| 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 | #include <map>
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| 35 |
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| 36 | using namespace std;
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| 37 | using namespace glm;
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| 38 |
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| 39 | struct SceneObject {
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| 40 | unsigned int id;
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| 41 | mat4 model_mat;
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| 42 | GLuint shader_program;
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| 43 | unsigned int num_points;
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| 44 | GLint vertex_vbo_offset;
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| 45 | vector<GLfloat> points;
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| 46 | vector<GLfloat> colors;
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| 47 | vector<GLfloat> texcoords;
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| 48 | vector<GLfloat> normals;
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| 49 | vector<GLfloat> selected_colors;
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| 50 | };
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| 51 |
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| 52 | enum State {
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| 53 | STATE_MAIN_MENU,
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| 54 | STATE_GAME,
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| 55 | };
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| 56 |
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| 57 | enum Event {
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| 58 | EVENT_GO_TO_MAIN_MENU,
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| 59 | EVENT_GO_TO_GAME,
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| 60 | EVENT_QUIT,
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| 61 | };
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| 62 |
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| 63 | #define NUM_KEYS (512)
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| 64 | #define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444 (maybe make this a const instead)
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| 65 |
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| 66 | const int KEY_STATE_UNCHANGED = -1;
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| 67 | const bool FULLSCREEN = false;
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| 68 | const bool SHOW_FPS = false;
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| 69 | const bool DISABLE_VSYNC = false; // disable vsync to see real framerate
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| 70 | unsigned int MAX_UNIFORMS = 0; // Requires OpenGL constants only available at runtime, so it can't be const
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| 71 |
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| 72 | int key_state[NUM_KEYS];
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| 73 | bool key_pressed[NUM_KEYS];
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| 74 |
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| 75 | int width = 640;
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| 76 | int height = 480;
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| 77 |
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| 78 | double fps;
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| 79 |
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| 80 | vec3 cam_pos;
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| 81 |
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| 82 | mat4 view_mat;
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| 83 | mat4 proj_mat;
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| 84 |
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| 85 | vector<SceneObject> objects;
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| 86 | queue<Event> events;
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| 87 |
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| 88 | SceneObject* clickedObject = NULL;
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| 89 | SceneObject* selectedObject = NULL;
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| 90 |
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| 91 | float NEAR_CLIP = 0.1f;
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| 92 | float FAR_CLIP = 100.0f;
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| 93 |
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| 94 | // Should really have some array or struct of UI-related variables
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| 95 | bool isRunning = true;
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| 96 |
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| 97 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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| 98 |
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| 99 | void glfw_error_callback(int error, const char* description);
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| 100 |
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| 101 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
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| 102 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
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| 103 |
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| 104 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point);
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| 105 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points);
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| 106 |
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| 107 | GLuint loadShader(GLenum type, string file);
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| 108 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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| 109 | unsigned char* loadImage(string file_name, int* x, int* y);
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| 110 |
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| 111 | void printVector(string label, vec3 v);
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| 112 | void print4DVector(string label, vec4 v);
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| 113 |
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| 114 | void addObjectToScene(SceneObject& obj);
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| 115 | void populateBuffers(vector<SceneObject>& objects,
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| 116 | GLuint* points_vbo,
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| 117 | GLuint* colors_vbo,
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| 118 | GLuint* selected_colors_vbo,
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| 119 | GLuint* texcoords_vbo,
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| 120 | GLuint* normals_vbo,
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| 121 | GLuint* ubo,
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| 122 | GLuint* model_mat_idx_vbo,
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| 123 | map<GLuint, unsigned int>& shaderCounts,
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| 124 | map<GLuint, unsigned int>& curShaderBase);
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| 125 |
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| 126 | void renderMainMenu();
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| 127 | void renderMainMenuGui();
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| 128 |
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| 129 | void renderScene(vector<SceneObject>& objects,
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| 130 | GLuint color_sp, GLuint texture_sp,
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| 131 | GLuint vao1, GLuint vao2,
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| 132 | GLuint points_vbo, GLuint normals_vbo,
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| 133 | GLuint colors_vbo, GLuint texcoords_vbo, GLuint selected_colors_vbo,
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| 134 | SceneObject* selectedObject,
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| 135 | map<GLuint, unsigned int>& shaderCounts,
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| 136 | map<GLuint, unsigned int>& curShaderBase);
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| 137 | void renderSceneGui();
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| 138 |
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| 139 | int main(int argc, char* argv[]) {
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| 140 | cout << "New OpenGL Game" << endl;
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| 141 |
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| 142 | if (!restart_gl_log()) {}
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| 143 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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| 144 |
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| 145 | glfwSetErrorCallback(glfw_error_callback);
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| 146 | if (!glfwInit()) {
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| 147 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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| 148 | return 1;
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| 149 | }
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| 150 |
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| 151 | #ifdef __APPLE__
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| 152 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 153 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 154 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 155 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 156 | #endif
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| 157 |
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| 158 | glfwWindowHint(GLFW_SAMPLES, 4);
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| 159 |
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| 160 | GLFWwindow* window = NULL;
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| 161 | GLFWmonitor* mon = NULL;
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| 162 |
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| 163 | if (FULLSCREEN) {
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| 164 | mon = glfwGetPrimaryMonitor();
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| 165 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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| 166 |
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| 167 | width = vmode->width;
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| 168 | height = vmode->height;
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| 169 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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| 170 | }
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| 171 | window = glfwCreateWindow(width, height, "New OpenGL Game", mon, NULL);
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| 172 |
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| 173 | if (!window) {
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| 174 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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| 175 | glfwTerminate();
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| 176 | return 1;
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| 177 | }
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| 178 |
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| 179 | glfwMakeContextCurrent(window);
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| 180 | glewExperimental = GL_TRUE;
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| 181 | glewInit();
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| 182 |
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| 183 | /*
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| 184 | * RENDERING ALGORITHM NOTES:
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| 185 | *
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| 186 | * Basically, I need to split my objects into groups, so that each group fits into
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| 187 | * GL_MAX_UNIFORM_BLOCK_SIZE. I need to have an offset and a size for each group.
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| 188 | * Getting the offset is straitforward. The size may as well be GL_MAX_UNIFORM_BLOCK_SIZE
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| 189 | * for each group, since it seems that smaller sizes just round up to the nearest GL_MAX_UNIFORM_BLOCK_SIZE
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| 190 | *
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| 191 | * I'll need to have a loop inside my render loop that calls glBindBufferRange(GL_UNIFORM_BUFFER, ...
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| 192 | * for every 1024 objects and then draws all those objects with one glDraw call.
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| 193 | *
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| 194 | * Since I currently have very few objects, I'll wait to implement this until I have
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| 195 | * a reasonable number of objects always using the same shader.
