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main.cpp
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930 lines (799 loc) · 33.6 KB
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//NOTE, up is +ve Z axis.
//Include GLEW
//#define GLEW_STATIC
//Library for loading textures (Simple OpenGL Image Library)
#include <SOIL.h>
#include <GL/glew.h>
#include<iostream> //cout
#include <fstream> //fstream
#include <vector>
#include <ctime>
//Include GLFW
#include <GLFW/glfw3.h>
//Include the standard C++ headers
#include <stdio.h>
#include <stdlib.h>
//Include matrix libraries
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/matrix_inverse.hpp"
#include "glm/gtc/type_ptr.hpp"
//#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <assimp/Importer.hpp>
//Our includes
#include "camera.h"
#include <btBulletDynamicsCommon.h>
//Constants and globals
const int window_width = 1024;
const int window_height = 768;
int meshSelect = -99; // which mesh/object is currently selected
float grabDist;
float grabScale = 1;
Camera *camera; //For key modification
btDiscreteDynamicsWorld* dynamicsWorld; //For raytrace on keypress
int shaderMode = 0;
enum collision_t { PLANE, BOX, SPHERE };
//Define an error callback
static void error_callback(int error, const char* description)
{
fputs(description, stderr);
_fgetchar();
}
void printUnderCamera()
{
glm::vec3 camPt = camera->getPosition();
glm::vec3 endPt = camPt + camera->getRotVec()*1000.0f;
btCollisionWorld::ClosestRayResultCallback RayCallback(
btVector3(camPt.x, camPt.y, camPt.z),
btVector3(endPt.x, endPt.y, endPt.z)
);
dynamicsWorld->rayTest(
btVector3(camPt.x, camPt.y, camPt.z),
btVector3(endPt.x, endPt.y, endPt.z),
RayCallback
);
if (RayCallback.hasHit()) {
if (meshSelect == (int)RayCallback.m_collisionObject->getUserIndex())
{
meshSelect = -99;
}
else
{
btVector3 objO = RayCallback.m_collisionObject->getWorldTransform().getOrigin();
grabDist = sqrt((objO.x() - camPt.x)*(objO.x() - camPt.x) + (objO.y() - camPt.y)*(objO.y() - camPt.y) + (objO.z() - camPt.z)*(objO.z() - camPt.z));
grabScale = RayCallback.m_collisionObject->getCollisionShape()->getLocalScaling().x();
meshSelect = (int)RayCallback.m_collisionObject->getUserIndex();
}
std::cout << "mesh " << meshSelect << std::endl;
std::cout << "dist " << grabDist << std::endl;
}
else
{
std::cout << "background" << std::endl;
}
}
//Define the key input callback
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
else
{
if (key == GLFW_KEY_E && action == GLFW_PRESS)
{
//Debug data dump
glm::vec3 temp = camera->getPosition() + camera->getRotVec();
std::cout << camera->getXPos() << "\t" << camera->getYPos() << "\t" << camera->getZPos() << "\t" << std::endl;
std::cout << temp.x << "\t" << temp.y << "\t" << temp.z << std::endl;
}
if (key == GLFW_KEY_Q && action == GLFW_PRESS)
{
camera->altLock = !camera->altLock;
}
if (key == GLFW_KEY_R && action == GLFW_PRESS)
{
//Do a raytrace through the camera.
