods) { | 
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|  | 192 | double mouse_x, mouse_y; | 
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|  | 193 | glfwGetCursorPos(window, &mouse_x, &mouse_y); | 
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|  | 194 |  | 
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| [df652d5] | 195 | ObjectFace* face = &faces[0]; | 
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|  | 196 | SceneObject* obj = &objects[face->objectId]; | 
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|  | 197 |  | 
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| [33a9664] | 198 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) { | 
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|  | 199 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl; | 
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|  | 200 |  | 
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|  | 201 | float x = (2.0f*mouse_x) / width - 1.0f; | 
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|  | 202 | float y = 1.0f - (2.0f*mouse_y) / height; | 
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| [d12d003] | 203 |  | 
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| [33a9664] | 204 | cout << "x: " << x << ", y: " << y << endl; | 
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|  | 205 |  | 
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|  | 206 | // Since the projection matrix gets applied before the view matrix, | 
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|  | 207 | // treat the initial camera position (aka origin of the ray) as (0, 0, 0) | 
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|  | 208 |  | 
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|  | 209 | // When getting the ray direction, you can use near and fov to get the | 
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|  | 210 | // coordinates | 
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|  | 211 |  | 
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|  | 212 | // vec4 ray_clip = vec4(x, y, -1.0f, 1.0f); // this should have a z equal to the near clipping plane | 
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|  | 213 | // vec4 ray_eye = inverse(proj_mat) * ray_clip; | 
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|  | 214 | // ray_eye = vec4(ray_eye.xy(), -1.0f, 0.0f); | 
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|  | 215 | // vec3 ray_world = normalize((inverse(view_mat) * ray_eye).xyz()); | 
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|  | 216 |  | 
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| [a5b5e95] | 217 | vec4 ray_clip = vec4(x, y, NEAR_CLIP, 1.0f); // this should have a z equal to the near clipping plane | 
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| [d12d003] | 218 | vec4 ray_eye = ray_clip; | 
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| [df652d5] | 219 | vec3 ray_world = (inverse(obj->model_mat) * inverse(view_mat) * ray_eye).xyz(); | 
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| [33a9664] | 220 |  | 
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|  | 221 | /* LATEST NOTES: | 
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|  | 222 | * | 
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|  | 223 | * Normalizing the world ray caused issues, although it should make sense with the projection | 
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|  | 224 | * matrix, since the z coordinate has meaning there. | 
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| [19c9338] | 225 | * Plus, we really want to normalize it only once we recompute it below as the difference of two points, | 
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|  | 226 | * although doing so shouldn't effect the results. Check the book to see if there is a good reason for doing so. | 
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| [33a9664] | 227 | */ | 
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|  | 228 |  | 
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| [d12d003] | 229 | printVector("Initial world ray:", ray_world); | 
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| [33a9664] | 230 |  | 
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| [a5b5e95] | 231 | vec4 cam_pos_origin = vec4(x, y, 0.0f, 1.0f); | 
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| [df652d5] | 232 | vec3 cam_pos_temp = (inverse(obj->model_mat) * inverse(view_mat) * cam_pos_origin).xyz(); | 
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| [33a9664] | 233 |  | 
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| [d12d003] | 234 | ray_world = ray_world-cam_pos_temp; | 
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| [33a9664] | 235 |  | 
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| [d12d003] | 236 | cout << "Ray clip -> (" << ray_clip.x << "," << ray_clip.y << "," << ray_clip.z << ")" << endl << endl;; | 
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|  | 237 | cout << "Ray world -> (" << ray_world.x << "," << ray_world.y << "," << ray_world.z << ")" << endl << endl;; | 
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|  | 238 | cout << "Camera -> (" << cam_pos_temp.x << "," << cam_pos_temp.y << "," << cam_pos_temp.z << ")" << endl; | 
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| [33a9664] | 239 |  | 
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| [df652d5] | 240 | vec3 fp1 = face->points[0]; | 
