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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <../src/shader_s.h>
#include <../src/camera.h>
#include <../src/model.h>
#include <../src/Object.h>
#include <iostream>
#include <vector>
#include <filesystem>
#include "../src/GraphNode.h"
#include <glm/gtc/matrix_access.hpp>
#include <iostream>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/string_cast.hpp>
#include <GLFW/glfw3.h>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
void processInput(GLFWwindow* window);
unsigned int loadTexture(const char* path);
unsigned int loadCubemap(std::vector<std::string> faces);
void updateGun();
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
glm::vec3 deltaPosition = glm::vec3(0.0f, 0.0f, -1.0f);
// camera
Camera camera(glm::vec3(0.0f, 1.0f, 0.0f));
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;
bool isKeyDown = false;
// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
glm::vec3 viewVector = glm::vec3(1.0f);
Object gunObject;
glm::vec4 gunColor = glm::vec4(0.0, 0.0, 0.0, 1.0);
glm::mat4* transformGunGraphNode = new glm::mat4(1);
glm::mat4* transformCameraGraphNode = new glm::mat4(1);
glm::mat4* transformBulletGraphNode = new glm::mat4(1);
GraphNode* cameraGraphNode = new GraphNode();
GraphNode* bulletGraphNode = new GraphNode();
int redBullets = 1000;
int blackBullets = 1000;
int greenBullets = 1000;
int blueBullets = 1000;
int main()
{
const char* glsl_version = "#version 430";
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
//glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, GLFW_TRUE);
glfwSetInputMode(window, GLFW_STICKY_KEYS, GLFW_TRUE);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// IMGUI
//IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
ImGui::StyleColorsDark();
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
// build and compile shaders
// -------------------------
Shader shaderRefract("res/shaders/cubemaps.vs", "res/shaders/refract.fs");
Shader shaderReflect("res/shaders/cubemaps.vs", "res/shaders/reflect.fs");
Shader skyboxShader("res/shaders/skybox.vs", "res/shaders/skybox.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float cubeVertices[] = {
// positions // normals
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
};
float skyboxVertices[] = {
// positions
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f
};
GraphNode* World = new GraphNode();
Shader loadedModelShader("res/shaders/model_loading.vs", "res/shaders/model_loading.fs");
Model* planeModel = new Model(("res/models/plane/planeBig.obj"));
Model* gunModel = new Model(("res/models/GunModel/M9.obj"));
Model* bulletModel = new Model(("res/models/Bullet/bullet.obj"));
gunModel->SetShader(&loadedModelShader);
bulletModel->SetShader(&loadedModelShader);
planeModel->SetShader(&shaderReflect);
GraphNode* planeGraphNode = new GraphNode(planeModel);
glm::mat4* transformPlaneGraphNode = new glm::mat4(1);
*transformPlaneGraphNode = glm::translate(*(transformPlaneGraphNode), glm::vec3(0.0f, 0.0f, 0.0f));
*transformPlaneGraphNode = glm::scale(*transformPlaneGraphNode, glm::vec3(1.15f, 1.15f, 1.15f));
GraphNode* gunGraphNode = new GraphNode(gunModel);
*transformGunGraphNode = glm::translate(*(transformGunGraphNode), glm::vec3(0.0f, 8.0f, 0.0f));
*transformGunGraphNode = glm::scale(*transformGunGraphNode, glm::vec3(0.5f, 0.5f, 0.5f));
*transformGunGraphNode = glm::rotate(*transformGunGraphNode,glm::radians(-90.0f), glm::vec3(1, 0, 0));
*transformCameraGraphNode = glm::translate(*(transformCameraGraphNode), camera.Position);
bulletGraphNode->SetModel(bulletModel);
*transformBulletGraphNode = glm::translate(*(transformGunGraphNode), glm::vec3(0.0f, 0.0f, -10.0f));
*transformBulletGraphNode = glm::scale(*transformBulletGraphNode, glm::vec3(0.1f, 0.1f, 0.1f));
GraphNode* bulletGraphNode1 = new GraphNode();
*transformBulletGraphNode = glm::translate(*(transformBulletGraphNode), glm::vec3(0.0f, 0.0f, -10.0f));
*transformBulletGraphNode = glm::scale(*transformBulletGraphNode, glm::vec3(0.1f, 0.1f, 0.1f));
gunGraphNode->SetTransform(transformGunGraphNode);
bulletGraphNode->SetTransform(transformBulletGraphNode);
cameraGraphNode->SetTransform(transformCameraGraphNode);
cameraGraphNode->AddChild(gunGraphNode);
gunGraphNode->AddChild(bulletGraphNode1);
//World->AddChild(planeGraphNode);
World->AddChild(cameraGraphNode);
//gunObject.model = nanosuitModel;
