Merge branch 'multiple-objects'
This commit is contained in:
commit
3db8817187
|
@ -0,0 +1,40 @@
|
|||
# Blender 4.1.1
|
||||
# www.blender.org
|
||||
mtllib Xblock.mtl
|
||||
o Cube
|
||||
v 1.740000 0.130000 -0.150000
|
||||
v 1.740000 -0.130000 -0.150000
|
||||
v 1.740000 0.130000 0.150000
|
||||
v 1.740000 -0.130000 0.150000
|
||||
v -1.740000 0.130000 -0.150000
|
||||
v -1.740000 -0.130000 -0.150000
|
||||
v -1.740000 0.130000 0.150000
|
||||
v -1.740000 -0.130000 0.150000
|
||||
vn -0.0000 1.0000 -0.0000
|
||||
vn -0.0000 -0.0000 1.0000
|
||||
vn -1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 -1.0000 -0.0000
|
||||
vn 1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 -0.0000 -1.0000
|
||||
vt 0.625000 0.500000
|
||||
vt 0.875000 0.500000
|
||||
vt 0.875000 0.750000
|
||||
vt 0.625000 0.750000
|
||||
vt 0.375000 0.750000
|
||||
vt 0.625000 1.000000
|
||||
vt 0.375000 1.000000
|
||||
vt 0.375000 0.000000
|
||||
vt 0.625000 0.000000
|
||||
vt 0.625000 0.250000
|
||||
vt 0.375000 0.250000
|
||||
vt 0.125000 0.500000
|
||||
vt 0.375000 0.500000
|
||||
vt 0.125000 0.750000
|
||||
s 0
|
||||
usemtl Material
|
||||
f 1/1/1 5/2/1 7/3/1 3/4/1
|
||||
f 4/5/2 3/4/2 7/6/2 8/7/2
|
||||
f 8/8/3 7/9/3 5/10/3 6/11/3
|
||||
f 6/12/4 2/13/4 4/5/4 8/14/4
|
||||
f 2/13/5 1/1/5 3/4/5 4/5/5
|
||||
f 6/11/6 5/10/6 1/1/6 2/13/6
|
|
@ -0,0 +1,40 @@
|
|||
# Blender 4.1.1
|
||||
# www.blender.org
|
||||
mtllib Yblock.mtl
|
||||
o Cube
|
||||
v 0.230000 0.130000 -1.230000
|
||||
v 0.230000 -0.130000 -1.230000
|
||||
v 0.230000 0.130000 1.230000
|
||||
v 0.230000 -0.130000 1.230000
|
||||
v -0.230000 0.130000 -1.230000
|
||||
v -0.230000 -0.130000 -1.230000
|
||||
v -0.230000 0.130000 1.230000
|
||||
v -0.230000 -0.130000 1.230000
|
||||
vn -0.0000 1.0000 -0.0000
|
||||
vn -0.0000 -0.0000 1.0000
|
||||
vn -1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 -1.0000 -0.0000
|
||||
vn 1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 -0.0000 -1.0000
|
||||
vt 0.625000 0.500000
|
||||
vt 0.875000 0.500000
|
||||
vt 0.875000 0.750000
|
||||
vt 0.625000 0.750000
|
||||
vt 0.375000 0.750000
|
||||
vt 0.625000 1.000000
|
||||
vt 0.375000 1.000000
|
||||
vt 0.375000 0.000000
|
||||
vt 0.625000 0.000000
|
||||
vt 0.625000 0.250000
|
||||
vt 0.375000 0.250000
|
||||
vt 0.125000 0.500000
|
||||
vt 0.375000 0.500000
|
||||
vt 0.125000 0.750000
|
||||
s 0
|
||||
usemtl Material
|
||||
f 1/1/1 5/2/1 7/3/1 3/4/1
|
||||
f 4/5/2 3/4/2 7/6/2 8/7/2
|
||||
f 8/8/3 7/9/3 5/10/3 6/11/3
|
||||
f 6/12/4 2/13/4 4/5/4 8/14/4
|
||||
f 2/13/5 1/1/5 3/4/5 4/5/5
|
||||
f 6/11/6 5/10/6 1/1/6 2/13/6
|
|
@ -0,0 +1,40 @@
|
|||
# Blender 4.1.1
|
||||
# www.blender.org
|
||||
mtllib Yblock_rotated.mtl
|
||||
o Cube
|
||||
v 1.231565 1.164580 -0.150000
|
||||
v 1.395188 0.962522 -0.150000
|
||||
v 1.231565 1.164580 0.150000
|
||||
v 1.395188 0.962522 0.150000
|
||||
v -1.395188 -0.962522 -0.150000
|
||||
v -1.231565 -1.164580 -0.150000
|
||||
v -1.395188 -0.962522 0.150000
|
||||
v -1.231565 -1.164580 0.150000
|
||||
vn -0.6293 0.7771 -0.0000
|
||||
vn -0.0000 -0.0000 1.0000
|
||||
vn -0.7771 -0.6293 -0.0000
|
||||
vn 0.6293 -0.7771 -0.0000
|
||||