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|  | 241 | vec3 fp2 = face->points[1]; | 
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|  | 242 | vec3 fp3 = face->points[2]; | 
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| [33a9664] | 243 |  | 
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|  | 244 | cout << "Points on the plane" << endl; | 
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|  | 245 | cout << "(" << fp1.x << ", " << fp1.y << ", " << fp1.z << ")" << endl; | 
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|  | 246 | cout << "(" << fp2.x << ", " << fp2.y << ", " << fp2.z << ")" << endl; | 
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|  | 247 | cout << "(" << fp3.x << ", " << fp3.y << ", " << fp3.z << ")" << endl; | 
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|  | 248 |  | 
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| [d12d003] | 249 | // LINE EQUATION:         P = O + Dt | 
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|  | 250 | // O = cam_pos | 
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|  | 251 | // D = ray_world | 
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| [33a9664] | 252 |  | 
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| [d12d003] | 253 | // PLANE EQUATION:        P dot n + d = 0  (n is the normal vector and d is the offset from the origin) | 
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| [33a9664] | 254 |  | 
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| [d12d003] | 255 | // Take the cross-product of two vectors on the plane to get the normal | 
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|  | 256 | vec3 v1 = fp2 - fp1; | 
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|  | 257 | vec3 v2 = fp3 - fp1; | 
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| [33a9664] | 258 |  | 
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| [d12d003] | 259 | 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); | 
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|  | 260 | printVector("v1", v1); | 
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|  | 261 | printVector("v2", v2); | 
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|  | 262 | printVector("Cross", normal); | 
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|  | 263 | cout << "Test theory: " << glm::dot(cam_pos_temp, normal) << endl; | 
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|  | 264 | cout << "Test 2: " << glm::dot(ray_world, normal) << endl; | 
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| [33a9664] | 265 |  | 
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| [d12d003] | 266 | float d = -glm::dot(fp1, normal); | 
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|  | 267 | cout << "d: " << d << endl; | 
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| [33a9664] | 268 |  | 
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| [d12d003] | 269 | float t = - (glm::dot(cam_pos_temp, normal) + d) / glm::dot(ray_world, normal); | 
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|  | 270 | cout << "t: " << t << endl; | 
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| [33a9664] | 271 |  | 
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| [d12d003] | 272 | vec3 intersection = cam_pos_temp+t*ray_world; | 
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|  | 273 | printVector("Intersection", intersection); | 
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|  | 274 |  | 
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| [df652d5] | 275 | obj->clicked = insideTriangle(intersection, face); | 
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|  | 276 | cout << (obj->clicked ? "true" : "false") << endl; | 
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| [c62eee6] | 277 | } | 
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|  | 278 | } | 
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|  | 279 |  | 
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| [5272b6b] | 280 | int main(int argc, char* argv[]) { | 
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|  | 281 | cout << "New OpenGL Game" << endl; | 
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|  | 282 |  | 
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| [ec4456b] | 283 | if (!restart_gl_log()) {} | 
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|  | 284 | gl_log("starting GLFW\n%s\n", glfwGetVersionString()); | 
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| [22b2c37] | 285 |  | 
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| [ec4456b] | 286 | glfwSetErrorCallback(glfw_error_callback); | 
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| [5272b6b] | 287 | if (!glfwInit()) { | 
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|  | 288 | fprintf(stderr, "ERROR: could not start GLFW3\n"); | 
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|  | 289 | return 1; | 
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| [be246ad] | 290 | } | 
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|  | 291 |  | 
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|  | 292 | #ifdef __APPLE__ | 
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|  | 293 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); | 
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|  | 294 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); | 