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| 196 | */
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| 197 |
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| 198 | GLint UNIFORM_BUFFER_OFFSET_ALIGNMENT, MAX_UNIFORM_BLOCK_SIZE;
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| 199 | glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &UNIFORM_BUFFER_OFFSET_ALIGNMENT);
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| 200 | glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &MAX_UNIFORM_BLOCK_SIZE);
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| 201 |
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| 202 | MAX_UNIFORMS = MAX_UNIFORM_BLOCK_SIZE / sizeof(mat4);
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| 203 |
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| 204 | cout << "UNIFORM_BUFFER_OFFSET_ALIGNMENT: " << UNIFORM_BUFFER_OFFSET_ALIGNMENT << endl;
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| 205 | cout << "MAX_UNIFORMS: " << MAX_UNIFORMS << endl;
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| 206 |
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| 207 | // Setup Dear ImGui binding
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| 208 | IMGUI_CHECKVERSION();
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| 209 | ImGui::CreateContext();
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| 210 | ImGuiIO& io = ImGui::GetIO(); (void)io;
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| 211 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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| 212 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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| 213 | ImGui_ImplGlfwGL3_Init(window, true);
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| 214 |
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| 215 | // Setup style
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| 216 | ImGui::StyleColorsDark();
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| 217 | //ImGui::StyleColorsClassic();
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| 218 |
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| 219 | glfwSetMouseButtonCallback(window, mouse_button_callback);
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| 220 | glfwSetKeyCallback(window, key_callback);
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| 221 |
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| 222 | const GLubyte* renderer = glGetString(GL_RENDERER);
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| 223 | const GLubyte* version = glGetString(GL_VERSION);
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| 224 | printf("Renderer: %s\n", renderer);
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| 225 | printf("OpenGL version supported %s\n", version);
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| 226 |
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| 227 | glEnable(GL_DEPTH_TEST);
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| 228 | glDepthFunc(GL_LESS);
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| 229 |
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| 230 | glEnable(GL_CULL_FACE);
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| 231 | // glCullFace(GL_BACK);
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| 232 | // glFrontFace(GL_CW);
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| 233 |
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| 234 | int x, y;
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| 235 | unsigned char* texImage = loadImage("test.png", &x, &y);
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| 236 | if (texImage) {
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| 237 | cout << "Yay, I loaded an image!" << endl;
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| 238 | cout << x << endl;
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| 239 | cout << y << endl;
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| 240 | printf("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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| 241 | }
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| 242 |
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| 243 | GLuint tex = 0;
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| 244 | glGenTextures(1, &tex);
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| 245 | glActiveTexture(GL_TEXTURE0);
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| 246 | glBindTexture(GL_TEXTURE_2D, tex);
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| 247 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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| 248 |
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| 249 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 250 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 251 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 252 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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| 253 |
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| 254 | /* RENDERING ALGORITHM
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| 255 | *
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| 256 | * Create a separate vbo for each of the following things:
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| 257 | * - points
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| 258 | * - colors
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| 259 | * - texture coordinates
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| 260 | * - selected colors
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| 261 | * - normals
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| 262 | * - indices into a ubo that stores a model matrix for each object
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| 263 | *
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| 264 | * Also, make a model matrix ubo, the entirety of which will be passed to the vertex shader.
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| 265 | * The vbo containing the correct index into the ubo (mentioned above) will be used to select
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| 266 | * the right model matrix for each point. The index in the vbo will be the saem for all points
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| 267 | * of any given object.
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| 268 | *
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| 269 | * There will be two shader programs for now, one for draing colored objects, and another for
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| 270 | * drawing textured ones. The points, normals, and model mat ubo indices will be passed to both
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| 271 | * shaders, while the colors vbo will only be passed to the colors shader, and the texcoords vbo
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| 272 | * only to the texture shader.
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| 273 | *
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| 274 | * Right now, the currently selected object is drawn using one color (specified in the selected
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| 275 | * colors vbo) regardless of whether it is normally rendering using colors or a texture. The selected
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| 276 | * object is rendering by binding the selected colors vbo in place of the colors vbo and using the colors
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| 277 | * shader. Then, the selected object is redrawn along with all other objects, but the depth buffer test
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| 278 | * prevents the unselected version of the object from appearing on the screen. This lets me render all the
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| 279 | * objects that use a particular shader using one glDrawArrays() call.
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| 280 | */
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| 281 |
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| 282 | GLuint color_sp = loadShaderProgram("./color.vert", "./color.frag");
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| 283 | GLuint texture_sp = loadShaderProgram("./texture.vert", "./texture.frag");
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| 284 |
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| 285 | SceneObject obj;
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| 286 | mat4 T_model, R_model;
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| 287 |
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| 288 | // triangle
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| 289 | obj = SceneObject();
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| 290 | obj.shader_program = color_sp;
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| 291 | obj.points = {
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| 292 | 0.0f, 0.5f, 0.0f,
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| 293 | -0.5f, -0.5f, 0.0f,
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| 294 | 0.5f, -0.5f, 0.0f,
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| 295 | 0.5f, -0.5f, 0.0f,
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| 296 | -0.5f, -0.5f, 0.0f,
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| 297 | 0.0f, 0.5f, 0.0f,
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| 298 | };
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| 299 | obj.colors = {
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| 300 | 1.0f, 0.0f, 0.0f,
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| 301 | 0.0f, 0.0f, 1.0f,
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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, 0.0f, 1.0f,
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| 305 | 1.0f, 0.0f, 0.0f,
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| 306 | };
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| 307 | obj.texcoords = {
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| 308 | 1.0f, 1.0f,
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| 309 | 0.0f, 1.0f,
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| 310 | 0.0f, 0.0f,
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| 311 | 1.0f, 1.0f,
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| 312 | 0.0f, 0.0f,
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| 313 | 1.0f, 0.0f
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| 314 | };
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| 315 | obj.selected_colors = {
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| 316 | 0.0f, 1.0f, 0.0f,
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| 317 | 0.0f, 1.0f, 0.0f,
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| 318 | 0.0f, 1.0f, 0.0f,
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| 319 | 0.0f, 1.0f, 0.0f,
