| 1 | #include "logger.h"
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| 2 |
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| 3 | #include "stb_image.h"
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| 4 |
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| 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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| 9 | #define _USE_MATH_DEFINES
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| 10 | #define GLM_SWIZZLE
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| 11 |
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| 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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| 16 | #include <glm/mat4x4.hpp>
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| 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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| 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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| 23 | #include <GL/glew.h>
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| 24 | #include <GLFW/glfw3.h>
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| 25 |
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| 26 | #include <cstdio>
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| 27 | #include <iostream>
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| 28 | #include <fstream>
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| 29 | #include <cmath>
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| 30 | #include <string>
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| 31 | #include <array>
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| 32 | #include <vector>
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| 33 | #include <queue>
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| 34 |
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| 35 | using namespace std;
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| 36 | using namespace glm;
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| 37 |
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| 38 | #define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
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| 39 |
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| 40 | struct SceneObject {
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| 41 | unsigned int id;
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| 42 | mat4 model_mat;
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| 43 | GLuint shader_program;
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| 44 | unsigned int num_points;
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| 45 | GLint vertex_vbo_offset;
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| 46 | vector<GLfloat> points;
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| 47 | vector<GLfloat> colors;
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| 48 | vector<GLfloat> texcoords;
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| 49 | vector<GLfloat> normals;
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| 50 | vector<GLfloat> selected_colors;
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| 51 | };
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| 52 |
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| 53 | enum State {
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| 54 | STATE_MAIN_MENU,
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| 55 | STATE_GAME,
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| 56 | };
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| 57 |
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| 58 | enum Event {
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| 59 | EVENT_GO_TO_MAIN_MENU,
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| 60 | EVENT_GO_TO_GAME,
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| 61 | EVENT_QUIT,
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| 62 | };
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| 63 |
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| 64 | const bool FULLSCREEN = false;
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| 65 | const bool SHOW_FPS = false;
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| 66 | const bool DISABLE_VSYNC = true;
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| 67 | unsigned int MAX_UNIFORMS = 0; // Requires OpenGL constants only available at runtime
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| 68 |
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| 69 | int width = 640;
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| 70 | int height = 480;
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| 71 |
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| 72 | double fps;
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| 73 |
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| 74 | vec3 cam_pos;
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| 75 |
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| 76 | mat4 view_mat;
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| 77 | mat4 proj_mat;
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| 78 |
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| 79 | vector<SceneObject> objects;
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| 80 | queue<Event> events;
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| 81 |
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| 82 | SceneObject* clickedObject = NULL;
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| 83 | SceneObject* selectedObject;
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| 84 |
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| 85 | float NEAR_CLIP = 0.1f;
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| 86 | float FAR_CLIP = 100.0f;
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| 87 |
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| 88 | // Should really have some array or struct of UI-related variables
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| 89 | bool isRunning = true;
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| 90 |
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| 91 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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| 92 |
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| 93 | void glfw_error_callback(int error, const char* description);
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| 94 |
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| 95 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
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| 96 |
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| 97 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point);
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| 98 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
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| 99 |
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| 100 | GLuint loadShader(GLenum type, string file);
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| 101 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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| 102 | unsigned char* loadImage(string file_name, int* x, int* y);
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| 103 |
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| 104 | void printVector(string label, vec3 v);
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| 105 | void print4DVector(string label, vec4 v);
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| 106 |
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| 107 | void renderMainMenu();
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| 108 | void renderMainMenuGui();
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| 109 |
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| 110 | void renderScene(vector<SceneObject>& objects,
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| 111 | GLuint color_sp, GLuint texture_sp,
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| 112 | GLuint vao1, GLuint vao2,
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| 113 | GLuint points_vbo, GLuint normals_vbo,
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| 114 | GLuint colors_vbo, GLuint texcoords_vbo, GLuint selected_colors_vbo,
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| 115 | SceneObject* selectedObject);
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| 116 | void renderSceneGui();
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| 117 |
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| 118 | int main(int argc, char* argv[]) {
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| 119 | cout << "New OpenGL Game" << endl;
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| 120 |
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| 121 | if (!restart_gl_log()) {}
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| 122 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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| 123 |
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| 124 | glfwSetErrorCallback(glfw_error_callback);
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| 125 | if (!glfwInit()) {
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| 126 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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| 127 | return 1;
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| 128 | }
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| 129 |
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| 130 | #ifdef __APPLE__
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| 131 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 132 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 133 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 134 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 135 | #endif
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| 136 |
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| 137 | glfwWindowHint(GLFW_SAMPLES, 4);
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| 138 |
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| 139 | GLFWwindow* window = NULL;
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| 140 | GLFWmonitor* mon = NULL;
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| 141 |
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| 142 | if (FULLSCREEN) {
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| 143 | mon = glfwGetPrimaryMonitor();
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| 144 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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| 145 |
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| 146 | width = vmode->width;
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| 147 | height = vmode->height;
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| 148 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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| 149 | }
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| 150 | window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL);
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| 151 |
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| 152 | if (!window) {
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| 153 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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| 154 | glfwTerminate();
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| 155 | return 1;
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| 156 | }
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| 157 |
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| 158 | glfwMakeContextCurrent(window);
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| 159 | glewExperimental = GL_TRUE;
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| 160 | glewInit();
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| 161 |
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| 162 | /*
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| 163 | * RENDERING ALGORITHM NOTES:
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| 164 | *
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| 165 | * Basically, I need to split my objects into groups, so that each group fits into
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| 166 | * GL_MAX_UNIFORM_BLOCK_SIZE. I need to have an offset and a size for each group.
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| 167 | * Getting the offset is straitforward. The size may as well be GL_MAX_UNIFORM_BLOCK_SIZE
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| 168 | * for each group, since it seems that smaller sizes just round up to the nearest GL_MAX_UNIFORM_BLOCK_SIZE
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| 169 | *
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| 170 | * I'll need to have a loop inside my render loop that calls glBindBufferRange(GL_UNIFORM_BUFFER, ...
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| 171 | * for every 1024 objects and then draws all those objects with one glDraw call.
