From 0792cb6e928c42ca752634ee999a51f5b4f9d2d5 Mon Sep 17 00:00:00 2001 From: Luca Conte Date: Tue, 25 Jun 2024 15:52:15 +0200 Subject: [PATCH] fix input handler and add light cubes --- src/Makefile | 4 ++-- src/inputHandler.c | 13 +++++++++++++ src/inputHandler.h | 1 + src/main.c | 36 ++++++++++++++++++++---------------- 4 files changed, 36 insertions(+), 18 deletions(-) diff --git a/src/Makefile b/src/Makefile index c27ad1f..e48a8e6 100644 --- a/src/Makefile +++ b/src/Makefile @@ -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 diff --git a/src/inputHandler.c b/src/inputHandler.c index 7b529c5..d519c79 100644 --- a/src/inputHandler.c +++ b/src/inputHandler.c @@ -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); diff --git a/src/inputHandler.h b/src/inputHandler.h index 88edf8c..19a3c1b 100644 --- a/src/inputHandler.h +++ b/src/inputHandler.h @@ -1,6 +1,7 @@ #ifndef INPUTHANDLER_H #define INPUTHANDLER_H +#include #include #include "matrixMath.h" #include "sceneGraph.h" diff --git a/src/main.c b/src/main.c index fbbdc11..3ab739c 100644 --- a/src/main.c +++ b/src/main.c @@ -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);