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drawBoard.cpp
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#include "move.hpp"
#include "chessLogic.hpp"
#include "chessEngine.hpp"
#include "drawBoard.hpp"
#include "utils.hpp"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
int myOpenGLWindow::windowWidth;
int myOpenGLWindow::windowHeight;
bool myOpenGLWindow::mouseDown = false;
double myOpenGLWindow::mouseX = 0;
double myOpenGLWindow::mouseY = 0;
int myOpenGLWindow::clickedBoardPosX = 0;
int myOpenGLWindow::clickedBoardPosY = 0;
int myOpenGLWindow::releasedBoardPosX = 0;
int myOpenGLWindow::releasedBoardPosY = 0;
bool myOpenGLWindow::hasMouseData = false;
bool myOpenGLWindow::hasKeyboardCommand = false;
int myOpenGLWindow::keyboardCommand;
glm::mat4 myOpenGLWindow::perspectiveMatrix;
static const struct vertData{
const glm::vec3 square[6] = {
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(1.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f),
glm::vec3(1.0f, 1.0f, 0.0f),
glm::vec3(1.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f),
};
const glm::vec3 line[2] = {
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(1.0f, 1.0f, 1.0f),
};
} dataToGPU;
void myOpenGLWindow::glfwCallback_error(int error, const char* desc){
printf("glfw err: %d :\"%s\"\n", error, desc);
}
void myOpenGLWindow::glfwCallback_keyboardClicked(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if(action == GLFW_PRESS){
switch(key) {
case GLFW_KEY_ESCAPE:
glfwSetWindowShouldClose(window, GLFW_TRUE);
break;
case GLFW_KEY_LEFT_BRACKET:
hasKeyboardCommand = true;
keyboardCommand = ENUM_undoKeyPressed;
break;
case GLFW_KEY_RIGHT_BRACKET:
hasKeyboardCommand = true;
keyboardCommand = ENUM_redoKeyPressed;
break;
case GLFW_KEY_Q:
hasKeyboardCommand = true;
keyboardCommand = ENUM_setMousePromotion_Queen;
break;
case GLFW_KEY_R:
hasKeyboardCommand = true;
keyboardCommand = ENUM_setMousePromotion_Rook;
break;
case GLFW_KEY_B:
hasKeyboardCommand = true;
keyboardCommand = ENUM_setMousePromotion_Bishop;
break;
case GLFW_KEY_N:
hasKeyboardCommand = true;
keyboardCommand = ENUM_setMousePromotion_Knight;
break;
default:
break;
}
}
}
void myOpenGLWindow::glfwCallback_mouseMoved(GLFWwindow* window, double xpos, double ypos)
{
mouseX = xpos;
mouseY = ypos;
}
void myOpenGLWindow::glfwCallback_mouseClicked(GLFWwindow* window, int button, int action, int mods)
{
if(button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS){
screenPosToBoardPos(mouseX, mouseY, &clickedBoardPosX, &clickedBoardPosY);
printf("mouse pressed on square %d, %d\n", clickedBoardPosX, clickedBoardPosY);
mouseDown = true;
}
if(button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_RELEASE){
if(mouseDown){
screenPosToBoardPos(mouseX, mouseY, &releasedBoardPosX, &releasedBoardPosY);
printf("mouse released on square %d, %d\n", releasedBoardPosX, releasedBoardPosY);
hasMouseData = true;
}
mouseDown = false;
}
}
void myOpenGLWindow::glfwCallback_windowSizeChanged(GLFWwindow* window, int width, int height){
windowWidth = width;
windowHeight = height;
glViewport(0, 0, windowWidth, windowHeight);
setOrthoRatioCorrect();
}
void myOpenGLWindow::screenPosToBoardPos(double screenX, double screenY, int* boardX, int* boardY){
int squareSide = 0;
if(windowWidth > windowHeight){
double diff = windowWidth-windowHeight;
screenX -= (diff/2.0);
squareSide = windowHeight;
}else{
double diff = windowHeight-windowWidth;
screenY -= (diff/2.0);
squareSide = windowWidth;
}
screenX /= squareSide;
screenY /= squareSide;
screenX *= 8;
screenY *= 8;
*boardX = floor(screenX);
*boardY = floor(screenY);
}
void