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| 172 | *
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| 173 | * Since I'm currently drawing all my objects dynamically (i.e switcing the shaders they use),
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| 174 | * I'll table the implementation of this algorithm until I have a reasonable number of objects always using the same shader
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| 175 | */
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| 176 |
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| 177 | GLint UNIFORM_BUFFER_OFFSET_ALIGNMENT, MAX_UNIFORM_BLOCK_SIZE;
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| 178 | glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &UNIFORM_BUFFER_OFFSET_ALIGNMENT);
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| 179 | glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &MAX_UNIFORM_BLOCK_SIZE);
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| 180 |
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| 181 | MAX_UNIFORMS = MAX_UNIFORM_BLOCK_SIZE / sizeof(mat4);
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| 182 |
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| 183 | cout << "UNIFORM_BUFFER_OFFSET_ALIGNMENT: " << UNIFORM_BUFFER_OFFSET_ALIGNMENT << endl;
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| 184 | cout << "MAX_UNIFORMS: " << MAX_UNIFORMS << endl;
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| 185 |
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| 186 | // Setup Dear ImGui binding
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| 187 | IMGUI_CHECKVERSION();
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| 188 | ImGui::CreateContext();
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| 189 | ImGuiIO& io = ImGui::GetIO(); (void)io;
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| 190 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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| 191 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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| 192 | ImGui_ImplGlfwGL3_Init(window, true);
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| 193 |
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| 194 | // Setup style
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| 195 | ImGui::StyleColorsDark();
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| 196 | //ImGui::StyleColorsClassic();
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| 197 |
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| 198 | glfwSetMouseButtonCallback(window, mouse_button_callback);
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| 199 |
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| 200 | const GLubyte* renderer = glGetString(GL_RENDERER);
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| 201 | const GLubyte* version = glGetString(GL_VERSION);
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| 202 | printf("Renderer: %s\n", renderer);
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| 203 | printf("OpenGL version supported %s\n", version);
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| 204 |
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| 205 | glEnable(GL_DEPTH_TEST);
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| 206 | glDepthFunc(GL_LESS);
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| 207 |
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| 208 | glEnable(GL_CULL_FACE);
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| 209 | // glCullFace(GL_BACK);
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| 210 | // glFrontFace(GL_CW);
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| 211 |
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| 212 | int x, y;
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| 213 | unsigned char* texImage = loadImage("test.png", &x, &y);
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| 214 | if (texImage) {
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| 215 | cout << "Yay, I loaded an image!" << endl;
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| 216 | cout << x << endl;
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| 217 | cout << y << endl;
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| 218 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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| 219 | }
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| 220 |
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| 221 | GLuint tex = 0;
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| 222 | glGenTextures(1, &tex);
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| 223 | glActiveTexture(GL_TEXTURE0);
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| 224 | glBindTexture(GL_TEXTURE_2D, tex);
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| 225 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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| 226 |
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| 227 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 228 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 229 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 230 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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| 231 |
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| 232 | // I can create a vbo to store all points for all models,
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| 233 | // and another vbo to store all colors for all models, but how do I allow alternating between
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| 234 | // using colors and textures for each model?
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| 235 | // Do I create a third vbo for texture coordinates and change which vertex attribute array I have bound
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| 236 | // when I want to draw a textured model?
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| 237 | // Or do I create one vao with vertices and colors and another with vertices and textures and switch between the two?
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| 238 | // Since I would have to switch shader programs to toggle between using colors or textures,
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| 239 | // I think I should use one vao for both cases and have a points vbo, a colors vbo, and a textures vbo
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| 240 | // One program will use the points and colors, and the other will use the points and texture coords
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| 241 | // Review how to bind vbos to vertex attributes in the shader.
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| 242 | //
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| 243 | // Binding vbos is done using glVertexAttribPointer(...) on a per-vao basis and is not tied to any specific shader.
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| 244 | // This means, I could create two vaos, one for each shader and have one use points+colors, while the other
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| 245 | // uses points+texxcoords.
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| 246 | //
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| 247 | // At some point, when I have lots of objects, I want to group them by shader when drawing them.
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| 248 | // I'd probably create some sort of set per shader and have each set contain the ids of all objects currently using that shader
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| 249 | // Most likely, I'd want to implement each set using a bit field. Makes it constant time for updates and iterating through them
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| 250 | // should not be much of an issue either.
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| 251 | // Assuming making lots of draw calls instead of one is not innefficient, I should be fine.
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| 252 | // I might also want to use one glDrawElements call per shader to draw multiple non-memory-adjacent models
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| 253 | //
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| 254 | // DECISION: Use a glDrawElements call per shader since I use a regular array to specify the elements to draw
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| 255 | // Actually, this will only work once I get UBOs working since each object will have a different model matrix
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| 256 | // For now, I could implement this with a glDrawElements call per object and update the model uniform for each object
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| 257 |
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| 258 | GLuint color_sp = loadShaderProgram("./color.vert", "./color.frag");