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| 320 | 0.0f, 1.0f, 0.0f,
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| 321 | 0.0f, 1.0f, 0.0f,
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| 322 | };
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| 323 |
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| 324 | T_model = translate(mat4(), vec3(0.45f, 0.0f, 0.0f));
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| 325 | R_model = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
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| 326 | obj.model_mat = T_model*R_model;
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| 327 |
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| 328 | addObjectToScene(obj);
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| 329 |
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| 330 | // square
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| 331 | obj = SceneObject();
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| 332 | obj.shader_program = texture_sp;
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| 333 | obj.points = {
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| 334 | 0.5f, 0.5f, 0.0f,
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| 335 | -0.5f, 0.5f, 0.0f,
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| 336 | -0.5f, -0.5f, 0.0f,
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| 337 | 0.5f, 0.5f, 0.0f,
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| 338 | -0.5f, -0.5f, 0.0f,
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| 339 | 0.5f, -0.5f, 0.0f,
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| 340 | };
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| 341 | obj.colors = {
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| 342 | 1.0f, 0.0f, 0.0f,
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| 343 | 0.0f, 0.0f, 1.0f,
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| 344 | 0.0f, 1.0f, 0.0f,
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| 345 | 0.0f, 1.0f, 0.0f,
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| 346 | 0.0f, 0.0f, 1.0f,
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| 347 | 1.0f, 0.0f, 0.0f,
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| 348 | };
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| 349 | obj.texcoords = {
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| 350 | 1.0f, 1.0f,
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| 351 | 0.0f, 1.0f,
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| 352 | 0.0f, 0.0f,
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| 353 | 1.0f, 1.0f,
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| 354 | 0.0f, 0.0f,
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| 355 | 1.0f, 0.0f
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| 356 | };
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| 357 | obj.selected_colors = {
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| 358 | 0.0f, 0.6f, 0.9f,
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| 359 | 0.0f, 0.6f, 0.9f,
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| 360 | 0.0f, 0.6f, 0.9f,
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| 361 | 0.0f, 0.6f, 0.9f,
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| 362 | 0.0f, 0.6f, 0.9f,
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| 363 | 0.0f, 0.6f, 0.9f,
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| 364 | };
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| 365 |
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| 366 | T_model = translate(mat4(), vec3(-0.5f, 0.0f, -1.00f));
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| 367 | R_model = rotate(mat4(), 0.5f, vec3(0.0f, 1.0f, 0.0f));
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| 368 | obj.model_mat = T_model*R_model;
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| 369 |
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| 370 | addObjectToScene(obj);
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| 371 |
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| 372 | // player ship
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| 373 | obj = SceneObject();
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| 374 | obj.shader_program = color_sp;
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| 375 | obj.points = {
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| 376 | 0.0f, 0.5f, 0.0f,
|
|---|
| 377 | -0.5f, -0.5f, 0.0f,
|
|---|
| 378 | 0.5f, -0.5f, 0.0f,
|
|---|
| 379 | 0.5f, -0.5f, 0.0f,
|
|---|
| 380 | -0.5f, -0.5f, 0.0f,
|
|---|
| 381 | 0.0f, 0.5f, 0.0f,
|
|---|
| 382 | };
|
|---|
| 383 | obj.colors = {
|
|---|
| 384 | 0.0f, 0.0f, 0.3f,
|
|---|
| 385 | 0.0f, 0.0f, 0.3f,
|
|---|
| 386 | 0.0f, 0.0f, 0.3f,
|
|---|
| 387 | 0.0f, 0.0f, 0.3f,
|
|---|
| 388 | 0.0f, 0.0f, 0.3f,
|
|---|
| 389 | 0.0f, 0.0f, 0.3f,
|
|---|
| 390 | };
|
|---|
| 391 | obj.texcoords = {
|
|---|
| 392 | 1.0f, 1.0f,
|
|---|
| 393 | 0.0f, 1.0f,
|
|---|
| 394 | 0.0f, 0.0f,
|
|---|
| 395 | 1.0f, 1.0f,
|
|---|
| 396 | 0.0f, 0.0f,
|
|---|
| 397 | 1.0f, 0.0f,
|
|---|
| 398 | };
|
|---|
| 399 | obj.selected_colors = {
|
|---|
| 400 | 0.0f, 1.0f, 0.0f,
|
|---|
| 401 | 0.0f, 1.0f, 0.0f,
|
|---|
| 402 | 0.0f, 1.0f, 0.0f,
|
|---|
| 403 | 0.0f, 1.0f, 0.0f,
|
|---|
| 404 | 0.0f, 1.0f, 0.0f,
|
|---|
| 405 | 0.0f, 1.0f, 0.0f,
|
|---|
| 406 | };
|
|---|
| 407 |
|
|---|
| 408 | T_model = translate(mat4(), vec3(0.0f, -0.9f, 0.0f));
|
|---|
| 409 | R_model = rotate(mat4(), -1.0f, vec3(1.0f, 0.0f, 0.0f));
|
|---|
| 410 | obj.model_mat = T_model; //T_model * R_model;
|
|---|
| 411 |
|
|---|
| 412 | addObjectToScene(obj);
|
|---|
| 413 |
|
|---|
| 414 | vector<SceneObject>::iterator obj_it;
|
|---|
| 415 | GLsizeiptr offset;
|
|---|
| 416 |
|
|---|
| 417 | GLuint points_vbo, colors_vbo, selected_colors_vbo, texcoords_vbo,
|
|---|
| 418 | normals_vbo, ubo, model_mat_idx_vbo;
|
|---|
| 419 |
|
|---|
| 420 | map<GLuint, unsigned int> shaderCounts, curShaderBase;
|
|---|
| 421 |
|
|---|
| 422 | populateBuffers(objects,
|
|---|
| 423 | &points_vbo,
|
|---|
| 424 | &colors_vbo,
|
|---|
| 425 | &selected_colors_vbo,
|
|---|
| 426 | &texcoords_vbo,
|
|---|
| 427 | &normals_vbo,
|
|---|
| 428 | &ubo,
|
|---|
| 429 | &model_mat_idx_vbo,
|
|---|
| 430 | shaderCounts,
|
|---|
| 431 | curShaderBase);
|
|---|
| 432 |
|
|---|
| 433 | GLuint vao = 0;
|
|---|
| 434 | glGenVertexArrays(1, &vao);
|
|---|
| 435 | glBindVertexArray(vao);
|
|---|
| 436 |
|
|---|
| 437 | glEnableVertexAttribArray(0);
|
|---|
| 438 | glEnableVertexAttribArray(1);
|
|---|
| 439 | glEnableVertexAttribArray(2);
|
|---|
| 440 | glEnableVertexAttribArray(3);
|
|---|
| 441 |
|
|---|
| 442 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
|---|
| 443 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| 444 |
|
|---|
| 445 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
|---|
| 446 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| 447 |
|
|---|
| 448 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
|---|
| 449 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
|---|
| 450 |
|
|---|
| 451 | GLuint vao2 = 0;
|
|---|
| 452 | glGenVertexArrays(1, &vao2);
|
|---|
| 453 | glBindVertexArray(vao2);
|
|---|
| 454 |
|
|---|
| 455 | glEnableVertexAttribArray(0);
|
|---|
| 456 | glEnableVertexAttribArray(1);
|
|---|
| 457 | glEnableVertexAttribArray(2);
|
|---|
| 458 | glEnableVertexAttribArray(3);
|
|---|
| 459 |
|
|---|
| 460 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
|
|---|
| 461 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| 462 |
|
|---|
| 463 | glBindBuffer(GL_ARRAY_BUFFER, texcoords_vbo);
|
|---|
| 464 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| 465 |
|
|---|
| 466 | glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
|
|---|
| 467 | glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| 468 |
|
|---|
| 469 | glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
|
|---|
| 470 | glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, 0, 0);
|
|---|
| 471 |
|
|---|
| 472 | float cam_speed = 1.0f;
|
|---|
| 473 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
|
|---|
| 474 |
|
|---|
| 475 | // glm::lookAt can create the view matrix
|
|---|
| 476 | // glm::perspective can create the projection matrix
|
|---|
| 477 |
|
|---|
| 478 | cam_pos = vec3(0.0f, 0.0f, 2.0f);
|
|---|
| 479 | float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
|
|---|
| 480 |
|
|---|
| 481 | mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
|---|
| 482 | mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
|---|
| 483 | view_mat = R*T;
|
|---|
| 484 |
|
|---|
| 485 | float fov = 67.0f * ONE_DEG_IN_RAD;
|
|---|
| 486 | float aspect = (float)width / (float)height;
|
|---|
| 487 |
|
|---|
| 488 | float range = tan(fov * 0.5f) * NEAR_CLIP;
|
|---|
| 489 | float Sx = NEAR_CLIP / (range * aspect);
|
|---|
| 490 | float Sy = NEAR_CLIP / range;
|
|---|
| 491 | float Sz = -(FAR_CLIP + NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
|---|
| 492 | float Pz = -(2.0f * FAR_CLIP * NEAR_CLIP) / (FAR_CLIP - NEAR_CLIP);
|
|---|
| 493 |
|
|---|
| 494 | float proj_arr[] = {
|
|---|
| 495 | Sx, 0.0f, 0.0f, 0.0f,
|
|---|
| 496 | 0.0f, Sy, 0.0f, 0.0f,
|
|---|
| 497 | 0.0f, 0.0f, Sz, -1.0f,
|
|---|
| 498 | 0.0f, 0.0f, Pz, 0.0f,
|
|---|
| 499 | };
|
|---|
| 500 | proj_mat = make_mat4(proj_arr);
|
|---|
| 501 |
|
|---|
| 502 | GLuint ub_binding_point = 0;
|
|---|
| 503 |
|
|---|
| 504 | GLuint view_test_loc = glGetUniformLocation(color_sp, "view");
|
|---|
| 505 | GLuint proj_test_loc = glGetUniformLocation(color_sp, "proj");
|
|---|
| 506 | GLuint color_sp_ub_index = glGetUniformBlockIndex(color_sp, "models");
|
|---|
| 507 |
|
|---|
| 508 | GLuint view_mat_loc = glGetUniformLocation(texture_sp, "view");
|
|---|
| 509 | GLuint proj_mat_loc = glGetUniformLocation(texture_sp, "proj");
|
|---|
| 510 | GLuint texture_sp_ub_index = glGetUniformBlockIndex(texture_sp, "models");
|
|---|
| 511 |
|
|---|
| 512 | glUseProgram(color_sp);
|
|---|
| 513 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
|---|
| 514 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
|---|
| 515 |
|
|---|
| 516 | glUniformBlockBinding(color_sp, color_sp_ub_index, ub_binding_point);
|
|---|
| 517 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
|---|
| 518 |
|
|---|
| 519 | glUseProgram(texture_sp);
|
|---|
| 520 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
|---|
| 521 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
|
|---|
| 522 |
|
|---|
| 523 | glUniformBlockBinding(texture_sp, texture_sp_ub_index, ub_binding_point);
|
|---|
| 524 | glBindBufferRange(GL_UNIFORM_BUFFER, ub_binding_point, ubo, 0, GL_MAX_UNIFORM_BLOCK_SIZE);
|
|---|
| 525 |
|
|---|
| 526 | bool cam_moved = false;
|
|---|
| 527 |
|
|---|
| 528 | int frame_count = 0;
|
|---|
| 529 | double elapsed_seconds_fps = 0.0f;
|
|---|
| 530 | double previous_seconds = glfwGetTime();
|
|---|
| 531 |
|
|---|
| 532 | // This draws wireframes. Useful for seeing separate faces and occluded objects.