vn 0.7771 0.6293 -0.0000
|
||||
vn -0.0000 -0.0000 -1.0000
|
||||
vt 0.625000 0.500000
|
||||
vt 0.875000 0.500000
|
||||
vt 0.875000 0.750000
|
||||
vt 0.625000 0.750000
|
||||
vt 0.375000 0.750000
|
||||
vt 0.625000 1.000000
|
||||
vt 0.375000 1.000000
|
||||
vt 0.375000 0.000000
|
||||
vt 0.625000 0.000000
|
||||
vt 0.625000 0.250000
|
||||
vt 0.375000 0.250000
|
||||
vt 0.125000 0.500000
|
||||
vt 0.375000 0.500000
|
||||
vt 0.125000 0.750000
|
||||
s 0
|
||||
usemtl Material
|
||||
f 1/1/1 5/2/1 7/3/1 3/4/1
|
||||
f 4/5/2 3/4/2 7/6/2 8/7/2
|
||||
f 8/8/3 7/9/3 5/10/3 6/11/3
|
||||
f 6/12/4 2/13/4 4/5/4 8/14/4
|
||||
f 2/13/5 1/1/5 3/4/5 4/5/5
|
||||
f 6/11/6 5/10/6 1/1/6 2/13/6
|
|
@ -0,0 +1,40 @@
|
|||
# Blender 4.1.1
|
||||
# www.blender.org
|
||||
mtllib Zblock.mtl
|
||||
o Cube
|
||||
v 0.280000 1.000000 -0.170000
|
||||
v 0.280000 -1.000000 -0.170000
|
||||
v 0.280000 1.000000 0.170000
|
||||
v 0.280000 -1.000000 0.170000
|
||||
v -0.280000 1.000000 -0.170000
|
||||
v -0.280000 -1.000000 -0.170000
|
||||
v -0.280000 1.000000 0.170000
|
||||
v -0.280000 -1.000000 0.170000
|
||||
vn -0.0000 1.0000 -0.0000
|
||||
vn -0.0000 -0.0000 1.0000
|
||||
vn -1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 -1.0000 -0.0000
|
||||
vn 1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 -0.0000 -1.0000
|
||||
vt 0.625000 0.500000
|
||||
vt 0.875000 0.500000
|
||||
vt 0.875000 0.750000
|
||||
vt 0.625000 0.750000
|
||||
vt 0.375000 0.750000
|
||||
vt 0.625000 1.000000
|
||||
vt 0.375000 1.000000
|
||||
vt 0.375000 0.000000
|
||||
vt 0.625000 0.000000
|
||||
vt 0.625000 0.250000
|
||||
vt 0.375000 0.250000
|
||||
vt 0.125000 0.500000
|
||||
vt 0.375000 0.500000
|
||||
vt 0.125000 0.750000
|
||||
s 0
|
||||
usemtl Material
|
||||
f 1/1/1 5/2/1 7/3/1 3/4/1
|
||||
f 4/5/2 3/4/2 7/6/2 8/7/2
|
||||
f 8/8/3 7/9/3 5/10/3 6/11/3
|
||||
f 6/12/4 2/13/4 4/5/4 8/14/4
|
||||
f 2/13/5 1/1/5 3/4/5 4/5/5
|
||||
f 6/11/6 5/10/6 1/1/6 2/13/6
|
216
src/main.c
216
src/main.c
|
@ -5,7 +5,7 @@
|
|||
|
||||
#include "vertexShader.c"
|
||||
#include "fragmentShader.c"
|
||||
|
||||
#include "objectHandler.c"
|
||||
#include "matrixMath.h"
|
||||
#include "transformation.h"
|
||||
#include "wavefrontobj.h"
|
||||
|
@ -19,7 +19,6 @@
|
|||
#include <stdbool.h>
|
||||
|
||||
GLuint program;
|
||||
GLuint vao;
|
||||
|
||||
#define NUM_TEXTURES 5
|
||||
|
||||
|
@ -40,7 +39,7 @@ char* textureFiles[NUM_TEXTURES] = {
|
|||
"../texture/earth/normal.png"
|
||||
};
|
||||
|
||||
int numFaces = 0;
|
||||
ObjectData* objectData;
|
||||
|
||||
bool exitRequested = false;
|
||||
|
||||
|
@ -57,11 +56,20 @@ GLfloat step = 0.0f;
|
|||
const GLfloat pi = 3.14159f;
|
||||
|
||||
vec3 cameraPosition = {0.0f, 3.0f, 5.5f};
|
||||
vec3 objectPosition = {0.0f, 0.0f, 0.0f};
|
||||
GLfloat radius = 1.0f;
|
||||
|
||||
char* defaultModel = "../obj/monkey.obj";
|
||||
char* model;
|
||||
int numModels = 0;
|
||||
char* models[] = {
|
||||
"../obj/Xblock.obj",
|
||||
"../obj/Yblock.obj",
|
||||
"../obj/Yblock_rotated.obj",
|
||||
"../obj/Zblock.obj",
|
||||
};
|
||||
|
||||
// input handler for camera movement
|
||||
/**
|
||||
* Input handler for camera movement.
