remove tcp server reference from proj. Saving right before I unleash pthread stuff
This commit is contained in:
@@ -140,7 +140,6 @@
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<ClCompile Include="src\glad.c" />
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<ClCompile Include="src\main.cpp" />
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<ClCompile Include="src\shaders.cpp" />
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<ClCompile Include="src\tcp_server.cpp" />
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<ClCompile Include="src\util.cpp" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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@@ -30,8 +30,5 @@
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<ClCompile Include="src\body.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\tcp_server.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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</Project>
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91
src/main.cpp
91
src/main.cpp
@@ -1,3 +1,4 @@
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#include <cstring>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <glm/ext/matrix_clip_space.hpp>
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@@ -9,6 +10,7 @@
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#include <stdlib.h>
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#include <pthread.h>
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#include <string>
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#include <tuple>
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#include "util.hpp"
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#include "shaders.hpp"
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@@ -28,31 +30,58 @@ void process_input() {
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glfwSetWindowShouldClose(window, true);
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}
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static uint shader;
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body create_new_sphere() {
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body b;
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assert(load_body(&b, "Icosphere.obj"));
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b.shader = shader;
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b.pose = glm::translate(b.pose, glm::vec3(0, 0, 0));
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return b;
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}
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static bool stop = false;
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static pthread_mutex_t lock = PTHREAD_MUTEX_INITIALIZER;
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static std::map<char*, std::pair<body, int>> camera_name_to_bodies;
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const float max_hp = 10; // Number of scans (without a particular barcode) for which the sphere will still be visible
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array<std::tuple<char*, body, float>> camera_bodies;
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enum class LineParserState {
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NAME,
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X,
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Y,
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Z
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};
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// name x y z\n
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void process_cin(void* args) {
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size_t len = 256;
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std::string line;
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while (true) {
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std::getline(std::cin, line);
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array<char*> words = split_str(line.c_str());
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assert(words.len == 4);
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pthread_mutex_lock(&lock);
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for (int i = 0; i < words.len; i++) {
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if (camera_name_to_bodies.find(words
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}
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pthread_mutex_unlock(&lock);
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}
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}
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//void process_cin(void* args) {
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// size_t len = 256;
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// std::string line;
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// while (true) {
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// std::getline(std::cin, line);
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// array<char*> words = split_str(line.c_str());
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// assert(words.len == 4);
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// printf("Received: %s, %s, %s, %s\n", words[0], words[1], words[2], words[3]); // echo for debugging
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// pthread_mutex_lock(&lock);
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// float x = atof(words[1]);
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// float y = atof(words[2]);
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// float z = atof(words[3]);
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// glm::vec3 new_loc = glm::vec3(x, y, z);
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// bool found_match = false;
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// for (int i = 0; i < camera_bodies.len; i++) {
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// if (strcmp(words[0], std::get<0>(camera_bodies[i])) == 0) {
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// glm::vec4 &transl = std::get<1>(camera_bodies[i]).pose[4];
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// transl = 0.9f*transl + 0.1f*glm::vec4(new_loc, 1); // filter
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//
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// std::get<1>(camera_bodies[i]).color = glm::vec4(i&0x4, i&0x2, i&0x1, 1);
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// std::get<2>(camera_bodies[i]) = max_hp;
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// found_match = true;
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// } else {
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// float &cur_hp = std::get<2>(camera_bodies[i]);
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// if (cur_hp > 0) cur_hp -= 1;
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// std::get<1>(camera_bodies[i]).color = glm::vec4(i&0x4, i&0x2, i&0x1, cur_hp/max_hp);
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// }
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// }
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// if (!found_match) {
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// body b = create_new_sphere();
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// int i = camera_bodies.len;
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// b.color = glm::vec4(i&0x4, i&0x2, i&0x1, max_hp);
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// auto t = std::make_tuple(words[0], b, max_hp);
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// append(camera_bodies, t);
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// }
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// pthread_mutex_unlock(&lock);
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// }
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//}
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static bool mouse_pressed = false;
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static bool scroll_pressed = false;
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@@ -109,7 +138,7 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) {
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glm::vec4 k = camera_t[2];
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float d = yoffset;
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camera_loc += k * (d / 10 * max(glm::length(camera_loc), 1.0f));
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camera_loc += k * (d / 10 * glm::max(glm::length(camera_loc), 1.0f));
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camera_t = glm::lookAt(camera_loc, focal_point, up);
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}
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@@ -148,7 +177,6 @@ int main() {
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width = 800;
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height = 800;
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uint shader;
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const char* vertex_filepath = "src/shaders/vertex.glsl";
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const char* fragment_filepath = "src/shaders/fragment.glsl";
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if (!load_shader(&shader, vertex_filepath, fragment_filepath))
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@@ -161,18 +189,7 @@ int main() {
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glfwSwapBuffers(window); // front buffer is now back
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glClear(GL_COLOR_BUFFER_BIT); // Write to back buffer again (former front buf)
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body b;
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if (!load_body(&b, "Icosphere.obj"))
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return -1;
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b.shader = shader;
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b.pose = glm::translate(b.pose, glm::vec3(0, 0, 0));
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b.color = glm::vec4(0.5, 0, 0, 1);
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body b2;
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if (!load_body(&b2, "Icosphere.obj"))
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return -1;
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b2.shader = shader;
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b2.pose = glm::translate(b.pose, glm::vec3(2, 0, 0));
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body b2 = create_new_sphere();
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b2.color = glm::vec4(0, 0.5, 0, 1);
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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@@ -188,12 +205,10 @@ int main() {
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while (!glfwWindowShouldClose(window)) {
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process_input();
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process_cin();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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set_uniform(shader, "camera_t", camera_t);
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set_uniform(shader, "projection_t", projection_t);
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draw_body(b);
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draw_body(b2);
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glfwSwapBuffers(window);
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