myOpenGLWindow::setOrthoRatioCorrect(void)
{
if(windowWidth > windowHeight){
double ratio = windowWidth*(1.0/windowHeight);
double diff = ratio-1;
perspectiveMatrix = glm::ortho(0.0-(diff/2.0), 1.0+(diff/2), 0.0, 1.0, -100.0, 100.0);
}else{
double ratio = windowHeight*(1.0/windowWidth);
double diff = ratio-1;
perspectiveMatrix = glm::ortho(0.0, 1.0, 0.0-(diff/2), 1.0+(diff/2), -100.0, 100.0);
}
}
GLuint myOpenGLWindow::LoadShaders(const char * vertex_file_path,const char * fragment_file_path){//TODO: SPLIT UP THIS BIG FUNCTION
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
char* vertexShaderString = readFileIntoString(vertex_file_path);
char* fragmentShaderString = readFileIntoString(fragment_file_path);
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
printf("Compiling shader : %s\n", vertex_file_path);
glShaderSource(VertexShaderID, 1, &vertexShaderString , NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if(InfoLogLength > 0){
char* VertexShaderErrorMessage = (char*)malloc(InfoLogLength+1);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
printf("%s\n", VertexShaderErrorMessage);
free(VertexShaderErrorMessage);
}
// Compile Fragment Shader
printf("Compiling shader : %s\n", fragment_file_path);
glShaderSource(FragmentShaderID, 1, &fragmentShaderString, NULL);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
char* FragmentShaderErrorMessage = (char*)malloc(InfoLogLength+1);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, FragmentShaderErrorMessage);
printf("%s\n", FragmentShaderErrorMessage);
}
// Link the program
printf("Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
char* ProgramErrorMessage = (char*)malloc(InfoLogLength+1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, ProgramErrorMessage);
printf("%s\n", ProgramErrorMessage);
}
glDetachShader(ProgramID, VertexShaderID);
glDetachShader(ProgramID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}
void
myOpenGLWindow::drawSquare(int ENUM, glm::vec3 pos, glm::vec3 size){
glUniform1i(objEnumUniformLocation, ENUM);
glm::mat4 viewMatrix = glm::mat4(1);
glm::mat4 modelMatrix = glm::mat4(1);
modelMatrix = glm::translate(modelMatrix, pos);
modelMatrix = glm::scale(modelMatrix, size);
glm::mat4 MVP = perspectiveMatrix*viewMatrix*modelMatrix;
glUniformMatrix4fv(MVPUniformLocation, 1, GL_FALSE, &(MVP[0][0]));
glEnableVertexAttribArray(inputPosAttributeLocation);
glVertexAttribPointer(inputPosAttributeLocation, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), (void*)0);
int offset = offsetof(vertData, square)/sizeof(glm::vec3);
glDrawArrays(GL_TRIANGLES, offset, 6);
glDisableVertexAttribArray(inputPosAttributeLocation);
}
void
myOpenGLWindow::drawThickLine(int ENUM, glm::vec3 start, glm::vec3 end, double thickness){
glUniform1i(objEnumUniformLocation, ENUM);
glm::mat4 viewMatrix = glm::mat4(1);
glm::mat4 modelMatrix = glm::mat4(1);
glm::vec3 diff = end-start;
modelMatrix = glm::translate(modelMatrix, start);
modelMatrix = glm::rotate(modelMatrix, atan2(diff.y, diff.x), glm::vec3(0, 0, 1));
modelMatrix = glm::scale(modelMatrix, glm::vec3(glm::length(diff), 1, 1));
modelMatrix = glm::scale(modelMatrix, glm::vec3(1, thickness, 1));
modelMatrix = glm::translate(modelMatrix, glm::vec3(0, -0.5, 0));
glm::mat4 MVP = perspectiveMatrix*viewMatrix*modelMatrix;
glUniformMatrix4fv(MVPUniformLocation, 1, GL_FALSE, &(MVP[0][0]));
glEnableVertexAttribArray(inputPosAttributeLocation);
glVertexAttribPointer(inputPosAttributeLocation, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), (void*)0);
int offset = offsetof(vertData, square)/sizeof(glm::vec3);
glDrawArrays(GL_TRIANGLES, offset, 6);