|
||||
* */
|
||||
void handleInputs(double deltaTime) {
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
|
||||
cameraPosition.z += deltaTime * 10;
|
||||
|
@ -69,18 +77,37 @@ void handleInputs(double deltaTime) {
|
|||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
|
||||
cameraPosition.z -= deltaTime * 10;
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
|
||||
cameraPosition.x += deltaTime * 10;
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
|
||||
cameraPosition.x -= deltaTime * 10;
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
|
||||
if (glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS) {
|
||||
cameraPosition.y += deltaTime * 10;
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
|
||||
if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
|
||||
cameraPosition.y -= deltaTime * 10;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_L) == GLFW_PRESS) {
|
||||
objectPosition.x += deltaTime * 10;
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_J) == GLFW_PRESS) {
|
||||
objectPosition.x -= deltaTime * 10;
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_I) == GLFW_PRESS) {
|
||||
objectPosition.z += deltaTime * 10;
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_K) == GLFW_PRESS) {
|
||||
objectPosition.z -= deltaTime * 10;
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS) {
|
||||
radius += deltaTime * 10;
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_U) == GLFW_PRESS) {
|
||||
radius -= deltaTime * 10;
|
||||
}
|
||||
}
|
||||
|
||||
// input handler to quit with ESC
|
||||
|
@ -92,6 +119,9 @@ void keyboardHandler(GLFWwindow* window, int key, int scancode, int action, int
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Loads textures.
|
||||
*/
|
||||
void loadTexture(char* textureFile, GLuint* texture) {
|
||||
int width, height, nrChannels;
|
||||
unsigned char* image = stbi_load(textureFile, &width, &height, &nrChannels, 0);
|
||||
|
@ -142,10 +172,7 @@ void init(void) {
|
|||
|
||||
vertexTextConst = NULL;
|
||||
|
||||
|
||||
|
||||
// create and compile fragment shader
|
||||
|
||||
const GLchar *fragmentTextConst = fragmentShader_glsl;
|
||||
|
||||
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
@ -191,17 +218,36 @@ void init(void) {
|
|||
}
|
||||
|
||||
|
||||
// --------------- READ MODEL FILE
|
||||
ParsedObjFile teapot = readObjFile(model);
|
||||
numFaces = teapot.length;
|
||||
// --------------- READ MODEL FILES
|
||||
|
||||
// write faces to buffer
|
||||
GLuint triangleVertexBufferObject;
|
||||
glGenBuffers(1, &triangleVertexBufferObject);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, triangleVertexBufferObject);
|
||||
glBufferData(GL_ARRAY_BUFFER, teapot.length * sizeof(face), teapot.faces, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
//objectData = readObjFiles(&models, numModels);
|
||||
char* c = "../obj/Yblock.obj";
|
||||
objectData = readSingleObjFile(&c, 10, &numModels);
|
||||
printf("\nAmount %d\n", numModels);
|
||||
fflush(stdout);
|
||||
/*
|
||||
objectData = malloc(numModels * sizeof(ObjectData));
|
||||
for (int i = 0; i < numModels; i++) {
|
||||
|
||||
glGenVertexArrays(1, &objData->vao);
|
||||
glGenBuffers(1, &objData->vbo);
|
||||
|
||||
glBindVertexArray(objData->vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, objData->vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, objData->object.numFaces * 3 * sizeof(Vertex), objData->object.vertices, GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)(6 * sizeof(GLfloat)));
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
objectData[i] = objData;
|
||||