//gunObject.shader = &loadedModelShader;
//gunObject.transform.scale = glm::vec3(3);
//gunObject.shader->use();
//gunObject.shader->setVec4("color", gunColor);
// cube VAO
unsigned int cubeVAO, cubeVBO;
glGenVertexArrays(1, &cubeVAO);
glGenBuffers(1, &cubeVBO);
glBindVertexArray(cubeVAO);
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
// skybox VAO
unsigned int skyboxVAO, skyboxVBO;
glGenVertexArrays(1, &skyboxVAO);
glGenBuffers(1, &skyboxVBO);
glBindVertexArray(skyboxVAO);
glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
// load textures
// -------------
std::vector<std::string> faces
{
("res/textures/skybox/right.jpg"),
("res/textures/skybox/left.jpg"),
("res/textures/skybox/top.jpg"),
("res/textures/skybox/bottom.jpg"),
("res/textures/skybox/front.jpg"),
("res/textures/skybox/back.jpg"),
};
unsigned int cubemapTexture = loadCubemap(faces);
// shader configuration
// --------------------
shaderRefract.use();
shaderRefract.setInt("skybox", 0);
shaderReflect.use();
shaderReflect.setInt("skybox", 0);
skyboxShader.use();
skyboxShader.setInt("skybox", 0);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
glfwPollEvents();
// input
// -----
processInput(window);
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
{
ImGui::Begin("", 0, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize);
ImGui::Text("BLACK BULLETS = %d", blackBullets);
ImGui::TextColored(ImVec4(1.0, 0.0, 0.0, 1.0), "RED BULLETS = %d", redBullets);
ImGui::TextColored(ImVec4(0.0, 1.0, 0.0, 1.0), "GREEN BULLETS = %d", greenBullets);
ImGui::TextColored(ImVec4(0.0, 0.0, 1.0, 1.0), "BLUE BULLETS = %d", blueBullets);
ImGui::End();
}
// render
// ------
int display_w, display_h;
glfwMakeContextCurrent(window);
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// draw scene as normal
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 1000.0f);
//gunObject.shader->use();
//gunObject.shader->setMat4("model", model);
//gunObject.shader->setMat4("projection", projection);
//gunObject.shader->setMat4("view", glm::lookAt(gunObject.transform.position, camera.Position, glm::vec3(1, 0, 0)));
//gunObject.shader->setVec4("color", gunColor);
//gunObject.Draw();
//z tym można ruszać modelem
World->Update();
loadedModelShader.use();
loadedModelShader.setMat4("model", model);
loadedModelShader.setMat4("projection", projection);
//z tym można kręcić
//loadedModelShader.setMat4("view", view);
loadedModelShader.setMat4("view", glm::lookAt(glm::vec3(glm::column(*gunGraphNode->GetWorldTransform(), 3)) + glm::vec3(-20, -10, 0.0), camera.Position, glm::vec3(1, 0, 0)));
loadedModelShader.setVec4("color", gunColor);
if (isKeyDown) {
if (gunColor == glm::vec4(1.0, 0.0, 0.0, 1.0)) {
if (redBullets > 0) {
std::cout << "red" << std::endl;
bulletGraphNode->Draw();
redBullets -= 1;
}
}
if (gunColor == glm::vec4(0.0, 1.0, 0.0, 1.0)) {
if (greenBullets > 0) {
std::cout << "green" << std::endl;
greenBullets -= 1;
bulletGraphNode->Draw();
}
}
if (gunColor == glm::vec4(0.0, 0.0, 1.0, 1.0)) {
if (blueBullets > 0) {
std::cout << "blue" << std::endl;
blueBullets -= 1;
bulletGraphNode->Draw();
}
}
if (gunColor == glm::vec4(0.0, 0.0, 0.0, 1.0)) {
if (blackBullets > 0) {
std::cout << "black" << std::endl;
bulletGraphNode->Draw();
blackBullets -= 1;
}
}
std::cout << glm::to_string(*bulletGraphNode->GetTransform()) << std::endl;
isKeyDown = false;
}
World->Draw();
shaderRefract.use();
shaderRefract.setMat4("model", model);
shaderRefract.setMat4("view", view);
shaderRefract.setMat4("projection", projection);
shaderRefract.setVec3("cameraPos", camera.Position);
shaderReflect.use();
shaderReflect.setMat4("model", model);
shaderReflect.setMat4("view", view);
shaderReflect.setMat4("projection", projection);
shaderReflect.setVec3("cameraPos", camera.Position);
// cubes
glBindVertexArray(cubeVAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
//std::cout << glm::to_string(cameraGraphNode->GetTransform()) << std::endl;
//nanosuitGraphNode->Translate(viewVector);
// draw skybox as last
glDepthFunc(GL_LEQUAL); // change depth function so depth test passes when values are equal to depth buffer's content
skyboxShader.use();
view = glm::mat4(glm::mat3(camera.GetViewMatrix())); // remove translation from the view matrix
skyboxShader.setMat4("view", view);
skyboxShader.setMat4("projection", projection);
// skybox cube