|
|---|
| 533 | //glPolygonMode(GL_FRONT, GL_LINE);
|
|---|
| 534 |
|
|---|
| 535 | if (DISABLE_VSYNC && SHOW_FPS) {
|
|---|
| 536 | glfwSwapInterval(0);
|
|---|
| 537 | }
|
|---|
| 538 |
|
|---|
| 539 | State curState = STATE_MAIN_MENU;
|
|---|
| 540 |
|
|---|
| 541 | while (!glfwWindowShouldClose(window) && isRunning) {
|
|---|
| 542 | double current_seconds = glfwGetTime();
|
|---|
| 543 | double elapsed_seconds = current_seconds - previous_seconds;
|
|---|
| 544 | previous_seconds = current_seconds;
|
|---|
| 545 |
|
|---|
| 546 | if (SHOW_FPS) {
|
|---|
| 547 | elapsed_seconds_fps += elapsed_seconds;
|
|---|
| 548 | if (elapsed_seconds_fps > 0.25f) {
|
|---|
| 549 | fps = (double)frame_count / elapsed_seconds_fps;
|
|---|
| 550 | cout << "FPS: " << fps << endl;
|
|---|
| 551 |
|
|---|
| 552 | frame_count = 0;
|
|---|
| 553 | elapsed_seconds_fps = 0.0f;
|
|---|
| 554 | }
|
|---|
| 555 |
|
|---|
| 556 | frame_count++;
|
|---|
| 557 | }
|
|---|
| 558 |
|
|---|
| 559 | // Handle events
|
|---|
| 560 |
|
|---|
| 561 | clickedObject = NULL;
|
|---|
| 562 |
|
|---|
| 563 | // reset the all key states to KEY_STATE_UNCHANGED (something the GLFW key callback can never return)
|
|---|
| 564 | // so that GLFW_PRESS and GLFW_RELEASE are only detected once
|
|---|
| 565 | // TODO: Change this if we ever need to act on GLFW_REPEAT (which is when a key is held down continuously)
|
|---|
| 566 | fill(key_state, key_state + NUM_KEYS, KEY_STATE_UNCHANGED);
|
|---|
| 567 |
|
|---|
| 568 | glfwPollEvents();
|
|---|
| 569 |
|
|---|
| 570 | while (!events.empty()) {
|
|---|
| 571 | switch (events.front()) {
|
|---|
| 572 | case EVENT_GO_TO_MAIN_MENU:
|
|---|
| 573 | curState = STATE_MAIN_MENU;
|
|---|
| 574 | break;
|
|---|
| 575 | case EVENT_GO_TO_GAME:
|
|---|
| 576 | curState = STATE_GAME;
|
|---|
| 577 | break;
|
|---|
| 578 | case EVENT_QUIT:
|
|---|
| 579 | isRunning = false;
|
|---|
| 580 | break;
|
|---|
| 581 | }
|
|---|
| 582 | events.pop();
|
|---|
| 583 | }
|
|---|
| 584 |
|
|---|
| 585 | if (curState == STATE_GAME) {
|
|---|
| 586 | if (clickedObject == &objects[0]) {
|
|---|
| 587 | selectedObject = &objects[0];
|
|---|
| 588 | }
|
|---|
| 589 | if (clickedObject == &objects[1]) {
|
|---|
| 590 | selectedObject = &objects[1];
|
|---|
| 591 | }
|
|---|
| 592 |
|
|---|
| 593 | /*
|
|---|
| 594 | if (key_state[GLFW_KEY_SPACE] == GLFW_PRESS) {
|
|---|
| 595 | //transformObject(objects[1], translate(mat4(), vec3(0.3f, 0.0f, 0.0f)), ubo);
|
|---|
| 596 | }
|
|---|
| 597 | if (key_pressed[GLFW_KEY_RIGHT]) {
|
|---|
| 598 | transformObject(objects[2], translate(mat4(), vec3(0.01f, 0.0f, 0.0f)), ubo);
|
|---|
| 599 | }
|
|---|
| 600 | if (key_pressed[GLFW_KEY_LEFT]) {
|
|---|
| 601 | transformObject(objects[2], translate(mat4(), vec3(-0.01f, 0.0f, 0.0f)), ubo);
|
|---|
| 602 | }
|
|---|
| 603 | */
|
|---|
| 604 | }
|
|---|
| 605 |
|
|---|
| 606 | // Render scene
|
|---|
| 607 |
|
|---|
| 608 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|---|
| 609 |
|
|---|
| 610 | switch (curState) {
|
|---|
| 611 | case STATE_MAIN_MENU:
|
|---|
| 612 | renderMainMenu();
|
|---|
| 613 | renderMainMenuGui();
|
|---|
| 614 | break;
|
|---|
| 615 | case STATE_GAME:
|
|---|
| 616 | renderScene(objects,
|
|---|
| 617 | color_sp, texture_sp,
|
|---|
| 618 | vao, vao2,
|
|---|
| 619 | points_vbo, normals_vbo,
|
|---|
| 620 | colors_vbo, texcoords_vbo, selected_colors_vbo,
|
|---|
| 621 | selectedObject,
|
|---|
| 622 | shaderCounts, curShaderBase);
|
|---|
| 623 | renderSceneGui();
|
|---|
| 624 | break;
|
|---|
| 625 | }
|
|---|
| 626 |
|
|---|
| 627 | glfwSwapBuffers(window);
|
|---|
| 628 |
|
|---|
| 629 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
|
|---|
| 630 | glfwSetWindowShouldClose(window, 1);
|
|---|
| 631 | }
|
|---|
| 632 |
|
|---|
| 633 | float dist = cam_speed * elapsed_seconds;
|
|---|
| 634 | if (glfwGetKey(window, GLFW_KEY_A)) {
|
|---|
| 635 | cam_pos.x -= cos(cam_yaw)*dist;
|
|---|
| 636 | cam_pos.z += sin(cam_yaw)*dist;
|
|---|
| 637 |
|
|---|
| 638 | cam_moved = true;
|
|---|
| 639 | }
|
|---|
| 640 | if (glfwGetKey(window, GLFW_KEY_D)) {
|
|---|
| 641 | cam_pos.x += cos(cam_yaw)*dist;
|
|---|
| 642 | cam_pos.z -= sin(cam_yaw)*dist;
|
|---|
| 643 |
|
|---|
| 644 | cam_moved = true;
|
|---|
| 645 | }
|
|---|
| 646 | if (glfwGetKey(window, GLFW_KEY_W)) {
|
|---|
| 647 | cam_pos.x -= sin(cam_yaw)*dist;
|
|---|
| 648 | cam_pos.z -= cos(cam_yaw)*dist;
|
|---|
| 649 |
|
|---|
| 650 | cam_moved = true;
|
|---|
| 651 | }
|
|---|
| 652 | if (glfwGetKey(window, GLFW_KEY_S)) {
|
|---|
| 653 | cam_pos.x += sin(cam_yaw)*dist;
|
|---|
| 654 | cam_pos.z += cos(cam_yaw)*dist;
|
|---|
| 655 |
|
|---|
| 656 | cam_moved = true;
|
|---|
| 657 | }
|
|---|
| 658 | if (glfwGetKey(window, GLFW_KEY_LEFT)) {
|
|---|
| 659 | cam_yaw += cam_yaw_speed * elapsed_seconds;
|
|---|
| 660 | cam_moved = true;
|
|---|
| 661 | }
|
|---|
| 662 | if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
|
|---|
| 663 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
|
|---|
| 664 | cam_moved = true;
|
|---|
| 665 | }
|
|---|
| 666 | if (cam_moved) {
|
|---|
| 667 | T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
|
|---|
| 668 | R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
|
|---|
| 669 |
|
|---|
| 670 | view_mat = R*T;
|
|---|
| 671 |
|
|---|
| 672 | glUseProgram(color_sp);
|
|---|
| 673 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
|
|---|
| 674 |
|
|---|
| 675 | glUseProgram(texture_sp);
|
|---|
| 676 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