}
|
||||
*/
|
||||
|
||||
stbi_set_flip_vertically_on_load(flipFlag);
|
||||
// -------------- READ TEXTURE FILES
|
||||
|
@ -209,60 +255,6 @@ void init(void) {
|
|||
loadTexture(textureFiles[i], &textures[i]);
|
||||
}
|
||||
|
||||
|
||||
// create vertex array object
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, triangleVertexBufferObject);
|
||||
|
||||
// vertex positions
|
||||
glVertexAttribPointer(
|
||||
0,
|
||||
3,
|
||||
GL_FLOAT,
|
||||
GL_FALSE,
|
||||
sizeof(vertex),
|
||||
0
|
||||
);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
// vertex normals
|
||||
glVertexAttribPointer(
|
||||
1,
|
||||
3,
|
||||
GL_FLOAT,
|
||||
GL_FALSE,
|
||||
sizeof(vertex),
|
||||
(void*) offsetof(vertex, normal)
|
||||
);
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
// vertex texture coordinates
|
||||
glVertexAttribPointer(
|
||||
2,
|
||||
2,
|
||||
GL_FLOAT,
|
||||
GL_FALSE,
|
||||
sizeof(vertex),
|
||||
(void*) offsetof(vertex, texture)
|
||||
);
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
// face tangents
|
||||
glVertexAttribPointer(
|
||||
3,
|
||||
3,
|
||||
GL_FLOAT,
|
||||
GL_FALSE,
|
||||
sizeof(vertex),
|
||||
(void*) offsetof(vertex, tangent)
|
||||
);
|
||||
glEnableVertexAttribArray(3);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
|
||||
// ENABLE BACKFACE CULLING
|
||||
glFrontFace(GL_CCW);
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
@ -279,6 +271,9 @@ void updateStats() {
|
|||
fflush(stdout);
|
||||
}
|
||||
|
||||
/**
|
||||
* Main draw function.
|
||||
*/
|
||||
void draw(void) {
|
||||
|
||||
// FPS Counter
|
||||
|
@ -298,7 +293,6 @@ void draw(void) {
|
|||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glUseProgram(program);
|
||||
glBindVertexArray(vao);
|
||||
|
||||
// step for rotations
|
||||
// counts up to 1.0 and then resets back to 0.0 forever
|
||||
|
@ -309,16 +303,6 @@ void draw(void) {
|
|||
// step multiplied by pi * 2 for use in rotation and trig functions
|
||||
GLfloat stepi = step * pi * 2;
|
||||
|
||||
|
||||
// ------------- MODEL TRANSFORMATION ---------------------
|
||||
// SCALE -> ROTATE -> TRANSLATE
|
||||
|
||||
mat4 modelTransformation;
|
||||
identity(&modelTransformation);
|
||||
|
||||
rotateY(&modelTransformation, &modelTransformation, stepi * 2);
|
||||
rotateZ(&modelTransformation, &modelTransformation, -23.5f / 180 * pi);
|
||||
|
||||
// ------------- VIEWING TRANSFORMATION -------------------
|
||||
vec3 origin = {0.0f, 0.0f, 0.0f};
|
||||
vec3 up = {0.0f, 1.0f, 0.0f};
|
||||
|
@ -326,32 +310,42 @@ void draw(void) {
|
|||
mat4 viewingTransformation;
|
||||
lookAt(&viewingTransformation, &cameraPosition, &origin, &up);
|
||||
|
||||
|
||||
|
||||
// -------------- PROJECTION TRANSFORMATION ----------------
|
||||
mat4 projectionTransformation;
|
||||
GLfloat near = 0.1f;
|
||||
GLfloat far = 20.0f;
|
||||
perspectiveProjection(&projectionTransformation, near, far);
|
||||
|
||||
|
||||
|
||||
// -------------- NORMALISATION TRANSFORMATION -------------
|
||||
mat4 normalisationTransformation;
|
||||
GLfloat fovy = pi / 2;
|
||||
normalisedDeviceCoordinatesFov(&normalisationTransformation, fovy, aspectRatio, near, far);
|
||||
|
||||
mat4 projection;
|
||||
identity(&projection);
|
||||
multiply(&projection, &projectionTransformation, &projection);
|
||||
multiply(&projection, &normalisationTransformation, &projection);
|
||||
|
||||
// ------------- DRAW EACH OBJECT SEPARATELY ----------------
|
||||
for (int i = 0; i < numModels; i++) {
|
||||
// Reset model transformation for each object
|
||||
mat4 modelTransformation;
|
||||
identity(&modelTransformation);