printUnderCamera();
}
if (key == GLFW_KEY_F && action == GLFW_PRESS)
{
grabScale = grabScale * 5/4;
grabDist = grabDist * 5/4;
}
if (key == GLFW_KEY_G && action == GLFW_PRESS)
{
grabScale = grabScale * 4/5;
grabDist = grabDist * 4/5;
}
if (key == GLFW_KEY_T && action == GLFW_PRESS)
{
grabScale = 1;
grabDist = 5;
}
if (key == GLFW_KEY_V && action == GLFW_PRESS)
{
shaderMode = (shaderMode+1)%4;
}
camera->handleKeypress(key, action);
}
}
void handleMouseMove(GLFWwindow *window, double mouseX, double mouseY)
{
camera->handleMouseMove(window, mouseX, mouseY);
}
bool getShaderCompileStatus(GLuint shader) {
//Get status
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_TRUE) {
return true;
}
else {
//Get log
char buffer[512];
glGetShaderInfoLog(shader, 512, NULL, buffer);
std::cout << buffer << std::endl;
return false;
}
}
static void loadMesh(std::string file_name, std::vector<GLfloat>& data, int& number_of_elements) {
Assimp::Importer importer;
importer.ReadFile(file_name, aiProcessPreset_TargetRealtime_MaxQuality);
const aiScene* scene = importer.GetScene();
number_of_elements = 0;
if (scene) {
if (scene->HasMeshes()) {
for (unsigned int i = 0; i < scene->mNumMeshes; i++) {
const struct aiMesh* mesh = scene->mMeshes[i];
for (unsigned int t = 0; t < mesh->mNumFaces; ++t) {
const struct aiFace* face = &mesh->mFaces[t];
number_of_elements += face->mNumIndices;
if (face->mNumIndices != 3) {
std::cout << "WARNING " << __FILE__ << " : " << __LINE__ << " - faces are not triangulated" << std::endl;
}
for (unsigned int j = 0; j < face->mNumIndices; j++) {
int index = face->mIndices[j];
//Vertex positions
data.push_back(mesh->mVertices[index].x); data.push_back(mesh->mVertices[index].z); data.push_back(mesh->mVertices[index].y);
//Vertex normals
if (mesh->mNormals != NULL) {
//If we have normals, push them back next
data.push_back(mesh->mNormals[index].x); data.push_back(mesh->mNormals[index].z); data.push_back(mesh->mNormals[index].y);
}
else {
//If not, just set to zero, but warn the user as this will likely make the lighting null
data.push_back(0); data.push_back(0); data.push_back(0);
std::cout << "WARNING: No normals loaded for mesh " << file_name << std::endl;
}
//Vertex colours
if (mesh->mColors[0] != NULL) {
//If we have colours, append them
data.push_back(mesh->mColors[index]->r); data.push_back(mesh->mColors[index]->g); data.push_back(mesh->mColors[index]->b);
}
else {
//If no colours, push back white
data.push_back(1); data.push_back(1); data.push_back(1);
}
//Texture coords
if (mesh->mTextureCoords[0] != NULL) {
//Push back textures
data.push_back(mesh->mTextureCoords[0][index].x); data.push_back(1 - mesh->mTextureCoords[0][index].y);
}
else {
data.push_back(0); data.push_back(0);
}
}
}
}
}
}
else {
std::cout << "No object found! - Looking for " << file_name << std::endl;
}
}
void drawGround(float groundLevel)
{
GLfloat extent = 600.0f; // How far on the Z-Axis and X-Axis the ground extends
GLfloat stepSize = 10.0f; // The size of the separation between points
glColor3b(255, 255, 255); //Set colour, probably broken.
// Draw our ground grid
glBegin(GL_LINES);
for (GLint loop = -extent; loop < extent; loop += stepSize)
{
// Draw lines along Y-Axis
glVertex3f(loop, extent, groundLevel);
glVertex3f(loop, -extent, groundLevel);
// Draw lines across X-Axis
glVertex3f(-extent, loop, groundLevel);
glVertex3f(extent, loop, groundLevel);
}
glEnd();
}
GLFWwindow* makeWindow()
{
//Declare a window object
GLFWwindow* window;
//Create a window and create its OpenGL context
window = glfwCreateWindow(window_width, window_height, "Perspective", NULL, NULL);
//If the window couldn't be created
if (!window)
{
fprintf(stderr, "Failed to open GLFW window.\n");
glfwTerminate();
exit(EXIT_FAILURE);
}
//This function makes the context of the specified window current on the calling thread.