glBindVertexArray(skyboxVAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glDepthFunc(GL_LESS); // set depth function back to default
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwMakeContextCurrent(window);
glfwSwapBuffers(window);
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &cubeVAO);
glDeleteVertexArrays(1, &skyboxVAO);
glDeleteBuffers(1, &cubeVBO);
glDeleteBuffers(1, &skyboxVAO);
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) {
isKeyDown = true;
}
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_RELEASE) {
isKeyDown = false;
bulletGraphNode->Scale(glm::vec3(0.0f));
}
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
camera.ProcessKeyboard(FORWARD, deltaTime * 10);
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
camera.ProcessKeyboard(BACKWARD, deltaTime * 10);
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
camera.ProcessKeyboard(LEFT, deltaTime * 10);
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
camera.ProcessKeyboard(RIGHT, deltaTime * 10);
}
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS)
gunColor = glm::vec4(1.0, 0.0, 0.0, 1.0);
if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS)
gunColor = glm::vec4(0.0, 1.0, 0.0, 1.0);
if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS)
gunColor = glm::vec4(0.0, 0.0, 1.0, 1.0);
if (glfwGetKey(window, GLFW_KEY_4) == GLFW_PRESS)
gunColor = glm::vec4(0.0, 0.0, 0.0, 1.0);
if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
if (gunColor == glm::vec4(1.0, 0.0, 0.0, 1.0)) redBullets = 10;
if (gunColor == glm::vec4(0.0, 1.0, 0.0, 1.0)) greenBullets = 10;
if (gunColor == glm::vec4(0.0, 0.0, 1.0, 1.0)) blueBullets = 10;
if (gunColor == glm::vec4(0.0, 0.0, 0.0, 1.0)) blackBullets = 10;
}
updateGun();
}
void updateGun()
{
cameraGraphNode->Translate(camera.Position - glm::vec3(glm::column(*cameraGraphNode->GetTransform(), 3)));
//std::cout << "update: " << std::endl;
//glm::column(*transformCameraGraphNode, 3) = glm::vec4(camera.Position + glm::vec3(0, 0, 0), 1.0f);
//glm::column(*transformGunGraphNode, 3) = glm::vec4(camera.Position + glm::vec3(0, 0, 0), 1.0f);
//gunObject.transform.position = camera.Position + glm::vec3(-15, -9, 3.25);
//bullet.transform.position = Model1.transform.position + glm::vec3(0, -15, -1);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = 0; // reversed since y-coordinates go from bottom to top
lastX = xpos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS)
{
std::cout << "click" << std::endl;
if (gunColor == glm::vec4(1.0, 0.0, 0.0, 1.0)) if (redBullets > 0) {
if (redBullets > 0) {
std::cout << "red" << std::endl;
bulletGraphNode->Scale(glm::vec3(1.0f));
redBullets -= 1;
}
}
if (gunColor == glm::vec4(0.0, 1.0, 0.0, 1.0)) {
if (greenBullets > 0) {
std::cout << "green" << std::endl;
//bullet.transform.scale = glm::vec3(0.033f);
greenBullets -= 1;
}
}
if (gunColor == glm::vec4(0.0, 0.0, 1.0, 1.0)) {
if (blueBullets > 0) {
std::cout << "blue" << std::endl;
//bullet.transform.scale = glm::vec3(0.033f);
blueBullets -= 1;
}
}
if (gunColor == glm::vec4(0.0, 0.0, 0.0, 1.0)) {
if (blackBullets > 0) {
std::cout << "black" << std::endl;
//bullet.transform.scale = glm::vec3(0.033f);
blackBullets -= 1;
}
}
}
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_RELEASE)
{
//bullet.transform.scale = glm::vec3(0);
}
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const* path)
{
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char* data = stbi_load(path, &width, &height, &nrComponents, 0);
if (data)
{
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
}
else
{
std::cout << "Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}
// loads a cubemap texture from 6 individual texture faces
// order:
// +X (right)
// -X (left)
// +Y (top)
// -Y (bottom)
// +Z (front)
// -Z (back)
// -------------------------------------------------------
unsigned int loadCubemap(std::vector<std::string> faces)
{
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
int width, height, nrComponents;
for (unsigned int i = 0; i < faces.size(); i++)
{
unsigned char* data = stbi_load(faces[i].c_str(), &width, &height, &nrComponents, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
stbi_image_free(data);
}
else
{
std::cout << "Cubemap texture failed to load at path: " << faces[i] << std::endl;
stbi_image_free(data);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
return textureID;
}
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