|
|---|
| 677 |
|
|---|
| 678 | cam_moved = false;
|
|---|
| 679 | }
|
|---|
| 680 | }
|
|---|
| 681 |
|
|---|
| 682 | ImGui_ImplGlfwGL3_Shutdown();
|
|---|
| 683 | ImGui::DestroyContext();
|
|---|
| 684 |
|
|---|
| 685 | glfwDestroyWindow(window);
|
|---|
| 686 | glfwTerminate();
|
|---|
| 687 |
|
|---|
| 688 | return 0;
|
|---|
| 689 | }
|
|---|
| 690 |
|
|---|
| 691 | void glfw_error_callback(int error, const char* description) {
|
|---|
| 692 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
|
|---|
| 693 | }
|
|---|
| 694 |
|
|---|
| 695 | void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
|
|---|
| 696 | double mouse_x, mouse_y;
|
|---|
| 697 | glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
|---|
| 698 |
|
|---|
| 699 | if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
|
|---|
| 700 | cout << "Mouse clicked (" << mouse_x << "," << mouse_y << ")" << endl;
|
|---|
| 701 | selectedObject = NULL;
|
|---|
| 702 |
|
|---|
| 703 | float x = (2.0f*mouse_x) / width - 1.0f;
|
|---|
| 704 | float y = 1.0f - (2.0f*mouse_y) / height;
|
|---|
| 705 |
|
|---|
| 706 | cout << "x: " << x << ", y: " << y << endl;
|
|---|
| 707 |
|
|---|
| 708 | vec4 ray_clip = vec4(x, y, -1.0f, 1.0f);
|
|---|
| 709 | vec4 ray_eye = inverse(proj_mat) * ray_clip;
|
|---|
| 710 | ray_eye = vec4(ray_eye.xy(), -1.0f, 1.0f);
|
|---|
| 711 | vec4 ray_world = inverse(view_mat) * ray_eye;
|
|---|
| 712 |
|
|---|
| 713 | vec4 cam_pos_temp = vec4(cam_pos, 1.0f);
|
|---|
| 714 |
|
|---|
| 715 | vec4 click_point;
|
|---|
| 716 | 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
|
|---|
| 717 | SceneObject* closest_object = NULL;
|
|---|
| 718 |
|
|---|
| 719 | for (vector<SceneObject>::iterator it = objects.begin(); it != objects.end(); it++) {
|
|---|
| 720 | for (unsigned int p_idx = 0; p_idx < it->points.size(); p_idx += 9) {
|
|---|
| 721 | if (faceClicked(
|
|---|
| 722 | {
|
|---|
| 723 | vec3(it->points[p_idx], it->points[p_idx + 1], it->points[p_idx + 2]),
|
|---|
| 724 | vec3(it->points[p_idx + 3], it->points[p_idx + 4], it->points[p_idx + 5]),
|
|---|
| 725 | vec3(it->points[p_idx + 6], it->points[p_idx + 7], it->points[p_idx + 8]),
|
|---|
| 726 | },
|
|---|
| 727 | &*it, ray_world, cam_pos_temp, click_point
|
|---|
| 728 | )) {
|
|---|
| 729 | click_point = view_mat * click_point;
|
|---|
| 730 |
|
|---|
| 731 | if (-NEAR_CLIP >= click_point.z && click_point.z > -FAR_CLIP && click_point.z > closest_point.z) {
|
|---|
| 732 | closest_point = click_point.xyz();
|
|---|
| 733 | closest_object = &*it;
|
|---|
| 734 | }
|
|---|
| 735 | }
|
|---|
| 736 | }
|
|---|
| 737 | }
|
|---|
| 738 |
|
|---|
| 739 | if (closest_object == NULL) {
|
|---|
| 740 | cout << "No object was clicked" << endl;
|
|---|
| 741 | } else {
|
|---|
| 742 | clickedObject = closest_object;
|
|---|
| 743 | cout << "Clicked object: " << clickedObject->id << endl;
|
|---|
| 744 | }
|
|---|
| 745 | }
|
|---|
| 746 | }
|
|---|
| 747 |
|
|---|
| 748 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
|
|---|
| 749 | key_state[key] = action;
|
|---|
| 750 |
|
|---|
| 751 | // should be true for GLFW_PRESS and GLFW_REPEAT
|
|---|
| 752 | key_pressed[key] = (action != GLFW_RELEASE);
|
|---|
| 753 | }
|
|---|
| 754 |
|
|---|
| 755 |
|
|---|
| 756 | GLuint loadShader(GLenum type, string file) {
|
|---|
| 757 | cout << "Loading shader from file " << file << endl;
|
|---|
| 758 |
|
|---|
| 759 | ifstream shaderFile(file);
|
|---|
| 760 | GLuint shaderId = 0;
|
|---|
| 761 |
|
|---|
| 762 | if (shaderFile.is_open()) {
|
|---|
| 763 | string line, shaderString;
|
|---|
| 764 |
|
|---|
| 765 | while(getline(shaderFile, line)) {
|
|---|
| 766 | shaderString += line + "\n";
|
|---|
| 767 | }
|
|---|
| 768 | shaderFile.close();
|
|---|
| 769 | const char* shaderCString = shaderString.c_str();
|
|---|
| 770 |
|
|---|
| 771 | shaderId = glCreateShader(type);
|
|---|
| 772 | glShaderSource(shaderId, 1, &shaderCString, NULL);
|
|---|
| 773 | glCompileShader(shaderId);
|
|---|
| 774 |
|
|---|
| 775 | cout << "Loaded successfully" << endl;
|
|---|
| 776 | } else {
|
|---|
| 777 | cout << "Failed to load the file" << endl;
|
|---|
| 778 | }
|
|---|
| 779 |
|
|---|
| 780 | return shaderId;
|
|---|
| 781 | }
|
|---|
| 782 |
|
|---|
| 783 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
|---|
| 784 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
|---|
| 785 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
|---|
| 786 |
|
|---|
| 787 | GLuint shader_program = glCreateProgram();
|
|---|
| 788 | glAttachShader(shader_program, vs);
|
|---|
| 789 | glAttachShader(shader_program, fs);
|
|---|
| 790 |
|
|---|
| 791 | glLinkProgram(shader_program);
|
|---|
| 792 |
|
|---|
| 793 | return shader_program;
|
|---|
| 794 | }
|
|---|
| 795 |
|
|---|
| 796 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
|---|
| 797 | int n;
|
|---|
| 798 | int force_channels = 4; // This forces RGBA (4 bytes per pixel)
|
|---|
| 799 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
|---|
| 800 |
|
|---|
| 801 | int width_in_bytes = *x * 4;
|
|---|
| 802 | unsigned char *top = NULL;
|
|---|
| 803 | unsigned char *bottom = NULL;
|
|---|
| 804 | unsigned char temp = 0;
|
|---|
| 805 | int half_height = *y / 2;
|
|---|
| 806 |
|
|---|
| 807 | // flip image upside-down to account for OpenGL treating lower-left as (0, 0)
|
|---|
| 808 | for (int row = 0; row < half_height; row++) {
|
|---|
| 809 | top = image_data + row * width_in_bytes;
|
|---|
| 810 | bottom = image_data + (*y - row - 1) * width_in_bytes;