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| 259 | GLuint texture_sp = loadShaderProgram("./texture.vert", "./texture.frag");
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| 260 |
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| 261 | mat4 T_model, R_model;
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| 262 |
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| 263 | // triangle
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| 264 | objects.push_back(SceneObject());
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| 265 | objects[0].id = 0;
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| 266 | objects[0].shader_program = color_sp;
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| 267 | objects[0].vertex_vbo_offset = 0;
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| 268 | objects[0].points = {
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| 269 | 0.0f, 0.5f, 0.0f,
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| 270 | -0.5f, -0.5f, 0.0f,
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| 271 | 0.5f, -0.5f, 0.0f,
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| 272 | 0.5f, -0.5f, 0.0f,
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| 273 | -0.5f, -0.5f, 0.0f,
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| 274 | 0.0f, 0.5f, 0.0f,
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| 275 | };
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| 276 | objects[0].colors = {
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| 277 | 1.0f, 0.0f, 0.0f,
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| 278 | 0.0f, 0.0f, 1.0f,
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| 279 | 0.0f, 1.0f, 0.0f,
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| 280 | 0.0f, 1.0f, 0.0f,
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| 281 | 0.0f, 0.0f, 1.0f,
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| 282 | 1.0f, 0.0f, 0.0f,
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| 283 | };
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| 284 | objects[0].texcoords = {
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| 285 | 1.0f, 1.0f,
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| 286 | 0.0f, 1.0f,
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| 287 | 0.0f, 0.0f,
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| 288 | 1.0f, 1.0f,
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| 289 | 0.0f, 0.0f,
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| 290 | 1.0f, 0.0f
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| 291 | };
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| 292 | objects[0].normals = {
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| 293 | 0.0f, 0.0f, 1.0f,
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| 294 | 0.0f, 0.0f, 1.0f,
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| 295 | 0.0f, 0.0f, 1.0f,
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| 296 | 0.0f, 0.0f, -1.0f,
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| 297 | 0.0f, 0.0f, -1.0f,
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| 298 | 0.0f, 0.0f, -1.0f,
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| 299 | };
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| 300 | objects[0].selected_colors = {
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| 301 | 0.0f, 1.0f, 0.0f,
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| 302 | 0.0f, 1.0f, 0.0f,
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| 303 | 0.0f, 1.0f, 0.0f,
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| 304 | 0.0f, 1.0f, 0.0f,
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| 305 | 0.0f, 1.0f, 0.0f,
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| 306 | 0.0f, 1.0f, 0.0f,
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| 307 | };
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| 308 | objects[0].num_points = objects[0].points.size() / 3;
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| 309 |
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| 310 | T_model = translate(mat4(), vec3(0.45f, 0.0f, 0.0f));
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| 311 | R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
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| 312 | objects[0].model_mat = T_model*R_model;
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| 313 |
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| 314 | // square
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| 315 | objects.push_back(SceneObject());
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| 316 | objects[1].id = 1;
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| 317 | objects[1].shader_program = texture_sp;
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| 318 | objects[1].vertex_vbo_offset = 6;
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| 319 | objects[1].points = {
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| 320 | 0.5f, 0.5f, 0.0f,
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| 321 | -0.5f, 0.5f, 0.0f,
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| 322 | -0.5f, -0.5f, 0.0f,
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| 323 | 0.5f, 0.5f, 0.0f,
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| 324 | -0.5f, -0.5f, 0.0f,
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| 325 | 0.5f, -0.5f, 0.0f,
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| 326 | };
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| 327 | objects[1].colors = {
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| 328 | 1.0f, 0.0f, 0.0f,
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| 329 | 0.0f, 0.0f, 1.0f,
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| 330 | 0.0f, 1.0f, 0.0f,
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| 331 | 0.0f, 1.0f, 0.0f,
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| 332 | 0.0f, 0.0f, 1.0f,
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| 333 | 1.0f, 0.0f, 0.0f,
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| 334 | };
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| 335 | objects[1].texcoords = {
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| 336 | 1.0f, 1.0f,
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| 337 | 0.0f, 1.0f,
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| 338 | 0.0f, 0.0f,
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| 339 | 1.0f, 1.0f,
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| 340 | 0.0f, 0.0f,
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| 341 | 1.0f, 0.0f
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| 342 | };
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| 343 | objects[1].normals = {
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| 344 | 0.0f, 0.0f, 1.0f,
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| 345 | 0.0f, 0.0f, 1.0f,
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| 346 | 0.0f, 0.0f, 1.0f,
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| 347 | 0.0f, 0.0f, 1.0f,
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| 348 | 0.0f, 0.0f, 1.0f,
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| 349 | 0.0f, 0.0f, 1.0f,
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| 350 | };
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| 351 | objects[1].selected_colors = {
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| 352 | 0.0f, 0.6f, 0.9f,
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| 353 | 0.0f, 0.6f, 0.9f,
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| 354 | 0.0f, 0.6f, 0.9f,
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| 355 | 0.0f, 0.6f, 0.9f,
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| 356 | 0.0f, 0.6f, 0.9f,
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| 357 | 0.0f, 0.6f, 0.9f,
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| 358 | };
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| 359 | objects[1].num_points = objects[1].points.size() / 3;
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| 360 |
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| 361 | T_model = translate(mat4(), vec3(-0.5f, 0.0f, -1.00f));
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| 362 | R_model = rotate(mat4(), 0.5f, vec3(0.0f, 1.0f, 0.0f));
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| 363 | objects[1].model_mat = T_model*R_model;
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| 364 |
|
|---|
| 365 | vector<SceneObject>::iterator obj_it;
|
|---|
| 366 | GLsizeiptr offset;
|
|---|
| 367 |
|
|---|
| 368 | GLsizeiptr points_buffer_size = 0;
|
|---|
| 369 | GLsizeiptr textures_buffer_size = 0;
|
|---|
| 370 | GLsizeiptr ubo_buffer_size = 0;
|
|---|
| 371 | GLsizeiptr model_mat_idx_buffer_size = 0;
|
|---|
| 372 |
|
|---|
| 373 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
|---|
| 374 | points_buffer_size += obj_it->points.size() * sizeof(GLfloat);
|
|---|
| 375 | textures_buffer_size += obj_it->texcoords.size() * sizeof(GLfloat);