glfwMakeContextCurrent(window);
return window;
}
GLFWwindow* init()
//Initialises GLFW, GLEW and returns the window object
{
//Set the error callback
glfwSetErrorCallback(error_callback);
//Initialize GLFW
if (!glfwInit())
{
exit(EXIT_FAILURE);
}
//Set the GLFW window creation hints - these are optional
//glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); //Request a specific OpenGL version
//glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); //Request a specific OpenGL version
//glfwWindowHint(GLFW_SAMPLES, 16); //Request 4x antialiasing
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = makeWindow();
//Sets the key callback
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, handleMouseMove);
//Initialize GLEW
glewExperimental = GL_TRUE;
GLenum err = glewInit();
//If GLEW hasn't initialized
if (err != GLEW_OK)
{
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
exit(-1);
}
return window;
}
int loadVertex(std::string name, GLuint vao, GLuint buffer)
{
//create Vertex array object
glBindVertexArray(vao);
//Load mesh with ASSIMP
std::vector<GLfloat> data;
int numberOfVertices = 0;
loadMesh(name, data, numberOfVertices);
if (numberOfVertices != 0) {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), &data[0], GL_STATIC_DRAW);
}
else {
std::cout << "Model Empty!!" << std::endl;
}
return numberOfVertices;
}
GLuint makeShader(char vert[], char frag[])
{
//Example:load shader source file
std::ifstream in(vert);
std::string contents((std::istreambuf_iterator<char>(in)),
std::istreambuf_iterator<char>());
const char* vertSource = contents.c_str();
//Example: compile a shader source file for vertex shading
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertSource, NULL);
glCompileShader(vertexShader);
getShaderCompileStatus(vertexShader);
//load and compile fragment shader shader.frag
std::ifstream in2(frag);
std::string contents2((std::istreambuf_iterator<char>(in2)),
std::istreambuf_iterator<char>());
const char* fragSource = contents2.c_str();
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragSource, NULL);
glCompileShader(fragmentShader);
getShaderCompileStatus(fragmentShader);
//link shaders into a program
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "outColor");
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
return shaderProgram;
}
void linkVertexToShader(GLuint shaderProgram)
{
//link vertex data to shader
GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
glVertexAttribPointer(posAttrib, //buffer identifier
3, //How many data points to read
GL_FLOAT, //Data type
GL_FALSE, //Whether or not to clamp values between -1,1
11 * sizeof(float), //Stride (byte offset between consecutive values)
0 //pointer to first attribute (see below for better examples)
);
glEnableVertexAttribArray(posAttrib);
GLint colourAttrib = glGetAttribLocation(shaderProgram, "colour");
glVertexAttribPointer(colourAttrib, 3, GL_FLOAT, GL_TRUE, 11 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(colourAttrib);
GLint textureAttrib = glGetAttribLocation(shaderProgram, "texcoord");
glVertexAttribPointer(textureAttrib, 2, GL_FLOAT, GL_FALSE, 11 * sizeof(float), (void*)(9 * sizeof(float)));
glEnableVertexAttribArray(textureAttrib);
GLint normalAttrib = glGetAttribLocation(shaderProgram, "normal");
glVertexAttribPointer(normalAttrib, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(normalAttrib);
}
GLuint loadTexture(char* name)
{
//Create texture buffer:
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
//Load image
int width, height;
unsigned char* image =
SOIL_load_image(name, &width, &height, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
GL_UNSIGNED_BYTE, image);
SOIL_free_image_data(image);
//Set sampler parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return tex;
}
void loadTextures(GLuint texArray[], int size, char* stringList[])
{
for (int i = 0; i < size; i++)
{
texArray[i] = loadTexture(stringList[i]);
}
}
void loadVerticies(GLuint meshArray[], GLuint buffArray[], int numVArray[], int size, char* meshList[])
{
for (int i = 0; i < size; i++)
{
glGenVertexArrays(1, &meshArray[i]);
glGenBuffers(1, &buffArray[i]);
numVArray[i] = loadVertex(meshList[i], meshArray[i], buffArray[i]);
}
}
void linkToShader(int size, GLuint* shaderProg, GLuint meshArray[], GLuint buffArray[])
{
for (int i = 0; i < size; i++)
{
glBindVertexArray(meshArray[i]);
glBindBuffer(GL_ARRAY_BUFFER, buffArray[i]);
linkVertexToShader(*shaderProg);
}
}
void initPhysics()
{
//---Bullet physics setup---
// Build the broadphase
btBroadphaseInterface* broadphase = new btDbvtBroadphase();
// Set up the collision configuration and dispatcher
btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
// The actual physics solver
btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
// The world.
dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
dynamicsWorld->setGravity(btVector3(0, 0, -9.8));
}
btRigidBody* makePlane(btCollisionShape* groundShape, glm::vec3 position)
{
btVector3 positionBT = btVector3(position.x, position.y, position.z);
btDefaultMotionState* groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), positionBT));
btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0, groundMotionState, groundShape, btVector3(0, 0, 0));
btRigidBody* groundRigidBody = new btRigidBody(groundRigidBodyCI);
return groundRigidBody;
}
btRigidBody* makeBox(btCollisionShape* boxShape, glm::vec3 position, glm::quat rotation, float mass)
{
btVector3 positionBT = btVector3(position.x, position.y, position.z);
btQuaternion rotationBT = btQuaternion(rotation.x, rotation.y, rotation.z);
btVector3 fallInertia(0, 0, 0);
boxShape -> calculateLocalInertia(mass, fallInertia);
btDefaultMotionState* motionState = new btDefaultMotionState(btTransform(rotationBT, positionBT));
btRigidBody::btRigidBodyConstructionInfo rigidBodyBox1CI(mass,motionState,boxShape,fallInertia);
btRigidBody* rigidBodyBox = new btRigidBody(rigidBodyBox1CI);
return rigidBodyBox;
}
btRigidBody* makePhysObject(collision_t type, glm::vec3 position, glm::quat rotation, glm::vec3 size, float mass, int index)
{
btCollisionShape* shape;
btQuaternion rotationBT = btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w);
btVector3 sizeBT = btVector3(size.x, size.y, size.z);
btRigidBody* tempRB;
switch (type)
{
case PLANE:
shape = new btStaticPlaneShape(quatRotate(rotationBT,btVector3(0, 0, 1)), 1);
tempRB = makePlane(shape, position);
break;
case BOX:
shape = new btBoxShape(sizeBT);
tempRB = makeBox(shape, position, rotation, mass);
break;
case SPHERE:
shape = new btSphereShape(sizeBT.x()); //Bad, but eh
tempRB = makeBox(shape, position, rotation, mass);
break;
}
tempRB->setUserIndex(index);
dynamicsWorld->addRigidBody(tempRB);
return tempRB;
}
void drawObject(glm::vec3 position, float angle, glm::vec3 axis, glm::vec3 scale, GLuint tex, GLuint mesh, GLuint buff, int numV, GLint uniModel)
{
glm::mat4 zero;
glm::mat4 mCurrent;
mCurrent = glm::translate(zero, position);
mCurrent = glm::rotate(mCurrent, angle, axis);
mCurrent = glm::scale(mCurrent, scale);
glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(mCurrent));
glBindVertexArray(mesh);
glBindBuffer(GL_ARRAY_BUFFER, buff);
glBindTexture(GL_TEXTURE_2D, tex);
glDrawArrays(GL_TRIANGLES, 0, numV);
}
void drawPhysObject(btRigidBody* rigid, GLuint tex, GLuint mesh, GLuint buff, int numV, GLint uniModel)
{
btTransform btf;
glm::vec3 bTrans;//Translate
glm::vec3 bAxis; //Rotate axis
float bAngl; //Rotate amount
glm::vec3 bScale;//Scaling factors
rigid->getMotionState()->getWorldTransform(btf);
if (rigid->getUserIndex() == meshSelect)
{
bTrans = camera->getPosition() + camera->getRotVec()*grabDist; //DISTANCE HERE
rigid->setWorldTransform(btTransform(btf.getRotation(), btVector3(bTrans.x, bTrans.y, bTrans.z)));