|
|---|
| 811 | for (int col = 0; col < width_in_bytes; col++) {
|
|---|
| 812 | temp = *top;
|
|---|
| 813 | *top = *bottom;
|
|---|
| 814 | *bottom = temp;
|
|---|
| 815 | top++;
|
|---|
| 816 | bottom++;
|
|---|
| 817 | }
|
|---|
| 818 | }
|
|---|
| 819 |
|
|---|
| 820 | if (!image_data) {
|
|---|
| 821 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
|---|
| 822 | }
|
|---|
| 823 |
|
|---|
| 824 | // Not Power-of-2 check
|
|---|
| 825 | if ((*x & (*x - 1)) != 0 || (*y & (*y - 1)) != 0) {
|
|---|
| 826 | fprintf(stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name.c_str());
|
|---|
| 827 | }
|
|---|
| 828 |
|
|---|
| 829 | return image_data;
|
|---|
| 830 | }
|
|---|
| 831 |
|
|---|
| 832 | bool faceClicked(array<vec3, 3> points, SceneObject* obj, vec4 world_ray, vec4 cam, vec4& click_point) {
|
|---|
| 833 | // LINE EQUATION: P = O + Dt
|
|---|
| 834 | // O = cam
|
|---|
| 835 | // D = ray_world
|
|---|
| 836 |
|
|---|
| 837 | // PLANE EQUATION: P dot n + d = 0
|
|---|
| 838 | // n is the normal vector
|
|---|
| 839 | // d is the offset from the origin
|
|---|
| 840 |
|
|---|
| 841 | // Take the cross-product of two vectors on the plane to get the normal
|
|---|
| 842 | vec3 v1 = points[1] - points[0];
|
|---|
| 843 | vec3 v2 = points[2] - points[0];
|
|---|
| 844 |
|
|---|
| 845 | 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);
|
|---|
| 846 |
|
|---|
| 847 | vec3 local_ray = (inverse(obj->model_mat) * world_ray).xyz();
|
|---|
| 848 | vec3 local_cam = (inverse(obj->model_mat) * cam).xyz();
|
|---|
| 849 |
|
|---|
| 850 | local_ray = local_ray - local_cam;
|
|---|
| 851 |
|
|---|
| 852 | float d = -glm::dot(points[0], normal);
|
|---|
| 853 | float t = -(glm::dot(local_cam, normal) + d) / glm::dot(local_ray, normal);
|
|---|
| 854 |
|
|---|
| 855 | vec3 intersection = local_cam + t*local_ray;
|
|---|
| 856 |
|
|---|
| 857 | if (insideTriangle(intersection, points)) {
|
|---|
| 858 | click_point = obj->model_mat * vec4(intersection, 1.0f);
|
|---|
| 859 | return true;
|
|---|
| 860 | } else {
|
|---|
| 861 | return false;
|
|---|
| 862 | }
|
|---|
| 863 | }
|
|---|
| 864 |
|
|---|
| 865 | bool insideTriangle(vec3 p, array<vec3, 3> triangle_points) {
|
|---|
| 866 | vec3 v21 = triangle_points[1] - triangle_points[0];
|
|---|
| 867 | vec3 v31 = triangle_points[2] - triangle_points[0];
|
|---|
| 868 | vec3 pv1 = p - triangle_points[0];
|
|---|
| 869 |
|
|---|
| 870 | float y = (pv1.y*v21.x - pv1.x*v21.y) / (v31.y*v21.x - v31.x*v21.y);
|
|---|
| 871 | float x = (pv1.x-y*v31.x) / v21.x;
|
|---|
| 872 |
|
|---|
| 873 | return x > 0.0f && y > 0.0f && x+y < 1.0f;
|
|---|
| 874 | }
|
|---|
| 875 |
|
|---|
| 876 | void printVector(string label, vec3 v) {
|
|---|
| 877 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << ")" << endl;
|
|---|
| 878 | }
|
|---|
| 879 |
|
|---|
| 880 | void print4DVector(string label, vec4 v) {
|
|---|
| 881 | cout << label << " -> (" << v.x << "," << v.y << "," << v.z << "," << v.w << ")" << endl;
|
|---|
| 882 | }
|
|---|
| 883 |
|
|---|
| 884 | void addObjectToScene(SceneObject& obj) {
|
|---|
| 885 | obj.id = objects.size(); // currently unused
|
|---|
| 886 | obj.num_points = obj.points.size() / 3;
|
|---|
| 887 |
|
|---|
| 888 | obj.normals.reserve(obj.points.size());
|
|---|
| 889 | for (int i = 0; i < obj.points.size(); i += 9) {
|
|---|
| 890 | vec3 point1 = vec3(obj.points[i], obj.points[i + 1], obj.points[i + 2]);
|
|---|
| 891 | vec3 point2 = vec3(obj.points[i + 3], obj.points[i + 4], obj.points[i + 5]);
|
|---|
| 892 | vec3 point3 = vec3(obj.points[i + 6], obj.points[i + 7], obj.points[i + 8]);
|
|---|
| 893 |
|
|---|
| 894 | vec3 normal = normalize(cross(point2 - point1, point3 - point1));
|
|---|
| 895 |
|
|---|
| 896 | // Add the same normal for all 3 points
|
|---|
| 897 | for (int j = 0; j < 3; j++) {
|
|---|
| 898 | obj.normals.push_back(normal.x);
|
|---|
| 899 | obj.normals.push_back(normal.y);
|
|---|
| 900 | obj.normals.push_back(normal.z);
|
|---|
| 901 | }
|
|---|
| 902 | }
|
|---|
| 903 |
|
|---|
| 904 | objects.push_back(obj);
|
|---|
| 905 | }
|
|---|
| 906 |
|
|---|
| 907 | void populateBuffers(vector<SceneObject>& objects,
|
|---|
| 908 | GLuint* points_vbo,
|
|---|
| 909 | GLuint* colors_vbo,
|
|---|
| 910 | GLuint* selected_colors_vbo,
|
|---|
| 911 | GLuint* texcoords_vbo,
|
|---|
| 912 | GLuint* normals_vbo,
|
|---|
| 913 | GLuint* ubo,
|
|---|
| 914 | GLuint* model_mat_idx_vbo,
|
|---|
| 915 | map<GLuint, unsigned int>& shaderCounts,
|
|---|
| 916 | map<GLuint, unsigned int>& curShaderBase) {
|
|---|
| 917 | GLsizeiptr points_buffer_size = 0;
|
|---|
| 918 | GLsizeiptr textures_buffer_size = 0;
|
|---|
| 919 | GLsizeiptr ubo_buffer_size = 0;
|
|---|
| 920 | GLsizeiptr model_mat_idx_buffer_size = 0;
|
|---|
| 921 |
|
|---|
| 922 | map<GLuint, unsigned int> curShaderOffset;
|
|---|
| 923 |
|
|---|
| 924 | map<GLuint, unsigned int> shaderUboCounts;
|
|---|
| 925 | map<GLuint, unsigned int> curShaderUboBase;
|
|---|
| 926 | map<GLuint, unsigned int> curShaderUboOffset;
|
|---|
| 927 |
|
|---|
| 928 | vector<SceneObject>::iterator it;
|
|---|
| 929 |
|
|---|
| 930 | /* Find all shaders that need to be used and the number of objects and
|
|---|
| 931 | * number of points for each shader. Construct a map from shader id to count
|
|---|
| 932 | * of points being drawn using that shader (for thw model matrix ubo, we
|
|---|
| 933 | * need object counts instead). These will be used to get offsets into the
|
|---|
| 934 | * vertex buffer for each shader.