|
|---|
| 376 | ubo_buffer_size += 16 * sizeof(GLfloat);
|
|---|
| 377 | model_mat_idx_buffer_size += obj_it->num_points * sizeof(GLuint);
|
|---|
| 378 | }
|
|---|
| 379 |
|
|---|
| 380 | GLuint points_vbo = 0;
|
|---|
| 381 | glGenBuffers(1, &points_vbo);
|
|---|
| 382 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
|---|
| 383 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 384 |
|
|---|
| 385 | offset = 0;
|
|---|
| 386 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
|---|
| 387 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->points.size() * sizeof(GLfloat), &obj_it->points[0]);
|
|---|
| 388 | offset += obj_it->points.size() * sizeof(GLfloat);
|
|---|
| 389 | }
|
|---|
| 390 |
|
|---|
| 391 | GLuint colors_vbo = 0;
|
|---|
| 392 | glGenBuffers(1, &colors_vbo);
|
|---|
| 393 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
|---|
| 394 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 395 |
|
|---|
| 396 | offset = 0;
|
|---|
| 397 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
|---|
| 398 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->colors.size() * sizeof(GLfloat), &obj_it->colors[0]);
|
|---|
| 399 | offset += obj_it->colors.size() * sizeof(GLfloat);
|
|---|
| 400 | }
|
|---|
| 401 |
|
|---|
| 402 | GLuint selected_colors_vbo = 0;
|
|---|
| 403 | glGenBuffers(1, &selected_colors_vbo);
|
|---|
| 404 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
|---|
| 405 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 406 |
|
|---|
| 407 | offset = 0;
|
|---|
| 408 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
|---|
| 409 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->selected_colors.size() * sizeof(GLfloat), &obj_it->selected_colors[0]);
|
|---|
| 410 | offset += obj_it->selected_colors.size() * sizeof(GLfloat);
|
|---|
| 411 | }
|
|---|
| 412 |
|
|---|
| 413 | GLuint texcoords_vbo = 0;
|
|---|
| 414 | glGenBuffers(1, &texcoords_vbo);
|
|---|
| 415 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
|---|
| 416 | glBufferData(GL_ARRAY_BUFFER, textures_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 417 |
|
|---|
| 418 | offset = 0;
|
|---|
| 419 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
|---|
| 420 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->texcoords.size() * sizeof(GLfloat), &obj_it->texcoords[0]);
|
|---|
| 421 | offset += obj_it->texcoords.size() * sizeof(GLfloat);
|
|---|
| 422 | }
|
|---|
| 423 |
|
|---|
| 424 | GLuint normals_vbo = 0;
|
|---|
| 425 | glGenBuffers(1, &normals_vbo);
|
|---|
| 426 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
|---|
| 427 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 428 |
|
|---|
| 429 | offset = 0;
|
|---|
| 430 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
|---|
| 431 | glBufferSubData(GL_ARRAY_BUFFER, offset, obj_it->normals.size() * sizeof(GLfloat), &obj_it->normals[0]);
|
|---|
| 432 | offset += obj_it->normals.size() * sizeof(GLfloat);
|
|---|
| 433 | }
|
|---|
| 434 | glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|---|
| 435 |
|
|---|
| 436 | GLuint ubo = 0;
|
|---|
| 437 | glGenBuffers(1, &ubo);
|
|---|
| 438 | glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
|---|
| 439 | glBufferData(GL_UNIFORM_BUFFER, ubo_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 440 |
|
|---|
| 441 | offset = 0;
|
|---|
| 442 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
|---|
| 443 | glBufferSubData(GL_UNIFORM_BUFFER, offset, sizeof(obj_it->model_mat), value_ptr(obj_it->model_mat));
|
|---|
| 444 | offset += sizeof(obj_it->model_mat);
|
|---|
| 445 | }
|
|---|
| 446 | glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|---|
| 447 |
|
|---|
| 448 | GLuint model_mat_idx_vbo = 0;
|
|---|
| 449 | glGenBuffers(1, &model_mat_idx_vbo);
|
|---|
| 450 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
|---|
| 451 | glBufferData(GL_ARRAY_BUFFER, model_mat_idx_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 452 |
|
|---|
| 453 | offset = 0;
|
|---|
| 454 | unsigned int idx = 0;
|
|---|
| 455 | for (obj_it = objects.begin(); obj_it != objects.end(); obj_it++) {
|
|---|
| 456 | for (int i = 0; i < obj_it->num_points; i++) {
|
|---|
| 457 | glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(GLuint), &idx);
|
|---|
| 458 | offset += sizeof(GLuint);
|
|---|
| 459 | }
|
|---|
| 460 | idx++;
|
|---|
| 461 | }
|
|---|
| 462 |
|
|---|
| 463 | GLuint vao = 0;
|
|---|
| 464 | glGenVertexArrays(1, &vao);
|
|---|
| 465 | glBindVertexArray(vao);
|
|---|
| 466 |
|
|---|
| 467 | glEnableVertexAttribArray(0);
|
|---|
| 468 | glEnableVertexAttribArray(1);
|
|---|
| 469 | glEnableVertexAttribArray(2);
|
|---|
| 470 | glEnableVertexAttribArray(3);
|
|---|
| 471 |
|
|---|
| 472 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
|---|
| 473 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| 474 |
|
|---|
| 475 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
|---|
| 476 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| 477 |
|
|---|
| 478 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
|---|
| 479 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
|---|
| 480 |
|
|---|
| 481 | GLuint vao2 = 0;
|
|---|
| 482 | glGenVertexArrays(1, &vao2);
|
|---|
| 483 | glBindVertexArray(vao2);
|
|---|
| 484 |
|
|---|
| 485 | glEnableVertexAttribArray(0);
|
|---|
| 486 | glEnableVertexAttribArray(1);
|
|---|
| 487 | glEnableVertexAttribArray(2);
|
|---|
| 488 | glEnableVertexAttribArray(3);
|
|---|
| 489 |
|
|---|
| 490 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
|---|
| 491 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| 492 |
|
|---|
| 493 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
|---|
| 494 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| 495 |
|
|---|
| 496 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
|---|
| 497 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| 498 |
|
|---|
| 499 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
|---|
| 500 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
|---|
| 501 |
|
|---|
| 502 | float speed = 1.0f;
|
|---|
| 503 | float last_position = 0.0f;
|
|---|
| 504 |
|
|---|
| 505 | float cam_speed = 1.0f;
|
|---|
| 506 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
|---|
| 507 |
|
|---|
| 508 | // glm::lookAt can create the view matrix
|
|---|
| 509 | // glm::perspective can create the projection matrix
|
|---|
| 510 |
|
|---|
| 511 | cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
|---|
| 512 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
|
|---|
| 513 |
|
|---|
| 514 | mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
|---|
| 515 | mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
|---|
| 516 | view_mat = R*T;
|
|---|
| 517 |
|
|---|
| 518 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
|---|
| 519 | float aspect = (float)width / (float)height;
|
|---|
| 520 |
|
|---|
| 521 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
|---|
| 522 | float Sx = NEAR_CLIP / (range * aspect);
|
|---|
| 523 | float Sy = NEAR_CLIP / range;
|
|---|
| 524 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
|---|
| 525 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
|---|
| 526 |
|
|---|
| 527 | float proj_arr[] = {
|
|---|
| 528 | Sx, 0.0f, 0.0f, 0.0f,
|
|---|
| 529 | 0.0f, Sy, 0.0f, 0.0f,
|
|---|
| 530 | 0.0f, 0.0f, Sz, -1.0f,
|
|---|
| 531 | 0.0f, 0.0f, Pz, 0.0f,
|
|---|
| 532 | };
|
|---|
| 533 | proj_mat = make_mat4(proj_arr);
|
|---|
| 534 |
|
|---|
| 535 | GLuint ub_binding_point = 0;
|
|---|
| 536 |
|
|---|
| 537 | GLuint view_test_loc = glGetUniformLocation(color_sp, "view");
|
|---|
| 538 | GLuint proj_test_loc = glGetUniformLocation(color_sp, "proj");
|
|---|
| 539 | GLuint color_sp_ub_index = glGetUniformBlockIndex(color_sp, "models");
|
|---|
| 540 |
|
|---|
| 541 | GLuint view_mat_loc = glGetUniformLocation(texture_sp, "view");
|
|---|
| 542 | GLuint proj_mat_loc = glGetUniformLocation(texture_sp, "proj");
|
|---|
| 543 | GLuint texture_sp_ub_index = glGetUniformBlockIndex(texture_sp, "models");
|
|---|
| 544 |
|
|---|
| 545 | glUseProgram(color_sp);
|
|---|
| 546 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
|---|
| 547 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
|---|
| 548 |
|
|---|
| 549 | glUniformBlockBinding(color_sp, color_sp_ub_index, ub_binding_point);
|
|---|
| 550 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
|---|
| 551 |
|
|---|
| 552 | glUseProgram(texture_sp);
|
|---|
| 553 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
|---|
| 554 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
|---|
| 555 |
|
|---|
| 556 | glUniformBlockBinding(texture_sp, texture_sp_ub_index, ub_binding_point);
|
|---|
| 557 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
|---|
| 558 |
|
|---|
| 559 | bool cam_moved = false;
|
|---|
| 560 |
|
|---|
| 561 | int frame_count = 0;
|
|---|
| 562 | double elapsed_seconds_fps = 0.0f;
|
|---|
| 563 | double previous_seconds = glfwGetTime();
|
|---|
| 564 |
|
|---|
| 565 | // This draws wireframes. Useful for seeing separate faces and occluded objects.