rigid->getCollisionShape()->setLocalScaling(btVector3(1,1,1)*grabScale);
rigid->setLinearVelocity(btVector3(0, 0, 0));
rigid->setAngularVelocity(btVector3(0, 0, 0));
rigid->clearForces();
rigid->activate();
}
else
{
bTrans = glm::vec3(btf.getOrigin().getX(), btf.getOrigin().getY(), btf.getOrigin().getZ());
}
bAxis = glm::vec3(btf.getRotation().getAxis().getX(), btf.getRotation().getAxis().getY(), btf.getRotation().getAxis().getZ());
bAngl = btf.getRotation().getAngle()*180.0 / 3.141592654;
bScale = glm::vec3(rigid->getCollisionShape()->getLocalScaling().x(), rigid->getCollisionShape()->getLocalScaling().y(), rigid->getCollisionShape()->getLocalScaling().z());
drawObject(bTrans, bAngl, bAxis, bScale, tex, mesh, buff, numV, uniModel);
}
int main(void)
{
GLFWwindow* window = init();
//==================================
// Load vertex data
//==================================
const int numMeshes = 5;
//Hardcoded list of mesh names
char* meshList[numMeshes];
meshList[0] = "cube.obj";
meshList[1] = "Ball.obj";
meshList[2] = "floor.obj";
meshList[3] = "thingy.obj";
meshList[4] = "plate.obj";
GLuint meshArray[numMeshes];
GLuint buffArray[numMeshes];
int numVArray[numMeshes];
loadVerticies(meshArray, buffArray, numVArray, numMeshes, meshList);
//==================================
// Compile and Link Shaders
//==================================
GLuint shaderProgram = makeShader("shader.vert", "shader.frag");
GLuint modeU = glGetUniformLocation(shaderProgram, "mode");
glUniform1i(modeU, 0);
//==================================
// Link Vertex Data to Shaders
//==================================
linkToShader(numMeshes, &shaderProgram, meshArray, buffArray);
//==================================
// Load Texture
//==================================
//Hardcoded list of texture names
char* texList[3];
texList[0] = "kitten.png";
texList[1] = "rocks.jpg";
texList[2] = "thingy.png";
//Texture array which is then fed into the binds
GLuint texArray[3];
loadTextures(texArray, 3, texList);
//==================================
// Physics Setup
//==================================
initPhysics();
//Array of Rigidbodies
btRigidBody* rigidBodyArr[6];
rigidBodyArr[0] = makePhysObject(PLANE, glm::vec3(0, 0, -1), glm::quat(0,0,0,1), glm::vec3(0,0,0), 0.0, 0);
rigidBodyArr[1] = makePhysObject(BOX, glm::vec3(25,0,10), glm::quat(0,0,0,1), glm::vec3(0.5,0.5,0.5), 1.0, 1);
rigidBodyArr[2] = makePhysObject(SPHERE, glm::vec3(24, 0, 15), glm::quat(0, 0, 0, 1), glm::vec3(1, 1, 1), 1.0, 2);
rigidBodyArr[3] = makePhysObject(BOX, glm::vec3(1,5.2,10),glm::quat(0.5,0.15,7,1),glm::vec3(0.5,0.5,0.5), 1.0, 3);
rigidBodyArr[4] = makePhysObject(BOX, glm::vec3(0, 0, 10), glm::quat(0, 0, 0, 1), glm::vec3(1, 1, 1), 1.0, 4);
rigidBodyArr[5] = makePhysObject(PLANE, glm::vec3(40, 0, 0), glm::quat(0, -1/sqrt(2), 0, 1/sqrt(2)), glm::vec3(0, 0, 0), 0.0, 5);
//--end of physics setup--
//=============
//Render to texture modification
//=============
// The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer.