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|  | 295 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); | 
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|  | 296 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); | 
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|  | 297 | #endif | 
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| [5272b6b] | 298 |  | 
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| [ec4456b] | 299 | glfwWindowHint(GLFW_SAMPLES, 4); | 
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|  | 300 |  | 
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|  | 301 | GLFWwindow* window = NULL; | 
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|  | 302 |  | 
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|  | 303 | if (FULLSCREEN) { | 
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|  | 304 | GLFWmonitor* mon = glfwGetPrimaryMonitor(); | 
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|  | 305 | const GLFWvidmode* vmode = glfwGetVideoMode(mon); | 
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|  | 306 |  | 
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|  | 307 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl; | 
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|  | 308 | window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL); | 
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|  | 309 |  | 
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|  | 310 | width = vmode->width; | 
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|  | 311 | height = vmode->height; | 
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|  | 312 | } else { | 
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|  | 313 | window = glfwCreateWindow(width, height, "Hello Triangle", NULL, NULL); | 
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|  | 314 | } | 
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|  | 315 |  | 
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| [5272b6b] | 316 | if (!window) { | 
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|  | 317 | fprintf(stderr, "ERROR: could not open window with GLFW3\n"); | 
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|  | 318 | glfwTerminate(); | 
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|  | 319 | return 1; | 
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|  | 320 | } | 
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| [c62eee6] | 321 |  | 
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| [df652d5] | 322 | bool squareSelected = false; | 
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|  | 323 |  | 
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| [d12d003] | 324 | glfwSetMouseButtonCallback(window, mouse_button_callback_new); | 
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| [c62eee6] | 325 |  | 
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| [644a2e4] | 326 | glfwMakeContextCurrent(window); | 
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| [5272b6b] | 327 | glewExperimental = GL_TRUE; | 
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|  | 328 | glewInit(); | 
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|  | 329 |  | 
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| [df652d5] | 330 | // Check if we might ever need this. If not, remove it. | 
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| [ec4456b] | 331 | // glViewport(0, 0, width*2, height*2); | 
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|  | 332 |  | 
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| [5272b6b] | 333 | const GLubyte* renderer = glGetString(GL_RENDERER); | 
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|  | 334 | const GLubyte* version = glGetString(GL_VERSION); | 
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|  | 335 | printf("Renderer: %s\n", renderer); | 
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|  | 336 | printf("OpenGL version supported %s\n", version); | 
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| [93baa0e] | 337 |  | 
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| [5272b6b] | 338 | glEnable(GL_DEPTH_TEST); | 
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|  | 339 | glDepthFunc(GL_LESS); | 
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| [516668e] | 340 |  | 
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| [93baa0e] | 341 | glEnable(GL_CULL_FACE); | 
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|  | 342 | // glCullFace(GL_BACK); | 
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|  | 343 | // glFrontFace(GL_CW); | 
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|  | 344 |  | 
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| [485424b] | 345 | int x, y; | 
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|  | 346 | unsigned char* texImage = loadImage("test.png", &x, &y); | 
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|  | 347 | if (texImage) { | 
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|  | 348 | cout << "Yay, I loaded an image!" << endl; | 
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|  | 349 | cout << x << endl; | 
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|  | 350 | cout << y << endl; | 
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|  | 351 | printf ("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]); | 
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|  | 352 | } | 
