247 lines
6.9 KiB
C++
247 lines
6.9 KiB
C++
#include "glad/gl.h"
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#include "directxmath/directxmath.h"
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#include "opengl.h"
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#include "collision.h"
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#include "collision_scene.h"
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namespace collision_scene {
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struct location {
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struct {
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unsigned int position;
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} attrib;
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struct {
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unsigned int transform;
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unsigned int use_grid_transform;
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unsigned int base_color;
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} uniform;
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};
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static unsigned int program;
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static location location;
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static unsigned int vertex_array_object;
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static unsigned int per_vertex_buffer;
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static unsigned int index_buffer;
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static XMVECTOR point_position;
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wnarrowing"
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const _Float16 vertex_data[] = {
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// 0: lines
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-1.0, 0.0, 1.0, 0.0, // horizontal, left to right
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0.0, 1.0, 0.0, -1.0, // vertical, top to bottom
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// 4: "cube"
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-1.0, 1.0, // tl
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1.0, 1.0, // tr
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1.0, -1.0, // br
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-1.0, -1.0, // bl
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// 8: "circle"
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0.000000, -1.000000,
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-0.195090, -0.980785,
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-0.382683, -0.923880,
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-0.555570, -0.831470,
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-0.707107, -0.707107,
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-0.831470, -0.555570,
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-0.923880, -0.382683,
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-0.980785, -0.195090,
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-1.000000, 0.000000,
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-0.980785, 0.195090,
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-0.923880, 0.382683,
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-0.831470, 0.555570,
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-0.707107, 0.707107,
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-0.555570, 0.831470,
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-0.382683, 0.923880,
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-0.195090, 0.980785,
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0.000000, 1.000000,
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0.195090, 0.980785,
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0.382683, 0.923880,
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0.555570, 0.831470,
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0.707107, 0.707107,
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0.831470, 0.555570,
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0.923880, 0.382683,
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0.980785, 0.195090,
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1.000000, 0.000000,
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0.980785, -0.195090,
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0.923880, -0.382683,
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0.831470, -0.555570,
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0.707107, -0.707107,
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0.555570, -0.831470,
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0.382683, -0.923880,
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0.195090, -0.980785,
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};
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#pragma GCC diagnostic pop
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const int vertex_data_size = (sizeof (vertex_data));
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const int per_vertex_size = (sizeof (_Float16)) * 2;
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const unsigned short index_data[] = {
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// "cube" (line strip)
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0, 1, 2, 3, 0,
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// "circle" (line strip)
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0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
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16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31,
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0,
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};
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const int index_data_size = (sizeof (index_data));
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void load_program()
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{
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program = compile_from_files("shader/collision_scene.vert",
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nullptr,
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"shader/collision_scene.frag");
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location.attrib.position = glGetAttribLocation(program, "Position");
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location.uniform.transform = glGetUniformLocation(program, "Transform");
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location.uniform.use_grid_transform = glGetUniformLocation(program, "UseGridTransform");
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location.uniform.base_color = glGetUniformLocation(program, "BaseColor");
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}
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void load_vertex_attributes()
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{
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glGenVertexArrays(1, &vertex_array_object);
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glBindVertexArray(vertex_array_object);
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glVertexBindingDivisor(0, 0);
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glEnableVertexAttribArray(location.attrib.position);
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glVertexAttribFormat(location.attrib.position, 2, GL_HALF_FLOAT, GL_FALSE, 0);
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glVertexAttribBinding(location.attrib.position, 0);
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glBindVertexArray(0);
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}
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void load_per_vertex_buffer()
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{
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glGenBuffers(1, &per_vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, per_vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, vertex_data_size, vertex_data, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void load_index_buffer()
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{
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glGenBuffers(1, &index_buffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_data_size, index_data, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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void load()
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{
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load_program();
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load_vertex_attributes();
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load_per_vertex_buffer();
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load_index_buffer();
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point_position = XMVectorSet(0, 0, 0, 1);
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}
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static inline XMMATRIX view()
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{
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XMVECTOR eye = XMVectorSet(0, 0, 1, 0);
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XMVECTOR at = XMVectorSet(0, 0, 0, 0);
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XMVECTOR up = XMVectorSet(0, 1, 0, 0);
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return XMMatrixLookAtRH(eye, at, up);
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}
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static inline XMMATRIX projection()
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{
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return XMMatrixOrthographicRH(10, 10, 0, 10);
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}
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void update(int up, int down, int left, int right)
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{
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float rate = 0.1f;
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float forward = (rate * up + -rate * down);
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float strafe = (-rate * left + rate * right);
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point_position = XMVector3Transform(point_position, XMMatrixTranslation(strafe, forward, 0));
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}
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static inline void set_transform(XMMATRIX const & transform)
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{
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XMFLOAT4X4 float_transform;
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XMStoreFloat4x4(&float_transform, transform);
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glUniformMatrix4fv(location.uniform.transform, 1, false, (float *)&float_transform);
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}
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void draw()
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{
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glUseProgram(program);
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glBlendFunc(GL_ONE, GL_ZERO);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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glBindVertexArray(vertex_array_object);
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glBindVertexBuffer(0, per_vertex_buffer, 0, per_vertex_size);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
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XMMATRIX transform = view() * projection();
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XMFLOAT4X4 float_transform;
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XMStoreFloat4x4(&float_transform, transform);
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// grid
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glUniformMatrix4fv(location.uniform.transform, 1, false, (float *)&float_transform);
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glUniform3f(location.uniform.base_color, 0, 1, 0);
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glUniform1i(location.uniform.use_grid_transform, 1);
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glDrawArraysInstanced(GL_LINES, 0, 4, 7);
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// cube
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float cube_half = 0.5;
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XMVECTOR cube_position = XMVectorSet(1, 0, 0, 0);
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XMMATRIX cube_transform
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= XMMatrixScaling(cube_half, cube_half, cube_half)
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* XMMatrixTranslationFromVector(cube_position)
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* transform;
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set_transform(cube_transform);
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glUniform3f(location.uniform.base_color, 0, 0.5, 1.0);
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glUniform1i(location.uniform.use_grid_transform, 0);
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const int cube_base_vertex = 4;
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const int cube_base_index = 0;
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glDrawElementsBaseVertex(GL_LINE_STRIP, 5, GL_UNSIGNED_SHORT, (void*)(cube_base_index), cube_base_vertex);
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// circle
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const int circle_base_vertex = 8;
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const int circle_base_index = 5 * (sizeof (unsigned short));
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XMMATRIX point_scale = XMMatrixScaling(0.05, 0.05, 0.05);
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// point
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glUniform3f(location.uniform.base_color, 1.0, 0.5, 0.0);
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XMMATRIX point_transform
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= point_scale
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* XMMatrixTranslationFromVector(point_position)
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* transform;
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set_transform(point_transform);
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glDrawElementsBaseVertex(GL_LINE_STRIP, 33, GL_UNSIGNED_SHORT, (void*)(circle_base_index), circle_base_vertex);
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// closest point
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glUniform3f(location.uniform.base_color, 1.0, 0.0, 0.0);
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collision::AABB cube_aabb = collision::cube_aabb(cube_position, cube_half);
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XMVECTOR closest_point_position = collision::closest_point_point_aabb(point_position, cube_aabb);
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XMMATRIX closest_point_transform
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= point_scale
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* XMMatrixTranslationFromVector(closest_point_position)
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* transform;
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set_transform(closest_point_transform);
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glDrawElementsBaseVertex(GL_LINE_STRIP, 33, GL_UNSIGNED_SHORT, (void*)(circle_base_index), circle_base_vertex);
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}
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}
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