GLuint screenFB; //Screen Frame Buffer
GLuint screenTex; //The texture we're going to render to
GLuint screenDB; //Screen Depth Buffer
glGenFramebuffers(1, &screenFB);
glBindFramebuffer(GL_FRAMEBUFFER, screenFB);
glGenTextures(1, &screenTex);
glBindTexture(GL_TEXTURE_2D, screenTex);// "Bind" the newly created texture : all future texture functions will modify this texture
// Give an empty image to OpenGL ( the last "0" means "empty" )
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, window_width, window_height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// The depth buffer
glGenRenderbuffers(1, &screenDB);
glBindRenderbuffer(GL_RENDERBUFFER, screenDB);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, window_width, window_height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, screenDB);
// Set "renderedTexture" as our colour attachement #0
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, screenTex, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)// Always check that our framebuffer is ok
return false;
// The fullscreen quad's FBO
static const GLfloat g_quad_vertex_buffer_data[] =
{
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
};
GLuint quad_mesh;
glGenVertexArrays(1, &quad_mesh);
glBindVertexArray(quad_mesh);
GLuint quad_vertexbuffer;
glGenBuffers(1, &quad_vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW);
// Create and compile our GLSL program from the shaders
GLuint fake_prog = makeShader("pass.vert", "pass.frag");
GLuint texID = glGetUniformLocation(fake_prog, "renderedTexture");
//===================
//Portal Modification
//===================
//Define positions for both portals.
glm::vec3 port1Pos = glm::vec3(20, 10, 1);
glm::vec3 port1RAx = glm::vec3(0, 0, 1);
float port1RAn = 00.0;
glm::vec3 port2Pos = glm::vec3(15, -10, 1);
glm::vec3 port2RAx = glm::vec3(0, 0, 1);
float port2RAn = -90.0;
//Set up blank textures for the portals
GLuint whiteTex;
unsigned char white[3];
white[0] = 255;
white[1] = 255;
white[2] = 255;
glGenTextures(1, &whiteTex);
glBindTexture(GL_TEXTURE_2D, whiteTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, white);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//Make new framebuffers and prepare to render to texture
GLuint p1FB;
GLuint p1Tex; //The texture we're going to render to
GLuint p1DB; //Screen Depth Buffer
glGenFramebuffers(1, &p1FB);
glBindFramebuffer(GL_FRAMEBUFFER, p1FB);
glGenTextures(1, &p1Tex);
glBindTexture(GL_TEXTURE_2D, p1Tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2048, 2048, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenRenderbuffers(1, &p1DB);
glBindRenderbuffer(GL_RENDERBUFFER, p1DB);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 2048, 2048);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, p1DB);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, p1Tex, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)// Always check that our framebuffer is ok
return false;
GLuint p2FB;
GLuint p2Tex; //The texture we're going to render to
GLuint p2DB; //Screen Depth Buffer
glGenFramebuffers(1, &p2FB);
glBindFramebuffer(GL_FRAMEBUFFER, p2FB);
glGenTextures(1, &p2Tex);
glBindTexture(GL_TEXTURE_2D, p2Tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2048, 2048, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenRenderbuffers(1, &p2DB);
glBindRenderbuffer(GL_RENDERBUFFER, p2DB);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 2048, 2048);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, p2DB);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, p2Tex, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)// Always check that our framebuffer is ok
return false;
//==================================
// Main Loop
//==================================
//Set a background color
glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
//TODO: turn on depth buffer
glEnable(GL_DEPTH_TEST);
glm::mat4 model;