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|  | 353 |  | 
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|  | 354 | GLuint tex = 0; | 
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|  | 355 | glGenTextures(1, &tex); | 
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|  | 356 | glActiveTexture(GL_TEXTURE0); | 
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|  | 357 | glBindTexture(GL_TEXTURE_2D, tex); | 
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|  | 358 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage); | 
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|  | 359 |  | 
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|  | 360 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
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|  | 361 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
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|  | 362 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 
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|  | 363 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 
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|  | 364 |  | 
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| [516668e] | 365 | GLfloat points[] = { | 
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| [d12d003] | 366 | 0.0f,  0.5f,  0.0f, | 
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|  | 367 | -0.5f, -0.5f,  0.0f, | 
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|  | 368 | 0.5f, -0.5f,  0.0f, | 
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|  | 369 | 0.5f, -0.5f,  0.0f, | 
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|  | 370 | -0.5f, -0.5f,  0.0f, | 
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|  | 371 | 0.0f,  0.5f,  0.0f, | 
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| [516668e] | 372 | }; | 
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| [c62eee6] | 373 |  | 
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| [8b7cfcf] | 374 | GLfloat colors[] = { | 
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| [64a70f4] | 375 | 1.0, 0.0, 0.0, | 
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|  | 376 | 0.0, 0.0, 1.0, | 
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|  | 377 | 0.0, 1.0, 0.0, | 
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|  | 378 | 0.0, 1.0, 0.0, | 
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|  | 379 | 0.0, 0.0, 1.0, | 
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|  | 380 | 1.0, 0.0, 0.0, | 
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| [93baa0e] | 381 | }; | 
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|  | 382 |  | 
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| [33a9664] | 383 | GLfloat colors_new[] = { | 
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| [64a70f4] | 384 | 0.0, 1.0, 0.0, | 
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|  | 385 | 0.0, 1.0, 0.0, | 
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|  | 386 | 0.0, 1.0, 0.0, | 
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|  | 387 | 0.0, 1.0, 0.0, | 
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|  | 388 | 0.0, 1.0, 0.0, | 
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|  | 389 | 0.0, 1.0, 0.0, | 
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| [33a9664] | 390 | }; | 
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|  | 391 |  | 
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| [485424b] | 392 | // Each point is made of 3 floats | 
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|  | 393 | int numPoints = (sizeof(points) / sizeof(float)) / 3; | 
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|  | 394 |  | 
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|  | 395 | GLfloat points2[] = { | 
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| [64a70f4] | 396 | 0.5f,  0.5f,  0.0f, | 
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| [d12d003] | 397 | -0.5f,  0.5f,  0.0f, | 
|---|
|  | 398 | -0.5f, -0.5f,  0.0f, | 
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| [64a70f4] | 399 | 0.5f,  0.5f,  0.0f, | 
|---|
| [d12d003] | 400 | -0.5f, -0.5f,  0.0f, | 
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| [64a70f4] | 401 | 0.5f, -0.5f,  0.0f, | 
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|  | 402 | }; | 
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| [485424b] | 403 |  | 
|---|
|  | 404 | GLfloat colors2[] = { | 
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| [64a70f4] | 405 | 0.0, 0.9, 0.9, | 
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|  | 406 | 0.0, 0.9, 0.9, | 
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|  | 407 | 0.0, 0.9, 0.9, | 
|---|
|  | 408 | 0.0, 0.9, 0.9, | 
|---|
|  | 409 | 0.0, 0.9, 0.9, | 
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|  | 410 | 0.0, 0.9, 0.9, | 
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| [485424b] | 411 | }; | 
|---|
|  | 412 |  | 
|---|
|  | 413 | GLfloat texcoords[] = { | 
|---|
| [64a70f4] | 414 | 1.0f, 1.0f, | 
|---|
|  | 415 | 0.0f, 1.0f, | 
|---|
|  | 416 | 0.0, 0.0, | 
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|  | 417 | 1.0, 1.0, | 
|---|
|  | 418 | 0.0, 0.0, | 
|---|
|  | 419 | 1.0, 0.0 | 
|---|
| [485424b] | 420 | }; | 
|---|
|  | 421 |  | 
|---|
|  | 422 | // Each point is made of 3 floats | 
|---|
|  | 423 | int numPoints2 = (sizeof(points2) / sizeof(float)) / 3; | 
|---|
|  | 424 |  | 
|---|