|
|---|
| 566 | //glPolygonMode(GL_FRONT, GL_LINE);
|
|---|
| 567 |
|
|---|
| 568 | // disable vsync to see real framerate
|
|---|
| 569 | if (DISABLE_VSYNC && SHOW_FPS) {
|
|---|
| 570 | glfwSwapInterval(0);
|
|---|
| 571 | }
|
|---|
| 572 |
|
|---|
| 573 | State curState = STATE_MAIN_MENU;
|
|---|
| 574 |
|
|---|
| 575 | while (!glfwWindowShouldClose(window) && isRunning) {
|
|---|
| 576 | double current_seconds = glfwGetTime();
|
|---|
| 577 | double elapsed_seconds = current_seconds - previous_seconds;
|
|---|
| 578 | previous_seconds = current_seconds;
|
|---|
| 579 |
|
|---|
| 580 | if (SHOW_FPS) {
|
|---|
| 581 | elapsed_seconds_fps += elapsed_seconds;
|
|---|
| 582 | if (elapsed_seconds_fps > 0.25f) {
|
|---|
| 583 | fps = (double)frame_count / elapsed_seconds_fps;
|
|---|
| 584 | cout << "FPS: " << fps << endl;
|
|---|
| 585 |
|
|---|
| 586 | frame_count = 0;
|
|---|
| 587 | elapsed_seconds_fps = 0.0f;
|
|---|
| 588 | }
|
|---|
| 589 |
|
|---|
| 590 | frame_count++;
|
|---|
| 591 | }
|
|---|
| 592 |
|
|---|
| 593 | if (fabs(last_position) > 1.0f) {
|
|---|
| 594 | speed = -speed;
|
|---|
| 595 | }
|
|---|
| 596 |
|
|---|
| 597 | // Handle events (Ideally, move all event-handling code
|
|---|
| 598 | // before the render code)
|
|---|
| 599 |
|
|---|
| 600 | clickedObject = NULL;
|
|---|
| 601 | glfwPollEvents();
|
|---|
| 602 |
|
|---|
| 603 | while (!events.empty()) {
|
|---|
| 604 | switch (events.front()) {
|
|---|
| 605 | case EVENT_GO_TO_MAIN_MENU:
|
|---|
| 606 | curState = STATE_MAIN_MENU;
|
|---|
| 607 | break;
|
|---|
| 608 | case EVENT_GO_TO_GAME:
|
|---|
| 609 | curState = STATE_GAME;
|
|---|
| 610 | break;
|
|---|
| 611 | case EVENT_QUIT:
|
|---|
| 612 | isRunning = false;
|
|---|
| 613 | break;
|
|---|
| 614 | }
|
|---|
| 615 | events.pop();
|
|---|
| 616 | }
|
|---|
| 617 |
|
|---|
| 618 | if (curState == STATE_GAME) {
|
|---|
| 619 | if (clickedObject == &objects[0]) {
|
|---|
| 620 | selectedObject = &objects[0];
|
|---|
| 621 | }
|
|---|
| 622 | if (clickedObject == &objects[1]) {
|
|---|
| 623 | selectedObject = &objects[1];
|
|---|
| 624 | }
|
|---|
| 625 | }
|
|---|
| 626 |
|
|---|
| 627 | /*
|
|---|
| 628 | model[12] = last_position + speed*elapsed_seconds;
|
|---|
| 629 | last_position = model[12];
|
|---|
| 630 | */
|
|---|
| 631 |
|
|---|
| 632 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|---|
| 633 |
|
|---|
| 634 | switch (curState) {
|
|---|
| 635 | case STATE_MAIN_MENU:
|
|---|
| 636 | renderMainMenu();
|
|---|
| 637 | renderMainMenuGui();
|
|---|
| 638 | break;
|
|---|
| 639 | case STATE_GAME:
|
|---|
| 640 | renderScene(objects,
|
|---|
| 641 | color_sp, texture_sp,
|
|---|
| 642 | vao, vao2,
|
|---|
| 643 | points_vbo, normals_vbo,
|
|---|
| 644 | colors_vbo, texcoords_vbo, selected_colors_vbo,
|
|---|
| 645 | selectedObject);
|
|---|
| 646 | renderSceneGui();
|
|---|
| 647 | break;
|
|---|
| 648 | }
|
|---|
| 649 |
|
|---|
| 650 | glfwSwapBuffers(window);
|
|---|
| 651 |
|
|---|
| 652 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
|
|---|
| 653 | glfwSetWindowShouldClose(window, 1);
|
|---|
| 654 | }
|
|---|
| 655 |
|
|---|
| 656 | float dist = cam_speed * elapsed_seconds;
|
|---|
| 657 | if (glfwGetKey(window, GLFW_KEY_A)) {
|
|---|
| 658 | cam_pos.x -= cos(cam_yaw)*dist;
|
|---|
| 659 | cam_pos.z += sin(cam_yaw)*dist;
|
|---|
| 660 | cam_moved = true;
|
|---|
| 661 | }
|
|---|
| 662 | if (glfwGetKey(window, GLFW_KEY_D)) {
|
|---|
| 663 | cam_pos.x += cos(cam_yaw)*dist;
|
|---|
| 664 | cam_pos.z -= sin(cam_yaw)*dist;
|
|---|
| 665 | cam_moved = true;
|
|---|
| 666 | }
|
|---|
| 667 | if (glfwGetKey(window, GLFW_KEY_W)) {
|
|---|
| 668 | cam_pos.x -= sin(cam_yaw)*dist;
|
|---|
| 669 | cam_pos.z -= cos(cam_yaw)*dist;
|
|---|
| 670 | cam_moved = true;
|
|---|
| 671 | }
|
|---|
| 672 | if (glfwGetKey(window, GLFW_KEY_S)) {
|
|---|
| 673 | cam_pos.x += sin(cam_yaw)*dist;
|
|---|
| 674 | cam_pos.z += cos(cam_yaw)*dist;
|
|---|
| 675 | cam_moved = true;
|
|---|
| 676 | }
|
|---|
| 677 | if (glfwGetKey(window, GLFW_KEY_LEFT)) {
|
|---|
| 678 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
|---|
| 679 | cam_moved = true;
|
|---|
| 680 | }
|
|---|
| 681 | if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
|
|---|
| 682 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
|---|
| 683 | cam_moved = true;
|
|---|
| 684 | }
|
|---|
| 685 | if (cam_moved) {
|
|---|
| 686 | T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
|---|
| 687 | R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
|---|
| 688 | view_mat = R*T;
|
|---|
| 689 |
|
|---|
| 690 | glUseProgram(color_sp);
|
|---|
| 691 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
|---|
| 692 |
|
|---|
| 693 | glUseProgram(texture_sp);
|
|---|
| 694 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
|---|
| 695 |
|
|---|
| 696 | cam_moved = false;
|
|---|
| 697 | }
|
|---|
| 698 | }
|
|---|
| 699 |
|
|---|