|
|---|
| 935 | */
|
|---|
| 936 | for (it = objects.begin(); it != objects.end(); it++) {
|
|---|
| 937 | points_buffer_size += it->points.size() * sizeof(GLfloat);
|
|---|
| 938 | textures_buffer_size += it->texcoords.size() * sizeof(GLfloat);
|
|---|
| 939 | ubo_buffer_size += 16 * sizeof(GLfloat);
|
|---|
| 940 | model_mat_idx_buffer_size += it->num_points * sizeof(GLuint);
|
|---|
| 941 |
|
|---|
| 942 | if (shaderCounts.count(it->shader_program) == 0) {
|
|---|
| 943 | shaderCounts[it->shader_program] = it->num_points;
|
|---|
| 944 | shaderUboCounts[it->shader_program] = 1;
|
|---|
| 945 | } else {
|
|---|
| 946 | shaderCounts[it->shader_program] += it->num_points;
|
|---|
| 947 | shaderUboCounts[it->shader_program]++;
|
|---|
| 948 | }
|
|---|
| 949 | }
|
|---|
| 950 |
|
|---|
| 951 | map<GLuint, unsigned int>::iterator shaderIt;
|
|---|
| 952 | unsigned int lastShaderCount = 0;
|
|---|
| 953 | unsigned int lastShaderUboCount = 0;
|
|---|
| 954 |
|
|---|
| 955 | /*
|
|---|
| 956 | * The counts calculated above can be used to get the starting offset of
|
|---|
| 957 | * each shader in the vertex buffer. Create a map of base offsets to mark
|
|---|
| 958 | * where the data for the first object using a given shader begins. Also,
|
|---|
| 959 | * create a map of current offsets to mark where to copy data for the next
|
|---|
| 960 | * object being added.
|
|---|
| 961 | */
|
|---|
| 962 | cout << "Shader counts:" << endl;
|
|---|
| 963 | for (shaderIt = shaderCounts.begin(); shaderIt != shaderCounts.end(); shaderIt++) {
|
|---|
| 964 | curShaderOffset[shaderIt->first] = 0;
|
|---|
| 965 | curShaderUboOffset[shaderIt->first] = 0;
|
|---|
| 966 |
|
|---|
| 967 | curShaderBase[shaderIt->first] = lastShaderCount;
|
|---|
| 968 | lastShaderCount += shaderCounts[shaderIt->first];
|
|---|
| 969 |
|
|---|
| 970 | curShaderUboBase[shaderIt->first] = lastShaderUboCount;
|
|---|
| 971 | lastShaderUboCount += shaderUboCounts[shaderIt->first];
|
|---|
| 972 | }
|
|---|
| 973 |
|
|---|
| 974 | // Initialize all the buffers using the counts calculated above
|
|---|
| 975 |
|
|---|
| 976 | *points_vbo = 0;
|
|---|
| 977 | glGenBuffers(1, points_vbo);
|
|---|
| 978 | glBindBuffer(GL_ARRAY_BUFFER, *points_vbo);
|
|---|
| 979 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 980 |
|
|---|
| 981 | *colors_vbo = 0;
|
|---|
| 982 | glGenBuffers(1, colors_vbo);
|
|---|
| 983 | glBindBuffer(GL_ARRAY_BUFFER, *colors_vbo);
|
|---|
| 984 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 985 |
|
|---|
| 986 | *selected_colors_vbo = 0;
|
|---|
| 987 | glGenBuffers(1, selected_colors_vbo);
|
|---|
| 988 | glBindBuffer(GL_ARRAY_BUFFER, *selected_colors_vbo);
|
|---|
| 989 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 990 |
|
|---|
| 991 | *texcoords_vbo = 0;
|
|---|
| 992 | glGenBuffers(1, texcoords_vbo);
|
|---|
| 993 | glBindBuffer(GL_ARRAY_BUFFER, *texcoords_vbo);
|
|---|
| 994 | glBufferData(GL_ARRAY_BUFFER, textures_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 995 |
|
|---|
| 996 | *normals_vbo = 0;
|
|---|
| 997 | glGenBuffers(1, normals_vbo);
|
|---|
| 998 | glBindBuffer(GL_ARRAY_BUFFER, *normals_vbo);
|
|---|
| 999 | glBufferData(GL_ARRAY_BUFFER, points_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 1000 |
|
|---|
| 1001 | *ubo = 0;
|
|---|
| 1002 | glGenBuffers(1, ubo);
|
|---|
| 1003 | glBindBuffer(GL_UNIFORM_BUFFER, *ubo);
|
|---|
| 1004 | glBufferData(GL_UNIFORM_BUFFER, ubo_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 1005 |
|
|---|
| 1006 | *model_mat_idx_vbo = 0;
|
|---|
| 1007 | glGenBuffers(1, model_mat_idx_vbo);
|
|---|
| 1008 | glBindBuffer(GL_ARRAY_BUFFER, *model_mat_idx_vbo);
|
|---|
| 1009 | glBufferData(GL_ARRAY_BUFFER, model_mat_idx_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|---|
| 1010 |
|
|---|
| 1011 | GLint vertex_ubo_offset;
|
|---|
| 1012 | for (it = objects.begin(); it != objects.end(); it++) {
|
|---|
| 1013 | it->vertex_vbo_offset = curShaderBase[it->shader_program] + curShaderOffset[it->shader_program];
|
|---|
| 1014 | vertex_ubo_offset = curShaderUboBase[it->shader_program] + curShaderUboOffset[it->shader_program];
|
|---|
| 1015 |
|
|---|
| 1016 | glBindBuffer(GL_ARRAY_BUFFER, *points_vbo);
|
|---|
| 1017 | glBufferSubData(GL_ARRAY_BUFFER, it->vertex_vbo_offset * sizeof(GLfloat) * 3, it->points.size() * sizeof(GLfloat), &it->points[0]);
|
|---|
| 1018 |
|
|---|
| 1019 | glBindBuffer(GL_ARRAY_BUFFER, *colors_vbo);
|
|---|
| 1020 | glBufferSubData(GL_ARRAY_BUFFER, it->vertex_vbo_offset * sizeof(GLfloat) * 3, it->colors.size() * sizeof(GLfloat), &it->colors[0]);
|
|---|
| 1021 |
|
|---|
| 1022 | glBindBuffer(GL_ARRAY_BUFFER, *selected_colors_vbo);
|
|---|
| 1023 | glBufferSubData(GL_ARRAY_BUFFER, it->vertex_vbo_offset * sizeof(GLfloat) * 3, it->selected_colors.size() * sizeof(GLfloat), &it->selected_colors[0]);
|
|---|
| 1024 |
|
|---|
| 1025 | glBindBuffer(GL_ARRAY_BUFFER, *texcoords_vbo);
|
|---|
| 1026 | glBufferSubData(GL_ARRAY_BUFFER, it->vertex_vbo_offset * sizeof(GLfloat) * 2, it->texcoords.size() * sizeof(GLfloat), &it->texcoords[0]);
|
|---|
| 1027 |
|
|---|
| 1028 | glBindBuffer(GL_ARRAY_BUFFER, *normals_vbo);
|
|---|
| 1029 | glBufferSubData(GL_ARRAY_BUFFER, it->vertex_vbo_offset * sizeof(GLfloat) * 3, it->normals.size() * sizeof(GLfloat), &it->normals[0]);
|
|---|
| 1030 |
|
|---|
| 1031 | glBindBuffer(GL_ARRAY_BUFFER, *model_mat_idx_vbo);
|
|---|
| 1032 | for (int i = 0; i < it->num_points; i++) {
|
|---|
| 1033 | glBufferSubData(GL_ARRAY_BUFFER, (it->vertex_vbo_offset + i) * sizeof(GLuint), sizeof(GLuint), &vertex_ubo_offset);
|
|---|
| 1034 | }
|
|---|
| 1035 |
|
|---|
| 1036 | curShaderOffset[it->shader_program] += it->num_points;