| [19c9338] | 425 | // initialize global variables for click intersection tests | 
|---|
|  | 426 |  | 
|---|
| [df652d5] | 427 | mat4 T_model, R_model; | 
|---|
|  | 428 |  | 
|---|
|  | 429 | // triangle | 
|---|
|  | 430 | objects.push_back(SceneObject()); | 
|---|
|  | 431 | objects[0].clicked = false; | 
|---|
|  | 432 |  | 
|---|
|  | 433 | /* | 
|---|
|  | 434 | mat4 R_model = rotate(mat4(), 4.0f, vec3(0.0f, 1.0f, 0.0f)); | 
|---|
|  | 435 | */ | 
|---|
|  | 436 | T_model = translate(mat4(), vec3(0.5f, 0.0f, 0.0f)); | 
|---|
|  | 437 | R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f)); | 
|---|
|  | 438 | objects[0].model_mat = T_model*R_model; | 
|---|
|  | 439 |  | 
|---|
|  | 440 | faces.push_back(ObjectFace()); | 
|---|
|  | 441 | faces[0].objectId = 0; | 
|---|
|  | 442 | faces[0].points = { | 
|---|
| [19c9338] | 443 | vec3(points[0], points[1], points[2]), | 
|---|
|  | 444 | vec3(points[3], points[4], points[5]), | 
|---|
|  | 445 | vec3(points[6], points[7], points[8]), | 
|---|
|  | 446 | }; | 
|---|
|  | 447 |  | 
|---|
| [df652d5] | 448 | // square | 
|---|
|  | 449 | objects.push_back(SceneObject()); | 
|---|
|  | 450 | objects[1].clicked = false; | 
|---|
|  | 451 |  | 
|---|
|  | 452 | // mat4 T_model2 = translate(mat4(), vec3(-1.0f, 0.0f, 0.0f)); | 
|---|
|  | 453 | T_model = translate(mat4(), vec3(-0.5f, 0.0f, 0.0f)); | 
|---|
|  | 454 | R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f)); | 
|---|
|  | 455 | objects[1].model_mat = T_model*R_model; | 
|---|
|  | 456 |  | 
|---|
|  | 457 | faces.push_back(ObjectFace()); | 
|---|
|  | 458 | faces[1].objectId = 1; | 
|---|
|  | 459 | faces[1].points = { | 
|---|
| [19c9338] | 460 | vec3(points2[0], points2[1], points2[2]), | 
|---|
|  | 461 | vec3(points2[3], points2[4], points2[5]), | 
|---|
|  | 462 | vec3(points2[6], points2[7], points2[8]), | 
|---|
|  | 463 | }; | 
|---|
|  | 464 |  | 
|---|
| [df652d5] | 465 | faces.push_back(ObjectFace()); | 
|---|
|  | 466 | faces[2].objectId = 1; | 
|---|
|  | 467 | faces[2].points = { | 
|---|
| [19c9338] | 468 | vec3(points2[9], points2[10], points2[11]), | 
|---|
|  | 469 | vec3(points2[12], points2[13], points2[14]), | 
|---|
|  | 470 | vec3(points2[15], points2[16], points2[17]), | 
|---|
|  | 471 | }; | 
|---|
|  | 472 |  | 
|---|
| [8b7cfcf] | 473 | GLuint points_vbo = 0; | 
|---|
|  | 474 | glGenBuffers(1, &points_vbo); | 
|---|
|  | 475 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo); | 
|---|
| [516668e] | 476 | glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW); | 
|---|
|  | 477 |  | 
|---|
| [8b7cfcf] | 478 | GLuint colors_vbo = 0; | 
|---|
|  | 479 | glGenBuffers(1, &colors_vbo); | 
|---|
|  | 480 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo); | 
|---|
|  | 481 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW); | 
|---|
|  | 482 |  | 
|---|
| [644a2e4] | 483 | GLuint vao = 0; | 
|---|
| [516668e] | 484 | glGenVertexArrays(1, &vao); | 
|---|
|  | 485 | glBindVertexArray(vao); | 
|---|
| [8b7cfcf] | 486 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo); | 
|---|
| [516668e] | 487 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL); | 
|---|
| [8b7cfcf] | 488 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo); | 
|---|
|  | 489 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL); | 
|---|
| [516668e] | 490 |  | 
|---|
| [8b7cfcf] | 491 | glEnableVertexAttribArray(0); | 
|---|
|  | 492 | glEnableVertexAttribArray(1); | 
|---|
| [644a2e4] | 493 |  | 
|---|
| [485424b] | 494 | GLuint points2_vbo = 0; | 
|---|
|  | 495 | glGenBuffers(1, &points2_vbo); | 
|---|
|  | 496 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo); | 
|---|
|  | 497 | glBufferData(GL_ARRAY_BUFFER, sizeof(points2), points2, GL_STATIC_DRAW); | 
|---|
|  | 498 |  | 
|---|
|  | 499 | GLuint colors2_vbo = 0; | 
|---|
|  | 500 | glGenBuffers(1, &colors2_vbo); | 
|---|
|  | 501 | glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo); | 
|---|
|  | 502 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors2), colors2, GL_STATIC_DRAW); | 
|---|
|  | 503 |  | 
|---|
|  | 504 | GLuint vt_vbo; | 
|---|
|  | 505 | glGenBuffers(1, &vt_vbo); | 
|---|
|  | 506 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo); | 
|---|
|  | 507 | glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW); | 
|---|
|  | 508 |  | 
|---|
|  | 509 | GLuint vao2 = 0; | 
|---|
|  | 510 | glGenVertexArrays(1, &vao2); | 
|---|
|  | 511 | glBindVertexArray(vao2); | 
|---|
|  | 512 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo); | 
|---|
|  | 513 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL); | 
|---|
|  | 514 | // glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo); | 
|---|
|  | 515 | // glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL); | 
|---|
|  | 516 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo); | 
|---|
|  | 517 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL); | 
|---|
| [644a2e4] | 518 |  | 
|---|
| [485424b] | 519 | glEnableVertexAttribArray(0); | 
|---|
|  | 520 | glEnableVertexAttribArray(1); | 
|---|
| [8b7cfcf] | 521 |  | 
|---|
| [485424b] | 522 | GLuint shader_program = loadShaderProgram("./color.vert", "./color.frag"); | 
|---|
|  | 523 | GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag"); | 
|---|
| [644a2e4] | 524 |  | 
|---|
| [93baa0e] | 525 | float speed = 1.0f; | 
|---|
|  | 526 | float last_position = 0.0f; | 
|---|
|  | 527 |  | 
|---|
| [7ee66ea] | 528 | float cam_speed = 1.0f; | 