| 700 | ImGui_ImplGlfwGL3_Shutdown();
|
|---|
| 701 | ImGui::DestroyContext();
|
|---|
| 702 |
|
|---|
| 703 | glfwDestroyWindow(window);
|
|---|
| 704 | glfwTerminate();
|
|---|
| 705 |
|
|---|
| 706 | return 0;
|
|---|
| 707 | }
|
|---|
| 708 |
|
|---|
| 709 | void glfw_error_callback(int error, const char* description) {
|
|---|
| 710 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
|
|---|
| 711 | }
|
|---|
| 712 |
|
|---|
| 713 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
|
|---|
| 714 | double mouse_x, mouse_y;
|
|---|
| 715 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
|---|
| 716 |
|
|---|
| 717 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
|
|---|
| 718 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
|
|---|
| 719 | selectedObject = NULL;
|
|---|
| 720 |
|
|---|
| 721 | float x = (2.0f*mouse_x) / width - 1.0f;
|
|---|
| 722 | float y = 1.0f - (2.0f*mouse_y) / height;
|
|---|
| 723 |
|
|---|
| 724 | cout << "x: " << x << ", y: " << y << endl;
|
|---|
| 725 |
|
|---|
| 726 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
|
|---|
| 727 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
|
|---|
| 728 | ray_eye = vec4(ray_eye.xy(), -1.0f, 1.0f);
|
|---|
| 729 | vec4 ray_world = inverse(view_mat) * ray_eye;
|
|---|
| 730 |
|
|---|
| 731 | vec4 cam_pos_temp = vec4(cam_pos, 1.0f);
|
|---|
| 732 |
|
|---|
| 733 | vec4 click_point;
|
|---|
| 734 | 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
|
|---|
| 735 | SceneObject* closest_object = NULL;
|
|---|
| 736 |
|
|---|
| 737 | SceneObject* obj;
|
|---|
| 738 | for (vector<SceneObject>::iterator it = objects.begin(); it != objects.end(); it++) {
|
|---|
| 739 | obj = &*it;
|
|---|
| 740 |
|
|---|
| 741 | for (unsigned int p_idx = 0; p_idx < it->points.size(); p_idx += 9) {
|
|---|
| 742 | if (faceClicked({
|
|---|
| 743 | vec3(it->points[p_idx], it->points[p_idx + 1], it->points[p_idx + 2]),
|
|---|
| 744 | vec3(it->points[p_idx + 3], it->points[p_idx + 4], it->points[p_idx + 5]),
|
|---|
| 745 | vec3(it->points[p_idx + 6], it->points[p_idx + 7], it->points[p_idx + 8]),
|
|---|
| 746 | },
|
|---|
| 747 | obj, ray_world, cam_pos_temp, click_point)) {
|
|---|
| 748 | click_point = view_mat * click_point;
|
|---|
| 749 |
|
|---|
| 750 | if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
|
|---|
| 751 | closest_point = click_point.xyz();
|
|---|
| 752 | closest_object = obj;
|
|---|
| 753 | }
|
|---|
| 754 | }
|
|---|
| 755 | }
|
|---|
| 756 | }
|
|---|
| 757 |
|
|---|
| 758 | if (closest_object == NULL) {
|
|---|
| 759 | cout << "No object was clicked" << endl;
|
|---|
| 760 | }
|
|---|
| 761 | else {
|
|---|
| 762 | clickedObject = closest_object;
|
|---|
| 763 | cout << "Clicked object: " << clickedObject->id << endl;
|
|---|
| 764 | }
|
|---|
| 765 | }
|
|---|
| 766 | }
|
|---|
| 767 |
|
|---|
| 768 | GLuint loadShader(GLenum type, string file) {
|
|---|
| 769 | cout << "Loading shader from file " << file << endl;
|
|---|
| 770 |
|
|---|
| 771 | ifstream shaderFile(file);
|
|---|
| 772 | GLuint shaderId = 0;
|
|---|
| 773 |
|
|---|
| 774 | if (shaderFile.is_open()) {
|
|---|
| 775 | string line, shaderString;
|
|---|
| 776 |
|
|---|
| 777 | while(getline(shaderFile, line)) {
|
|---|
| 778 | shaderString += line + "\n";
|
|---|
| 779 | }
|
|---|
| 780 | shaderFile.close();
|
|---|
| 781 | const char* shaderCString = shaderString.c_str();
|
|---|
| 782 |
|
|---|
| 783 | shaderId = glCreateShader(type);
|
|---|
| 784 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
|---|
| 785 | glCompileShader(shaderId);
|
|---|
| 786 |
|
|---|
| 787 | cout << "Loaded successfully" << endl;
|
|---|
| 788 | } else {
|
|---|
| 789 | cout << "Failed to load the file" << endl;
|
|---|
| 790 | }
|
|---|
| 791 |
|
|---|
| 792 | return shaderId;
|
|---|
| 793 | }
|
|---|
| 794 |
|
|---|
| 795 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
|---|
| 796 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
|---|
| 797 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
|---|
| 798 |
|
|---|
| 799 | GLuint shader_program = glCreateProgram();
|
|---|
| 800 | glAttachShader(shader_program, vs);
|
|---|
| 801 | glAttachShader(shader_program, fs);
|
|---|
| 802 |
|
|---|
| 803 | glLinkProgram(shader_program);
|
|---|
| 804 |
|
|---|
| 805 | return shader_program;
|
|---|
| 806 | }
|
|---|
| 807 |
|
|---|
| 808 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
|---|
| 809 | int n;
|
|---|
| 810 | int force_channels = 4; // This forces RGBA (4 bytes per pixel)
|
|---|
| 811 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
|---|
| 812 |
|
|---|
| 813 | int width_in_bytes = *x * 4;
|
|---|
| 814 | unsigned char *top = NULL;
|
|---|
| 815 | unsigned char *bottom = NULL;
|
|---|
| 816 | unsigned char temp = 0;
|
|---|
| 817 | int half_height = *y / 2;
|
|---|
| 818 |
|
|---|
| 819 | // flip image upside-down to account for OpenGL treating lower-left as (0, 0)
|