|
|---|
| 1037 |
|
|---|
| 1038 | glBindBuffer(GL_UNIFORM_BUFFER, *ubo);
|
|---|
| 1039 | glBufferSubData(GL_UNIFORM_BUFFER, vertex_ubo_offset * sizeof(mat4), sizeof(mat4), value_ptr(it->model_mat));
|
|---|
| 1040 |
|
|---|
| 1041 | curShaderUboOffset[it->shader_program]++;
|
|---|
| 1042 | }
|
|---|
| 1043 | }
|
|---|
| 1044 |
|
|---|
| 1045 | void renderScene(vector<SceneObject>& objects,
|
|---|
| 1046 | GLuint color_sp, GLuint texture_sp,
|
|---|
| 1047 | GLuint vao1, GLuint vao2,
|
|---|
| 1048 | GLuint points_vbo, GLuint normals_vbo,
|
|---|
| 1049 | GLuint colors_vbo, GLuint texcoords_vbo, GLuint selected_colors_vbo,
|
|---|
| 1050 | SceneObject* selectedObject,
|
|---|
| 1051 | map<GLuint, unsigned int>& shaderCounts,
|
|---|
| 1052 | map<GLuint, unsigned int>& curShaderBase) {
|
|---|
| 1053 |
|
|---|
| 1054 | glUseProgram(color_sp);
|
|---|
| 1055 | glBindVertexArray(vao1);
|
|---|
| 1056 |
|
|---|
| 1057 | if (selectedObject != NULL) {
|
|---|
| 1058 | glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
|
|---|
| 1059 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| 1060 |
|
|---|
| 1061 | glDrawArrays(GL_TRIANGLES, selectedObject->vertex_vbo_offset, selectedObject->num_points);
|
|---|
| 1062 | }
|
|---|
| 1063 |
|
|---|
| 1064 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
|
|---|
| 1065 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|---|
| 1066 |
|
|---|
| 1067 | glDrawArrays(GL_TRIANGLES, curShaderBase[color_sp], shaderCounts[color_sp]);
|
|---|
| 1068 |
|
|---|
| 1069 | glUseProgram(texture_sp);
|
|---|
| 1070 | glBindVertexArray(vao2);
|
|---|
| 1071 |
|
|---|
| 1072 | glDrawArrays(GL_TRIANGLES, curShaderBase[texture_sp], shaderCounts[texture_sp]);
|
|---|
| 1073 | }
|
|---|
| 1074 |
|
|---|
| 1075 | void renderSceneGui() {
|
|---|
| 1076 | ImGui_ImplGlfwGL3_NewFrame();
|
|---|
| 1077 |
|
|---|
| 1078 | // 1. Show a simple window.
|
|---|
| 1079 | // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
|---|
| 1080 | /*
|
|---|
| 1081 | {
|
|---|
| 1082 | static float f = 0.0f;
|
|---|
| 1083 | static int counter = 0;
|
|---|
| 1084 | ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
|---|
| 1085 | ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
|---|
| 1086 | ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
|---|
| 1087 |
|
|---|
| 1088 | ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
|---|
| 1089 | ImGui::Checkbox("Another Window", &show_another_window);
|
|---|
| 1090 |
|
|---|
| 1091 | if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
|---|
| 1092 | counter++;
|
|---|
| 1093 | ImGui::SameLine();
|
|---|
| 1094 | ImGui::Text("counter = %d", counter);
|
|---|
| 1095 |
|
|---|
| 1096 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
|---|
| 1097 | }
|
|---|
| 1098 | */
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| 1099 |
|
|---|
| 1100 | {
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|---|
| 1101 | ImGui::SetNextWindowSize(ImVec2(85, 22), ImGuiCond_Once);
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| 1102 | ImGui::SetNextWindowPos(ImVec2(10, 50), ImGuiCond_Once);
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|---|
| 1103 | ImGui::Begin("WndStats", NULL,
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|---|
| 1104 | ImGuiWindowFlags_NoTitleBar |
|
|---|
| 1105 | ImGuiWindowFlags_NoResize |
|
|---|
| 1106 | ImGuiWindowFlags_NoMove);
|
|---|
| 1107 | ImGui::Text("Score: ???");
|
|---|
| 1108 | ImGui::End();
|
|---|
| 1109 | }
|
|---|
| 1110 |
|
|---|
| 1111 | {
|
|---|
| 1112 | ImGui::SetNextWindowPos(ImVec2(380, 10), ImGuiCond_Once);
|
|---|
| 1113 | ImGui::SetNextWindowSize(ImVec2(250, 35), ImGuiCond_Once);
|
|---|
| 1114 | ImGui::Begin("WndMenubar", NULL,
|
|---|
| 1115 | ImGuiWindowFlags_NoTitleBar |
|
|---|
| 1116 | ImGuiWindowFlags_NoResize |
|
|---|
| 1117 | ImGuiWindowFlags_NoMove);
|
|---|
| 1118 | ImGui::InvisibleButton("", ImVec2(155, 18));
|
|---|
| 1119 | ImGui::SameLine();
|
|---|
| 1120 | if (ImGui::Button("Main Menu")) {
|
|---|
| 1121 | events.push(EVENT_GO_TO_MAIN_MENU);
|
|---|
| 1122 | }
|
|---|
| 1123 | ImGui::End();
|
|---|
| 1124 | }
|
|---|
| 1125 |
|
|---|
| 1126 | ImGui::Render();
|
|---|
| 1127 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
|---|
| 1128 | }
|
|---|
| 1129 |
|
|---|
| 1130 | void renderMainMenu() {
|
|---|
| 1131 | }
|
|---|
| 1132 |
|
|---|
| 1133 | void renderMainMenuGui() {
|
|---|
| 1134 | ImGui_ImplGlfwGL3_NewFrame();
|
|---|
| 1135 |
|
|---|
| 1136 | {
|
|---|
| 1137 | int padding = 4;
|
|---|
| 1138 | ImGui::SetNextWindowPos(ImVec2(-padding, -padding), ImGuiCond_Once);
|
|---|
| 1139 | ImGui::SetNextWindowSize(ImVec2(width + 2 * padding, height + 2 * padding), ImGuiCond_Once);
|
|---|
| 1140 | ImGui::Begin("WndMain", NULL,
|
|---|
| 1141 | ImGuiWindowFlags_NoTitleBar |
|
|---|
| 1142 | ImGuiWindowFlags_NoResize |
|
|---|
| 1143 | ImGuiWindowFlags_NoMove);
|
|---|
| 1144 |
|
|---|
| 1145 | ImGui::InvisibleButton("", ImVec2(10, 80));
|
|---|
| 1146 | ImGui::InvisibleButton("", ImVec2(285, 18));
|
|---|
| 1147 | ImGui::SameLine();
|
|---|
| 1148 | if (ImGui::Button("New Game")) {
|
|---|
| 1149 | events.push(EVENT_GO_TO_GAME);
|
|---|
| 1150 | }
|
|---|
| 1151 |
|
|---|
| 1152 | ImGui::InvisibleButton("", ImVec2(10, 15));
|
|---|
| 1153 | ImGui::InvisibleButton("", ImVec2(300, 18));
|
|---|
| 1154 | ImGui::SameLine();
|
|---|
| 1155 | if (ImGui::Button("Quit")) {
|
|---|
| 1156 | events.push(EVENT_QUIT);
|
|---|
| 1157 | }
|
|---|
| 1158 |
|
|---|
| 1159 | ImGui::End();
|
|---|
| 1160 | }
|
|---|
| 1161 |
|
|---|
| 1162 | ImGui::Render();
|
|---|
| 1163 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
|
|---|
| 1164 | }
|
|---|