|---|
| [201e2f8] | 529 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD; | 
|---|
| [7ee66ea] | 530 |  | 
|---|
| [d12d003] | 531 | //cam_pos = vec3(0.0f, 0.0f, 2.0f); | 
|---|
| [64a70f4] | 532 | cam_pos = vec3(0.0f, 0.0f, 0.3f); | 
|---|
|  | 533 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f; | 
|---|
| [7ee66ea] | 534 |  | 
|---|
| [c62eee6] | 535 | mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z)); | 
|---|
| [7ee66ea] | 536 | mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f)); | 
|---|
| [33a9664] | 537 | /* | 
|---|
|  | 538 | mat4 T = translate(mat4(), vec3(0.0f, 0.0f, 0.0f)); | 
|---|
|  | 539 | mat4 R = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f)); | 
|---|
|  | 540 | */ | 
|---|
| [c62eee6] | 541 | view_mat = R*T; | 
|---|
| [7ee66ea] | 542 |  | 
|---|
|  | 543 | float fov = 67.0f * ONE_DEG_IN_RAD; | 
|---|
|  | 544 | float aspect = (float)width / (float)height; | 
|---|
|  | 545 |  | 
|---|
| [d12d003] | 546 | float range = tan(fov * 0.5f) * NEAR_CLIP; | 
|---|
|  | 547 | float Sx = NEAR_CLIP / (range * aspect); | 
|---|
|  | 548 | float Sy = NEAR_CLIP / range; | 
|---|
|  | 549 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP); | 
|---|
|  | 550 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP); | 
|---|
| [7ee66ea] | 551 |  | 
|---|
| [d12d003] | 552 | /* | 
|---|
| [c62eee6] | 553 | float proj_arr[] = { | 
|---|
| [7ee66ea] | 554 | Sx, 0.0f, 0.0f, 0.0f, | 
|---|
|  | 555 | 0.0f, Sy, 0.0f, 0.0f, | 
|---|
|  | 556 | 0.0f, 0.0f, Sz, -1.0f, | 
|---|
|  | 557 | 0.0f, 0.0f, Pz, 0.0f, | 
|---|
|  | 558 | }; | 
|---|
| [d12d003] | 559 | */ | 
|---|
| [33a9664] | 560 | float proj_arr[] = { | 
|---|
|  | 561 | 1.0f, 0.0f, 0.0f, 0.0f, | 
|---|
|  | 562 | 0.0f, 1.0f, 0.0f, 0.0f, | 
|---|
|  | 563 | 0.0f, 0.0f, 1.0f, 0.0f, | 
|---|
|  | 564 | 0.0f, 0.0f, 0.0f, 1.0f, | 
|---|
|  | 565 | }; | 
|---|
| [c62eee6] | 566 | proj_mat = make_mat4(proj_arr); | 
|---|
| [7ee66ea] | 567 |  | 
|---|
| [485424b] | 568 | GLint model_test_loc = glGetUniformLocation(shader_program, "model"); | 
|---|
|  | 569 | GLint view_test_loc = glGetUniformLocation(shader_program, "view"); | 
|---|
|  | 570 | GLint proj_test_loc = glGetUniformLocation(shader_program, "proj"); | 
|---|
| [7ee66ea] | 571 |  | 
|---|
| [19c9338] | 572 | GLint model_mat_loc = glGetUniformLocation(shader_program2, "model"); | 
|---|
|  | 573 | GLint view_mat_loc = glGetUniformLocation(shader_program2, "view"); | 
|---|
|  | 574 | GLint proj_mat_loc = glGetUniformLocation(shader_program2, "proj"); | 
|---|
|  | 575 |  | 
|---|
| [7ee66ea] | 576 | glUseProgram(shader_program); | 
|---|
| [df652d5] | 577 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[0].model_mat)); | 
|---|
| [19c9338] | 578 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat)); | 
|---|
| [c62eee6] | 579 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat)); | 
|---|
| [485424b] | 580 |  | 
|---|
|  | 581 | glUseProgram(shader_program2); | 
|---|
| [df652d5] | 582 | glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(objects[1].model_mat)); | 
|---|
| [19c9338] | 583 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat)); | 
|---|
| [c62eee6] | 584 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat)); | 
|---|
| [7ee66ea] | 585 |  | 
|---|
|  | 586 | bool cam_moved = false; | 
|---|
|  | 587 |  | 
|---|
| [93baa0e] | 588 | double previous_seconds = glfwGetTime(); | 
|---|
| [644a2e4] | 589 | while (!glfwWindowShouldClose(window)) { | 
|---|
| [93baa0e] | 590 | double current_seconds = glfwGetTime(); | 
|---|
|  | 591 | double elapsed_seconds = current_seconds - previous_seconds; | 
|---|
|  | 592 | previous_seconds = current_seconds; | 
|---|
|  | 593 |  | 
|---|
|  | 594 | if (fabs(last_position) > 1.0f) { | 
|---|
|  | 595 | speed = -speed; | 
|---|
|  | 596 | } | 
|---|
|  | 597 |  | 
|---|
| [df652d5] | 598 | if (objects[0].clicked) { | 
|---|
| [64a70f4] | 599 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo); | 
|---|
| [33a9664] | 600 |  | 
|---|
| [64a70f4] | 601 | if (colors_i == 0) { | 
|---|
|  | 602 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors_new, GL_STATIC_DRAW); | 
|---|
|  | 603 | colors_i = 1; | 
|---|
|  | 604 | } else { | 
|---|
|  | 605 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW); | 
|---|
|  | 606 | colors_i = 0; | 
|---|
|  | 607 | } | 
|---|
|  | 608 | } | 
|---|
| [33a9664] | 609 |  | 
|---|
| [7ee66ea] | 610 | /* | 
|---|
| [93baa0e] | 611 | model[12] = last_position + speed*elapsed_seconds; | 
|---|
|  | 612 | last_position = model[12]; | 
|---|
| [7ee66ea] | 613 | */ | 
|---|
| [93baa0e] | 614 |  | 
|---|
|  | 615 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | 
|---|
| [485424b] | 616 |  | 
|---|
|  | 617 | glUseProgram(shader_program); | 
|---|
| [19c9338] | 618 |  | 
|---|
|  | 619 | // this is temporary. | 
|---|
|  | 620 | // It's needed to offset the code for the recoloring of the square working during click detection | 
|---|
| [df652d5] | 621 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[0].model_mat)); | 
|---|
| [485424b] | 622 |  | 
|---|
| [644a2e4] | 623 | glBindVertexArray(vao); | 
|---|
| [93baa0e] | 624 |  | 
|---|
| [7ee66ea] | 625 | glDrawArrays(GL_TRIANGLES, 0, numPoints); | 
|---|
| [ec4456b] | 626 |  | 
|---|
| [df652d5] | 627 | if (objects[1].clicked) { | 
|---|
|  | 628 | squareSelected = !squareSelected; | 
|---|
|  | 629 | } | 
|---|
|  | 630 |  | 
|---|
|  | 631 | if (squareSelected) { | 
|---|