|---|
| 820 | for (int row = 0; row < half_height; row++) {
|
|---|
| 821 | top = image_data + row * width_in_bytes;
|
|---|
| 822 | bottom = image_data + (*y - row - 1) * width_in_bytes;
|
|---|
| 823 | for (int col = 0; col < width_in_bytes; col++) {
|
|---|
| 824 | temp = *top;
|
|---|
| 825 | *top = *bottom;
|
|---|
| 826 | *bottom = temp;
|
|---|
| 827 | top++;
|
|---|
| 828 | bottom++;
|
|---|
| 829 | }
|
|---|
| 830 | }
|
|---|
| 831 |
|
|---|
| 832 | if (!image_data) {
|
|---|
| 833 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
|---|
| 834 | }
|
|---|
| 835 |
|
|---|
| 836 | // Not Power-of-2 check
|
|---|
| 837 | if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) {
|
|---|
| 838 | fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str());
|
|---|
| 839 | }
|
|---|
| 840 |
|
|---|
| 841 | return image_data;
|
|---|
| 842 | }
|
|---|
| 843 |
|
|---|
| 844 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point) {
|
|---|
| 845 | // LINE EQUATION: P = O + Dt
|
|---|
| 846 | // O = cam
|
|---|
| 847 | // D = ray_world
|
|---|
| 848 |
|
|---|
| 849 | // PLANE EQUATION: P dot n + d = 0
|
|---|
| 850 | // n is the normal vector
|
|---|
| 851 | // d is the offset from the origin
|
|---|
| 852 |
|
|---|
| 853 | // Take the cross-product of two vectors on the plane to get the normal
|
|---|
| 854 | vec3 v1 = points[1] - points[0];
|
|---|
| 855 | vec3 v2 = points[2] - points[0];
|
|---|
| 856 |
|
|---|
| 857 | 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);
|
|---|
| 858 |
|
|---|
| 859 | print4DVector("Full world ray", world_ray);
|
|---|
| 860 |
|
|---|
| 861 | vec3 local_ray = (inverse(obj->model_mat) * world_ray).xyz();
|
|---|
| 862 | vec3 local_cam = (inverse(obj->model_mat) * cam).xyz();
|
|---|
| 863 |
|
|---|
| 864 | local_ray = local_ray - local_cam;
|
|---|
| 865 |
|
|---|
| 866 | float d = -glm::dot(points[0], normal);
|
|---|
| 867 | cout << "d: " << d << endl;
|
|---|
| 868 |
|
|---|
| 869 | float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
|
|---|
| 870 | cout << "t: " << t << endl;
|
|---|
| 871 |
|
|---|
| 872 | vec3 intersection = local_cam + t*local_ray;
|
|---|
| 873 | printVector("Intersection", intersection);
|
|---|
| 874 |
|
|---|
| 875 | if (insideTriangle(intersection, points)) {
|
|---|
| 876 | click_point = obj->model_mat * vec4(intersection, 1.0f);
|
|---|
| 877 | return true;
|
|---|
| 878 | } else {
|
|---|
| 879 | return false;
|
|---|
| 880 | }
|
|---|
| 881 | }
|
|---|
| 882 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
|
|---|
| 883 | vec3 v21 = triangle_points[1] - triangle_points[0];
|
|---|
| 884 | vec3 v31 = triangle_points[2] - triangle_points[0];
|
|---|
| 885 | vec3 pv1 = p - triangle_points[0];
|
|---|
| 886 |
|
|---|
| 887 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
|---|
| 888 | float x = (pv1.x-y*v31.x) / v21.x;
|
|---|
| 889 |
|
|---|
| 890 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
|---|
| 891 | }
|
|---|
| 892 |
|
|---|
| 893 | void printVector(string label, vec3 v) {
|
|---|
| 894 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
|
|---|
| 895 | }
|
|---|
| 896 |
|
|---|
| 897 | void print4DVector(string label, vec4 v) {
|
|---|
| 898 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
|
|---|
| 899 | }
|
|---|
| 900 |
|
|---|
| 901 | // The easiest thing here seems to be to set all the colors we want in a CPU array once per frame,
|
|---|
| 902 | // them copy it over to the GPU and make one draw call
|
|---|
| 903 | // This method also easily allows us to use any colors we want for each shape.
|
|---|
| 904 | // Try to compare the frame times for the current method and the new one
|
|---|
| 905 | //
|
|---|
| 906 | // Alternatively, I have one large color buffer that has selected and unselected colors
|
|---|
| 907 | // Then, when I know which object is selected, I can use glVertexAttribPointer to decide
|
|---|
| 908 | // whether to use the selected or unselected color for it
|
|---|
| 909 |
|
|---|
| 910 | // I'll have to think of the best way to do something similar when using
|
|---|
| 911 | // one draw call. Probably, in that case, I'll use one draw call for all unselectable objects
|
|---|
| 912 | // and use the approach mentioned above for all selectable objects.
|
|---|
| 913 | // I can have one colors vbo for unselectable objects and another for selected+unselected colors
|
|---|
| 914 | // of selectable objects
|
|---|
| 915 |
|
|---|
| 916 | // For both colored and textured objects, using a single draw call will only work for objects
|
|---|
| 917 | // that don't change state (i.e. don't change colors or switch from colored to textured).
|
|---|
| 918 |
|
|---|
| 919 | // This means I'll probably have one call for static colored objects, one call for static textured objects,
|
|---|
| 920 | // a loop of calls for dynamic currently colored objects, and a loop of calls for dynamic currently textured objects.
