fix input handler and add light cubes

This commit is contained in:
Luca Conte 2024-06-25 15:52:15 +02:00
parent f4aea18121
commit 0792cb6e92
4 changed files with 36 additions and 18 deletions

View File

@ -4,7 +4,7 @@ OTHER_LIBS = -lm
ALL_LIBS = $(GLEW_LIBS) $(GLFW_LIBS) $(OTHER_LIBS)
OBJ = matrixMath.o transformation.o wavefrontobj.o sceneGraph.o objectHandler.o shader.o
OBJ = matrixMath.o transformation.o wavefrontobj.o sceneGraph.o objectHandler.o shader.o inputHandler.o
SHADERS = fragmentShader.c vertexShader.c skyboxFragmentShader.c skyboxVertexShader.c
cg1.out: test.out main.o $(OBJ) $(SHADERS)
@ -17,7 +17,7 @@ test.out: test.o $(OBJ)
%Shader.c: %Shader.glsl
xxd -i $? | tac | sed "3s/$$/, 0x00/" | tac > $@
main.o: $(SHADERS) matrixMath.h transformation.h wavefrontobj.h sceneGraph.h objectHandler.h shader.h
main.o: $(SHADERS) matrixMath.h transformation.h wavefrontobj.h sceneGraph.h objectHandler.h shader.h inputHandler.h
test.o: matrixMath.h transformation.h wavefrontobj.h

View File

@ -1,5 +1,16 @@
#include "inputHandler.h"
bool exitRequested = false;
GLFWwindow* window;
const GLfloat pi = 3.14159f;
vec3 origin = {0.0f, 0.0f, 0.0f};
vec3 cameraPosition = {0.0f, 2.0f, 1.0f};
vec3 objectPosition = {0.0f, 0.0f, 0.0f};
vec3 cameraTravelPosition = {0.3f, 0.3f, 0.3f};
bool cameraTraveling = false;
GLfloat radius = 1.0f;
SceneNode* rootNode;
/**
* Moves the camera in a somewhat smooth motion.
*/
@ -67,6 +78,7 @@ void handleInputs(double deltaTime)
vec3 delta;
vec3Subtract(&delta, &origin, &cameraPosition);
delta.y = 0;
vec3Normalise(&delta, &delta);
vec3Multiply(&delta, &delta, -10);
vec3Multiply(&delta, &delta, deltaTime);
@ -77,6 +89,7 @@ void handleInputs(double deltaTime)
{
vec3 delta;
vec3Subtract(&delta, &origin, &cameraPosition);
delta.y = 0;
if (vec3Length(&delta) > 0.1)
{
vec3Normalise(&delta, &delta);

View File

@ -1,6 +1,7 @@
#ifndef INPUTHANDLER_H
#define INPUTHANDLER_H
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "matrixMath.h"
#include "sceneGraph.h"

View File

@ -19,7 +19,7 @@
#include "wavefrontobj.h"
#include "sceneGraph.h"
#include "shader.h"
#include "inputHandler.c"
#include "inputHandler.h"
GLuint program;
GLuint skyboxProgram;
@ -37,10 +37,6 @@ GLuint skyboxTexture;
int flipFlag = 1;
bool exitRequested = false;
GLFWwindow* window;
GLfloat aspectRatio = 1.0f;
double timeBetweenUpdates = 0.2f;
@ -49,21 +45,10 @@ double timeSinceUpdate = 0.0f;
int framesSinceUpdate = 0;
GLfloat step = 0.0f;
const GLfloat pi = 3.14159f;
vec3 origin = {0.0f, 0.0f, 0.0f};
vec3 cameraPosition = {0.0f, 2.0f, 1.0f};
vec3 objectPosition = {0.0f, 0.0f, 0.0f};
vec3 cameraTravelPosition = {0.3f, 0.3f, 0.3f};
bool cameraTraveling = false;
GLfloat radius = 1.0f;
mat4 viewingTransformation;
mat4 projection;
// Define a global scene graph root node
SceneNode* rootNode;
void renderNode(SceneNode* node) {
assert(node != NULL);
@ -315,6 +300,25 @@ void draw(void) {
glUniform4f(glGetUniformLocation(program, "ambientLight"), 0.05f, 0.05f, 0.05f, 1.0f);
vec4 lightPosition = {cos(stepi) * 5.0f, 5.0f, sin(stepi) * 5.0f, 1.0f};
// move cubes to light positions
mat4 transformLights;
vec3 lightScale = {0.1, 0.1, 0.1};
scaling(&transformLights, &lightScale);
translate(&transformLights, &transformLights, (vec3*)&lightPosition);
SceneNode* light = findNodeByName("Light1", rootNode);
light->transformation = transformLights;
updateSceneNode(light, &rootNode->worldTransformation);
transformLights.m03 = - transformLights.m03;
transformLights.m23 = - transformLights.m23;
light = findNodeByName("Light2", rootNode);
light->transformation = transformLights;
updateSceneNode(light, &rootNode->worldTransformation);
// apply viewing transformation and pass light positions to shader
multiplyAny((GLfloat*)&lightPosition, (GLfloat*)&viewingTransformation, (GLfloat*)&lightPosition, 4, 4, 1);
glUniform3f(glGetUniformLocation(program, "lightPositions[0]"), lightPosition.x, lightPosition.y, lightPosition.z);