| [64a70f4] | 632 | glUseProgram(shader_program); | 
|---|
| [19c9338] | 633 |  | 
|---|
|  | 634 | // this is temporary. | 
|---|
|  | 635 | // It's needed to get the recoloring of the square working during click detection | 
|---|
| [df652d5] | 636 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(objects[1].model_mat)); | 
|---|
| [64a70f4] | 637 |  | 
|---|
|  | 638 | glBindVertexArray(vao2); | 
|---|
| [485424b] | 639 |  | 
|---|
| [64a70f4] | 640 | glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo); | 
|---|
|  | 641 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL); | 
|---|
|  | 642 | } else { | 
|---|
|  | 643 | glUseProgram(shader_program2); | 
|---|
|  | 644 |  | 
|---|
|  | 645 | glBindVertexArray(vao2); | 
|---|
|  | 646 |  | 
|---|
|  | 647 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo); | 
|---|
|  | 648 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL); | 
|---|
|  | 649 | } | 
|---|
| [485424b] | 650 |  | 
|---|
| [64a70f4] | 651 | glDrawArrays(GL_TRIANGLES, 0, numPoints2); | 
|---|
| [485424b] | 652 |  | 
|---|
| [df652d5] | 653 | for (vector<SceneObject>::iterator it = objects.begin(); it != objects.end(); it++) { | 
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|  | 654 | it->clicked = false; | 
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|  | 655 | } | 
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|  | 656 |  | 
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| [644a2e4] | 657 | glfwPollEvents(); | 
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|  | 658 | glfwSwapBuffers(window); | 
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| [ec4456b] | 659 |  | 
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|  | 660 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) { | 
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|  | 661 | glfwSetWindowShouldClose(window, 1); | 
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|  | 662 | } | 
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| [7ee66ea] | 663 |  | 
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|  | 664 | float dist = cam_speed * elapsed_seconds; | 
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|  | 665 | if (glfwGetKey(window, GLFW_KEY_A)) { | 
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| [c62eee6] | 666 | cam_pos.x -= cos(cam_yaw)*dist; | 
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|  | 667 | cam_pos.z += sin(cam_yaw)*dist; | 
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| [7ee66ea] | 668 | cam_moved = true; | 
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|  | 669 | } | 
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|  | 670 | if (glfwGetKey(window, GLFW_KEY_D)) { | 
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| [c62eee6] | 671 | cam_pos.x += cos(cam_yaw)*dist; | 
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|  | 672 | cam_pos.z -= sin(cam_yaw)*dist; | 
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| [7ee66ea] | 673 | cam_moved = true; | 
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|  | 674 | } | 
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|  | 675 | if (glfwGetKey(window, GLFW_KEY_W)) { | 
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| [c62eee6] | 676 | cam_pos.x -= sin(cam_yaw)*dist; | 
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|  | 677 | cam_pos.z -= cos(cam_yaw)*dist; | 
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| [7ee66ea] | 678 | cam_moved = true; | 
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|  | 679 | } | 
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|  | 680 | if (glfwGetKey(window, GLFW_KEY_S)) { | 
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| [c62eee6] | 681 | cam_pos.x += sin(cam_yaw)*dist; | 
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|  | 682 | cam_pos.z += cos(cam_yaw)*dist; | 
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| [7ee66ea] | 683 | cam_moved = true; | 
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|  | 684 | } | 
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|  | 685 | if (glfwGetKey(window, GLFW_KEY_LEFT)) { | 
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|  | 686 | cam_yaw += cam_yaw_speed * elapsed_seconds; | 
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|  | 687 | cam_moved = true; | 
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|  | 688 | } | 
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|  | 689 | if (glfwGetKey(window, GLFW_KEY_RIGHT)) { | 
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|  | 690 | cam_yaw -= cam_yaw_speed * elapsed_seconds; | 
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|  | 691 | cam_moved = true; | 
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|  | 692 | } | 
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|  | 693 | if (cam_moved) { | 
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| [c62eee6] | 694 | T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z)); | 
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| [7ee66ea] | 695 | R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f)); | 
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| [33a9664] | 696 | // view_mat = R*T; | 
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| [7ee66ea] | 697 |  | 
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|  | 698 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat)); | 