|
|---|
| 921 | // This will increase if I add new shaders since I'll need either one new call or one new loop of calls per shader
|
|---|
| 922 |
|
|---|
| 923 | void renderScene(vector<SceneObject>& objects,
|
|---|
| 924 | GLuint color_sp, GLuint texture_sp,
|
|---|
| 925 | GLuint vao1, GLuint vao2,
|
|---|
| 926 | GLuint points_vbo, GLuint normals_vbo,
|
|---|
| 927 | GLuint colors_vbo, GLuint texcoords_vbo, GLuint selected_colors_vbo,
|
|---|
| 928 | SceneObject* selectedObject) {
|
|---|
| 929 |
|
|---|
| 930 | vector<int> colored_objs, selected_objs, textured_objs, static_colored_objs, static_textured_objs;
|
|---|
| 931 |
|
|---|
| 932 | // group scene objects by shader and vbo
|
|---|
| 933 | for (unsigned int i = 0; i < objects.size(); i++) {
|
|---|
| 934 | if (selectedObject == &objects[i]) {
|
|---|
| 935 | selected_objs.push_back(i);
|
|---|
| 936 | } else if (objects[i].shader_program == color_sp) {
|
|---|
| 937 | colored_objs.push_back(i);
|
|---|
| 938 | } else if (objects[i].shader_program == texture_sp) {
|
|---|
| 939 | textured_objs.push_back(i);
|
|---|
| 940 | }
|
|---|
| 941 | }
|
|---|
| 942 |
|
|---|
| 943 | vector<int>::iterator it;
|
|---|
| 944 |
|
|---|
| 945 | glUseProgram(color_sp);
|
|---|
| 946 | glBindVertexArray(vao1);
|
|---|
| 947 |
|
|---|
| 948 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
|---|
| 949 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| 950 |
|
|---|
| 951 | for (it = colored_objs.begin(); it != colored_objs.end(); it++) {
|
|---|
| 952 | glDrawArrays(GL_TRIANGLES, objects[*it].vertex_vbo_offset, objects[*it].num_points);
|
|---|
| 953 | }
|
|---|
| 954 |
|
|---|
| 955 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
|---|
| 956 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| 957 |
|
|---|
| 958 | for (it = selected_objs.begin(); it != selected_objs.end(); it++) {
|
|---|
| 959 | glDrawArrays(GL_TRIANGLES, objects[*it].vertex_vbo_offset, objects[*it].num_points);
|
|---|
| 960 | }
|
|---|
| 961 |
|
|---|
| 962 | glUseProgram(texture_sp);
|
|---|
| 963 | glBindVertexArray(vao2);
|
|---|
| 964 |
|
|---|
| 965 | for (it = textured_objs.begin(); it != textured_objs.end(); it++) {
|
|---|
| 966 | glDrawArrays(GL_TRIANGLES, objects[*it].vertex_vbo_offset, objects[*it].num_points);
|
|---|
| 967 | }
|
|---|
| 968 | }
|
|---|
| 969 |
|
|---|
| 970 | void renderSceneGui() {
|
|---|
| 971 | ImGui_ImplGlfwGL3_NewFrame();
|
|---|
| 972 |
|
|---|
| 973 | // 1. Show a simple window.
|
|---|
| 974 | // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
|---|
| 975 | /*
|
|---|
| 976 | {
|
|---|
| 977 | static float f = 0.0f;
|
|---|
| 978 | static int counter = 0;
|
|---|
| 979 | ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
|---|
| 980 | ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
|---|
| 981 | ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
|---|
| 982 |
|
|---|
| 983 | ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
|---|
| 984 | ImGui::Checkbox("Another Window", &show_another_window);
|
|---|
| 985 |
|
|---|
| 986 | if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
|---|
| 987 | counter++;
|
|---|
| 988 | ImGui::SameLine();
|
|---|
| 989 | ImGui::Text("counter = %d", counter);
|
|---|
| 990 |
|
|---|
| 991 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
|---|
| 992 | }
|
|---|
| 993 | */
|
|---|
| 994 |
|
|---|
| 995 | {
|
|---|
| 996 | ImGui::SetNextWindowSize(ImVec2(85, 22), ImGuiCond_Once);
|
|---|
| 997 | ImGui::SetNextWindowPos(ImVec2(10, 50), ImGuiCond_Once);
|
|---|
| 998 | ImGui::Begin("WndStats", NULL,
|
|---|
| 999 | ImGuiWindowFlags_NoTitleBar |
|
|---|
| 1000 | ImGuiWindowFlags_NoResize |
|
|---|
| 1001 | ImGuiWindowFlags_NoMove);
|
|---|
| 1002 | ImGui::Text("Score: ???");
|
|---|
| 1003 | ImGui::End();
|
|---|
| 1004 | }
|
|---|
| 1005 |
|
|---|
| 1006 | {
|
|---|
| 1007 | ImGui::SetNextWindowPos(ImVec2(380, 10), ImGuiCond_Once);
|
|---|
| 1008 | ImGui::SetNextWindowSize(ImVec2(250, 35), ImGuiCond_Once);
|
|---|
| 1009 | ImGui::Begin("WndMenubar", NULL,
|
|---|
| 1010 | ImGuiWindowFlags_NoTitleBar |
|
|---|
| 1011 | ImGuiWindowFlags_NoResize |
|
|---|
| 1012 | ImGuiWindowFlags_NoMove);
|
|---|
| 1013 | ImGui::InvisibleButton("", ImVec2(155, 18));
|
|---|
| 1014 | ImGui::SameLine();
|
|---|
| 1015 | if (ImGui::Button("Main Menu")) {
|
|---|
| 1016 | events.push(EVENT_GO_TO_MAIN_MENU);
|
|---|
| 1017 | }
|
|---|
| 1018 | ImGui::End();
|
|---|
| 1019 | }
|
|---|
| 1020 |
|
|---|
| 1021 | ImGui::Render();
|
|---|
| 1022 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
|---|
| 1023 | }
|
|---|
| 1024 |
|
|---|
| 1025 | void renderMainMenu() {
|
|---|
| 1026 | }
|
|---|
| 1027 |
|
|---|
| 1028 | void renderMainMenuGui() {
|
|---|
| 1029 | ImGui_ImplGlfwGL3_NewFrame();
|
|---|
| 1030 |
|
|---|
| 1031 | {
|
|---|
| 1032 | int padding = 4;
|
|---|
| 1033 | ImGui::SetNextWindowPos(ImVec2(-padding, -padding), ImGuiCond_Once);
|
|---|
| 1034 | ImGui::SetNextWindowSize(ImVec2(width + 2 * padding, height + 2 * padding), ImGuiCond_Once);
|
|---|
| 1035 | ImGui::Begin("WndMain", NULL,
|
|---|
| 1036 | ImGuiWindowFlags_NoTitleBar |
|
|---|
| 1037 | ImGuiWindowFlags_NoResize |
|
|---|
| 1038 | ImGuiWindowFlags_NoMove);
|
|---|
| 1039 |
|
|---|
| 1040 | ImGui::InvisibleButton("", ImVec2(10, 80));
|
|---|
| 1041 | ImGui::InvisibleButton("", ImVec2(285, 18));
|
|---|
| 1042 | ImGui::SameLine();
|
|---|
| 1043 | if (ImGui::Button("New Game")) {
|
|---|
| 1044 | events.push(EVENT_GO_TO_GAME);
|
|---|
| 1045 | }
|
|---|
| 1046 |
|
|---|
| 1047 | ImGui::InvisibleButton("", ImVec2(10, 15));
|
|---|
| 1048 | ImGui::InvisibleButton("", ImVec2(300, 18));
|
|---|
| 1049 | ImGui::SameLine();
|
|---|
| 1050 | if (ImGui::Button("Quit")) {
|
|---|
| 1051 | events.push(EVENT_QUIT);
|
|---|
| 1052 | }
|
|---|
| 1053 |
|
|---|
| 1054 | ImGui::End();
|
|---|
| 1055 | }
|
|---|
| 1056 |
|
|---|
| 1057 | ImGui::Render();
|
|---|
| 1058 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
|---|
| 1059 | }
|
|---|