glDisableVertexAttribArray(inputPosAttributeLocation);
}
void
myOpenGLWindow::drawLine(int ENUM, glm::vec3 start, glm::vec3 end){
glUniform1i(objEnumUniformLocation, ENUM);
glm::mat4 viewMatrix = glm::mat4(1);
glm::mat4 modelMatrix = glm::mat4(1);
modelMatrix = glm::translate(modelMatrix, start);
modelMatrix = glm::scale(modelMatrix, end-start);
glm::mat4 MVP = perspectiveMatrix*viewMatrix*modelMatrix;
glUniformMatrix4fv(MVPUniformLocation, 1, GL_FALSE, &(MVP[0][0]));
glEnableVertexAttribArray(inputPosAttributeLocation);
glVertexAttribPointer(inputPosAttributeLocation, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), (void*)0);
int offset = offsetof(vertData, line)/sizeof(glm::vec3);;
glDrawArrays(GL_LINE_LOOP, offset, 2);
glDisableVertexAttribArray(inputPosAttributeLocation);
}
void
myOpenGLWindow::setInputCallbacks(void)
{
glfwSetKeyCallback(mainWindow, myOpenGLWindow::glfwCallback_keyboardClicked);
glfwSetFramebufferSizeCallback(mainWindow, myOpenGLWindow::glfwCallback_windowSizeChanged);
glfwSetCursorPosCallback(mainWindow, myOpenGLWindow::glfwCallback_mouseMoved);
glfwSetMouseButtonCallback(mainWindow, myOpenGLWindow::glfwCallback_mouseClicked);
}
void
myOpenGLWindow::initGLFW(void)
{
glewExperimental = true;
if(!glfwInit()){
printf("glfw failed to init\n");
assert(false);
}
glfwSetErrorCallback(glfwCallback_error);
//3.3
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
mainWindow = glfwCreateWindow(640, 480, "poopwindow", NULL, NULL);
glfwGetFramebufferSize(mainWindow, &windowWidth, &windowHeight);
glViewport(0, 0, windowWidth, windowHeight);
if(!mainWindow){
printf("window failed to init\n");
assert(false);
}
setInputCallbacks();
glfwMakeContextCurrent(mainWindow);
glfwSwapInterval(1);
if(glewInit() != GLEW_OK){
printf("glew failed to init\n");
assert(false);
}
printf("GLFW and GLEW init done\n");
}
void
myOpenGLWindow::closeGLFW(void)
{
glfwDestroyWindow(mainWindow);
glfwTerminate();
}
void
myOpenGLWindow::loopStuffGLFW(double input_timeout)
{
glfwSwapBuffers(mainWindow);
glfwWaitEventsTimeout(input_timeout);//so only continues when cursor moves and stuff
//glfwPollEvents();//basically timeout 0
}
unsigned char*
myOpenGLWindow::readTexture(const char* filename, int* width, int* height, int* numChannels)
{
unsigned char *data = stbi_load(filename, width, height, numChannels, 0);
return data;
if(data == NULL){
printf("texture \"%s\" failed to load\n", filename);
exit(1);
}
}
GLint
myOpenGLWindow::getProgramTextureUniformLoc(int textureNum){
char uniformName[0x100];
sprintf(uniformName, "texture_%d", textureNum);
int textureLoc = glGetUniformLocation(shaderProgramID, uniformName);
printf("texLoc = %d\n", textureLoc);
if(textureLoc == -1){
printf("unable to find uniform %s in shader\n", uniformName);
exit(1);
}
return textureLoc;
}
void
myOpenGLWindow::initTextures(int numTextures){
if(textureIDs != NULL){
printf("textures already initialized\n");
exit(1);
}
numTexturesInitialized = numTextures;
textureIDs = (unsigned int*)andyMalloc(numTextures*sizeof(unsigned int));
glGenTextures(numTextures, textureIDs);
textureUniformsLocs = (GLint*)andyMalloc(numTextures*sizeof(GLint));
for(int i = 0; i < numTextures; i++){
textureUniformsLocs[i] = getProgramTextureUniformLoc(i);
}
}
void
myOpenGLWindow::loadTexture(const char* filename, int textureUnit_num)
{
if(textureIDs == NULL){
printf("you must initialize textures before loading\n");
exit(1);
}
if(textureUnit_num >= numTexturesInitialized){
printf("not enough texture ID's initialized: %d", numTexturesInitialized);
}
int width, height, numChannels;
unsigned char* data = readTexture(filename, &width, &height, &numChannels);