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|  | 699 | cam_moved = false; | 
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|  | 700 | } | 
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| [644a2e4] | 701 | } | 
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|  | 702 |  | 
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| [5272b6b] | 703 | glfwTerminate(); | 
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|  | 704 | return 0; | 
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|  | 705 | } | 
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| [ec4456b] | 706 |  | 
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|  | 707 | GLuint loadShader(GLenum type, string file) { | 
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|  | 708 | cout << "Loading shader from file " << file << endl; | 
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|  | 709 |  | 
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|  | 710 | ifstream shaderFile(file); | 
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|  | 711 | GLuint shaderId = 0; | 
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|  | 712 |  | 
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|  | 713 | if (shaderFile.is_open()) { | 
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|  | 714 | string line, shaderString; | 
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|  | 715 |  | 
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|  | 716 | while(getline(shaderFile, line)) { | 
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|  | 717 | shaderString += line + "\n"; | 
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|  | 718 | } | 
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|  | 719 | shaderFile.close(); | 
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|  | 720 | const char* shaderCString = shaderString.c_str(); | 
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|  | 721 |  | 
|---|
|  | 722 | shaderId = glCreateShader(type); | 
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|  | 723 | glShaderSource(shaderId, 1, &shaderCString, NULL); | 
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|  | 724 | glCompileShader(shaderId); | 
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|  | 725 |  | 
|---|
|  | 726 | cout << "Loaded successfully" << endl; | 
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|  | 727 | } else { | 
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|  | 728 | cout << "Failed to loade the file" << endl; | 
|---|
|  | 729 | } | 
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|  | 730 |  | 
|---|
|  | 731 | return shaderId; | 
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|  | 732 | } | 
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| [485424b] | 733 |  | 
|---|
|  | 734 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) { | 
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|  | 735 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath); | 
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|  | 736 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath); | 
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|  | 737 |  | 
|---|
|  | 738 | GLuint shader_program = glCreateProgram(); | 
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|  | 739 | glAttachShader(shader_program, vs); | 
|---|
|  | 740 | glAttachShader(shader_program, fs); | 
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|  | 741 |  | 
|---|
|  | 742 | glLinkProgram(shader_program); | 
|---|
|  | 743 |  | 
|---|
|  | 744 | return shader_program; | 
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|  | 745 | } | 
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|  | 746 |  | 
|---|
|  | 747 | unsigned char* loadImage(string file_name, int* x, int* y) { | 
|---|
|  | 748 | int n; | 
|---|
|  | 749 | int force_channels = 4; | 
|---|
|  | 750 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels); | 
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|  | 751 | if (!image_data) { | 
|---|
|  | 752 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str()); | 
|---|
|  | 753 | } | 
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|  | 754 | return image_data; | 
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|  | 755 | } | 
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| [33a9664] | 756 |  | 
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| [df652d5] | 757 | bool insideTriangle(vec3 p, ObjectFace* face) { | 
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|  | 758 | vec3 v21 = face->points[1]- face->points[0]; | 
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|  | 759 | vec3 v31 = face->points[2]- face->points[0]; | 
|---|
|  | 760 | vec3 pv1 = p- face->points[0]; | 
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| [33a9664] | 761 |  | 
|---|
|  | 762 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y); | 
|---|
|  | 763 | float x = (pv1.x-y*v31.x) / v21.x; | 
|---|
|  | 764 |  | 
|---|
|  | 765 | cout << "(" << x << ", " << y << ")" << endl; | 
|---|
|  | 766 |  | 
|---|
|  | 767 | return x > 0.0f && y > 0.0f && x+y < 1.0f; | 
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|  | 768 | } | 
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| [d12d003] | 769 |  | 
|---|
|  | 770 | void printVector(string label, vec3 v) { | 
|---|
|  | 771 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl; | 
|---|
|  | 772 | } | 
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