camera = new Camera(window, window_width, window_height);
//Main Loop
clock_t start = std::clock();
double prev_time;
double frame_time = start;
do
{
glm::mat4 zero; //Thank god it defaults to the zero matrix
prev_time = frame_time;
frame_time = (double)(clock() - start) / double(CLOCKS_PER_SEC);
float period = 10; //seconds
glm::vec4 light_position;
GLint uniLightPos;
glm::vec4 light_colour(15, 15, 15, 1); //Increasing may change intensity
GLint uniLightCol;
glm::vec4 light2;
glm::vec4 lightCol2(10 + 10 * sin(frame_time), 20 - 20 * cos(frame_time), 20, 1);
//Rigid Body Physics
if (frame_time - prev_time > 0)
{
dynamicsWorld->stepSimulation(frame_time - prev_time, 1000);
}
camera->move(frame_time - prev_time);
glUseProgram(shaderProgram);
glUniform1i(modeU, shaderMode);
GLint uniModel = glGetUniformLocation(shaderProgram, "model");
GLint uniView = glGetUniformLocation(shaderProgram, "view");
GLint uniProj = glGetUniformLocation(shaderProgram, "proj");
//Create and load projection matrix
glm::mat4 proj = glm::perspective(
45.0f, //VERTICAL FOV
float(window_width) / float(window_height), //aspect ratio
0.1f, //near plane distance (min z)
1000.0f //Far plane distance (max z)
);
glm::mat4 projSq = glm::perspective(45.0f, 1.0f, 0.1f, 1000.0f);
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(projSq));
//Camera control
glm::vec3 target = camera->getPosition() + camera->getRotVec();
glm::vec3 up = camera->getUpVec();
glm::mat4 view = glm::lookAt(camera->getPosition(), target, up);
//Render from the view of portal 1
glBindFramebuffer(GL_FRAMEBUFFER, p1FB);
glViewport(0, 0, 2048, 2048);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clear buffers
glm::mat4 portCam1 =
glm::scale(glm::mat4(1.0), glm::vec3(-1, -1, 1))
* view
* glm::translate(zero, port1Pos)
* glm::rotate(glm::mat4(1.0f), port1RAn, port1RAx)
* glm::rotate(glm::mat4(1.0), 180.0f, glm::vec3(0.0, 0.0, 1.0))
* glm::inverse(glm::translate(zero, port2Pos)*glm::rotate(glm::mat4(1.0f), port2RAn, port2RAx))
;
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(portCam1));
drawPhysObject(rigidBodyArr[1], texArray[1], meshArray[0], buffArray[0], numVArray[0], uniModel);
drawPhysObject(rigidBodyArr[2], texArray[0], meshArray[1], buffArray[1], numVArray[1], uniModel);
drawPhysObject(rigidBodyArr[3], texArray[0], meshArray[0], buffArray[0], numVArray[0], uniModel);
drawObject(glm::vec3(0, 0, 0), 0, glm::vec3(0, 0, 1), glm::vec3(1, 1, 1), texArray[1], meshArray[2], buffArray[2], numVArray[2], uniModel);
drawObject(glm::vec3(40, 0, 0), 90, glm::vec3(0, 1, 0), glm::vec3(1, 1, 1), texArray[1], meshArray[2], buffArray[2], numVArray[2], uniModel);
drawPhysObject(rigidBodyArr[4], texArray[2], meshArray[3], buffArray[3], numVArray[3], uniModel);
//Render from the view of portal 2
glBindFramebuffer(GL_FRAMEBUFFER, p2FB);
glViewport(0, 0, 2048, 2048);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clear buffers
glm::mat4 portCam2 =
glm::scale(glm::mat4(1.0), glm::vec3(-1, -1, 1))
* view
* glm::translate(zero, port2Pos)
* glm::rotate(glm::mat4(1.0f), port2RAn, port2RAx)
* glm::rotate(glm::mat4(1.0), 180.0f, glm::vec3(0.0, 0.0, 1.0))
* glm::inverse(glm::translate(zero, port1Pos)*glm::rotate(glm::mat4(1.0f), port1RAn, port1RAx));
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(portCam2));
drawPhysObject(rigidBodyArr[1], texArray[1], meshArray[0], buffArray[0], numVArray[0], uniModel);
drawPhysObject(rigidBodyArr[2], texArray[0], meshArray[1], buffArray[1], numVArray[1], uniModel);
drawPhysObject(rigidBodyArr[3], texArray[0], meshArray[0], buffArray[0], numVArray[0], uniModel);
drawObject(glm::vec3(0, 0, 0), 0, glm::vec3(0, 0, 1), glm::vec3(1, 1, 1), texArray[1], meshArray[2], buffArray[2], numVArray[2], uniModel);
drawObject(glm::vec3(40, 0, 0), 90, glm::vec3(0, 1, 0), glm::vec3(1, 1, 1), texArray[1], meshArray[2], buffArray[2], numVArray[2], uniModel);