printf("texture file %s has w h c = %d, %d, %d\n", filename, width, height, numChannels);
glActiveTexture(GL_TEXTURE0+textureUnit_num);
glBindTexture(GL_TEXTURE_2D, textureIDs[textureUnit_num]);
glUniform1i(textureUniformsLocs[textureUnit_num], textureUnit_num);
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);
GLenum pixelDataFormat;
switch(numChannels){
case 3:
pixelDataFormat = GL_RGB;
break;
case 4:
pixelDataFormat = GL_RGBA;
break;
default:
printf("unknow amount of channels format: %d\n", numChannels);
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, pixelDataFormat, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
}
void
myOpenGLWindow::enableTransparency(void){
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void
myOpenGLWindow::initBuffers(void)
{
glGenVertexArrays(1, &vaoThingID);
glBindVertexArray(vaoThingID);
glGenBuffers(1, &vboThingID);
glBindBuffer(GL_ARRAY_BUFFER, vboThingID);
glBufferData(GL_ARRAY_BUFFER, sizeof(dataToGPU), (void*)&dataToGPU, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vboThingID);
shaderProgramID = LoadShaders("shaders/vertShader.txt", "shaders/fragShader.txt");
glUseProgram(shaderProgramID);
inputPosAttributeLocation = glGetAttribLocation(shaderProgramID, "inputPosition");
MVPUniformLocation = glGetUniformLocation(shaderProgramID, "MVP");
objEnumUniformLocation = glGetUniformLocation(shaderProgramID, "objEnum");
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
setOrthoRatioCorrect();
//perspectiveMatrix = glm::ortho(0, 1, 0, 1, -100, 100);
enableTransparency();
printf("openGl ready\n");
}
int
myOpenGLWindow::pieceToEnum(char piece){
switch (piece){
case 'r':
return ENUM_piece_blackRook;
case 'n':
return ENUM_piece_blackKnight;
case 'b':
return ENUM_piece_blackBishop;
case 'q':
return ENUM_piece_blackQueen;
case 'k':
return ENUM_piece_blackKing;
case 'p':
return ENUM_piece_blackPawn;
case 'R':
return ENUM_piece_whiteRook;
case 'N':
return ENUM_piece_whiteKnight;
case 'B':
return ENUM_piece_whiteBishop;
case 'Q':
return ENUM_piece_whiteQueen;
case 'K':
return ENUM_piece_whiteKing;
case 'P':
return ENUM_piece_whitePawn;
case EMPTY:
return -1;
default:
assert(false);
}
}
void
myOpenGLWindow::drawEngineInfo(engine* engineToDraw){
for(int i = 0; i < engineToDraw->numPvMoves; i++){
int x0 = engineToDraw->info_pv[i][0] - 'a';
int y0 = engineToDraw->info_pv[i][1] - '1';
int x1 = engineToDraw->info_pv[i][2] - 'a';
int y1 = engineToDraw->info_pv[i][3] - '1';
drawThickLine(-1, glm::vec3((x0+0.5)/8.0, (y0+0.5)/8.0, 0), glm::vec3((x1+0.5)/8.0, (y1+0.5)/8, 0), 0.002);
}
}
void
myOpenGLWindow::drawStuffOpenGL(chessGame* currentGame, engine* engine1, engine* engine2)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 viewMatrix = glm::mat4(1);
glm::mat4 modelMatrix = glm::mat4(1);
//double time = glfwGetTime();
//modelMatrix = glm::rotate(modelMatrix, (float)time, glm::vec3(0, 1, 0));
glm::mat4 MVP = perspectiveMatrix*viewMatrix*modelMatrix;
glUniformMatrix4fv(MVPUniformLocation, 1, GL_FALSE, &(MVP[0][0]));
//glBindBuffer(GL_ARRAY_BUFFER, vboThingID);//only redo if buffer changes (i think)
drawSquare(ENUM_chessBoard, glm::vec3(0, 0, 0), glm::vec3(1, 1, 1));
for(int y = 0; y < 8; y++){
for(int x = 0; x < 8; x++){
int index = x+(y*8);
int pieceEnum = pieceToEnum(currentGame->currentState.board[index]);
if(pieceEnum != -1){
drawSquare(pieceEnum, glm::vec3(0.125*x, 0.125*(7-y), 0), glm::vec3(0.125, 0.125, 0));
}
}
}
drawEngineInfo(engine1);
drawEngineInfo(engine2);
//drawThickLine(-1, glm::vec3(0, 0, 0), glm::vec3(1, 1, 1), 0.1);
}
myOpenGLWindow::myOpenGLWindow(void){
}