drawPhysObject(rigidBodyArr[4], texArray[2], meshArray[3], buffArray[3], numVArray[3], uniModel);
//Render from the camera
glBindFramebuffer(GL_FRAMEBUFFER, screenFB);
glViewport(0, 0, window_width, window_height); // Render on the whole framebuffer, complete from the lower left corner to the upper right
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clear buffers
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
//Camera control
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
//Draw scene
drawPhysObject(rigidBodyArr[1], texArray[1], meshArray[0], buffArray[0], numVArray[0], uniModel);
drawPhysObject(rigidBodyArr[2], texArray[0], meshArray[1], buffArray[1], numVArray[1], uniModel);
drawPhysObject(rigidBodyArr[3], texArray[0], meshArray[0], buffArray[0], numVArray[0], uniModel);
drawObject(glm::vec3(0, 0, 0), 0, glm::vec3(0, 0, 1), glm::vec3(1, 1, 1), texArray[1], meshArray[2], buffArray[2], numVArray[2], uniModel);
drawObject(glm::vec3(40, 0, 0), 90, glm::vec3(0, 1, 0), glm::vec3(1, 1, 1), texArray[1], meshArray[2], buffArray[2], numVArray[2], uniModel);
drawPhysObject(rigidBodyArr[4], texArray[2], meshArray[3], buffArray[3], numVArray[3], uniModel);
drawObject(port1Pos, port1RAn, port1RAx, glm::vec3(1, 1, 1), p1Tex, meshArray[4], buffArray[4], numVArray[4], uniModel);
drawObject(port2Pos, port2RAn, port2RAx, glm::vec3(1, 1, 1), p2Tex, meshArray[4], buffArray[4], numVArray[4], uniModel);
//Grids on the XZ axis, supposed to be used for gathering bearings.
glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(zero));
drawGround(000.0f); // Draw lower ground grid
drawGround(100.0f); // Draw upper ground grid
//Lights
light_position = view * glm::rotate(zero, 180 * float(frame_time) / period, glm::vec3(0.0f, 0.0f, 1.0f)) * glm::vec4(1, 20, 2, 1.0);
uniLightPos = glGetUniformLocation(shaderProgram, "light_position");
glUniform4fv(uniLightPos, 1, glm::value_ptr(light_position));
uniLightCol = glGetUniformLocation(shaderProgram, "light_colour");
glUniform4fv(uniLightCol, 1, glm::value_ptr(light_colour));
light2 = view * glm::vec4(0, 0, 3, 1.0);
glUniform4fv(uniLightPos + 1, 1, glm::value_ptr(light2));
glUniform4fv(uniLightCol + 1, 1, glm::value_ptr(lightCol2));
//===========================
//Render to texture to screen
//===========================
glBindFramebuffer(GL_FRAMEBUFFER, 0);//Select the regular FB?
glViewport(0, 0, window_width, window_height);// Render on the whole framebuffer, complete from the lower left corner to the upper right
glUseProgram(fake_prog);// Use the passthrough shader
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear the screen
glActiveTexture(GL_TEXTURE0);// Bind our texture in Texture Unit 0
glBindTexture(GL_TEXTURE_2D, screenTex);
glUniform1i(texID, 0);// Set our "renderedTexture" sampler to use Texture Unit 0
// 1rst attribute buffer : vertices
//Select the quad mesh
glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer);
glBindVertexArray(quad_mesh);
glEnableVertexAttribArray(0);//Enable the vertex array
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangles
glDrawArrays(GL_TRIANGLES, 0, 6); // 2*3 indices starting at 0 -> 2 triangles
glDisableVertexAttribArray(0);//Disable the vertex array
//Swap buffers (Actually render to screen)
glfwSwapBuffers(window);
//Get and organize events, like keyboard and mouse input, window resizing, etc...
glfwPollEvents();
} //Check if the ESC key had been pressed or if the window had been closed
while (!glfwWindowShouldClose(window));
//Close OpenGL window and terminate GLFW
glfwDestroyWindow(window);
//Finalize and clean up GLFW
glfwTerminate();
for (int i = 0; i < numMeshes; i++)
{
dynamicsWorld->removeRigidBody(rigidBodyArr[i]);
delete rigidBodyArr[i]->getMotionState();
delete rigidBodyArr[i];
}
//delete groundShape;
delete camera;
delete dynamicsWorld;
/*delete solver;
delete dispatcher;
delete collisionConfiguration;
delete broadphase;
*/
exit(EXIT_SUCCESS);
}