|
||||
|
||||
// Apply object-specific transformations
|
||||
vec3 v = {
|
||||
(GLfloat)i*2+objectPosition.x,
|
||||
0.0f+objectPosition.y,
|
||||
0.0f+objectPosition.z
|
||||
};
|
||||
translate(&modelTransformation, &modelTransformation, &v);
|
||||
|
||||
|
||||
mat4 modelView;
|
||||
identity(&modelView);
|
||||
multiply(&modelView, &modelTransformation, &modelView);
|
||||
multiply(&modelView, &viewingTransformation, &modelView);
|
||||
|
||||
mat4 projection;
|
||||
identity(&projection);
|
||||
multiply(&projection, &projectionTransformation, &projection);
|
||||
multiply(&projection, &normalisationTransformation, &projection);
|
||||
|
||||
// calculate matrix for normals
|
||||
mat3 normalModelView;
|
||||
mat3From4(&normalModelView, &modelView);
|
||||
|
@ -363,13 +357,6 @@ void draw(void) {
|
|||
glUniformMatrix3fv(glGetUniformLocation(program, "normalModelView"), 1, GL_FALSE, (GLfloat*)&normalModelView);
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "projection"), 1, GL_FALSE, (GLfloat*)&projection);
|
||||
|
||||
|
||||
vec4 lightPosition = {cos(stepi) * 1000.0f, 0.0f, sin(stepi) * 1000.0f, 1.0f};
|
||||
multiplyAny((GLfloat *)&lightPosition, (GLfloat *)&viewingTransformation, (GLfloat *)&lightPosition, 4, 4, 1);
|
||||
|
||||
glUniform3f(glGetUniformLocation(program, "lightPosition"), lightPosition.x, lightPosition.y, lightPosition.z);
|
||||
|
||||
|
||||
// SET MATERIAL DATA
|
||||
glUniform1f(glGetUniformLocation(program, "shininess"), 60.0f * 4.0f);
|
||||
|
||||
|
@ -377,7 +364,6 @@ void draw(void) {
|
|||
glUniform4f(glGetUniformLocation(program, "lightColor"), 1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glUniform4f(glGetUniformLocation(program, "ambientLight"), 0.05f, 0.05f, 0.05f, 1.0f);
|
||||
|
||||
|
||||
// BIND TEXTURES
|
||||
GLuint textureLocation;
|
||||
textureLocation = glGetUniformLocation(program, "day");
|
||||
|
@ -405,24 +391,24 @@ void draw(void) {
|
|||
glActiveTexture(GL_TEXTURE4);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[NORMAL]);
|
||||
|
||||
|
||||
// draw!!1
|
||||
glDrawArrays(GL_TRIANGLES, 0, numFaces * 3);
|
||||
// draw each object separately
|
||||
glBindVertexArray(objectData[i].vao);
|
||||
glDrawArrays(GL_TRIANGLES, 0, objectData[i].object.length * 3);
|
||||
}
|
||||
}
|
||||
|
||||
// change viewport size and adjust aspect ratio when changing window size
|
||||
/**
|
||||
* Changes viewport size and adjust aspect ratio when changing window size
|
||||
*/
|
||||
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
|
||||
glViewport(0, 0, width, height);
|
||||
aspectRatio = (float)width / height;
|
||||
}
|
||||
|
||||
/**
|
||||
* Main function.
|
||||
*/
|
||||
int main(int argc, char **argv) {
|
||||
|
||||
if (argc >= 2) {
|
||||
model = argv[1];
|
||||
} else {
|
||||
model = defaultModel;
|
||||
}
|
||||
// initialise window
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
|
@ -437,7 +423,6 @@ int main(int argc, char **argv) {
|
|||
return -1;
|
||||
}
|
||||
|
||||
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
|
@ -453,7 +438,6 @@ int main(int argc, char **argv) {
|
|||
printf("OpenGL version supported by this platform (%s):\n", glGetString(GL_VERSION));
|
||||
|
||||
init();
|
||||
|
||||
// exit when window should close or exit is requested (ESC)
|
||||
while (!glfwWindowShouldClose(window) && !exitRequested) {
|
||||
draw();
|
||||
|
|
|
@ -0,0 +1,128 @@
|
|||
#include "wavefrontobj.h"
|
||||
#include <GL/glew.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
typedef struct {
|
||||
GLuint vao;
|
||||
GLuint vbo;
|
||||
ParsedObjFile object;
|
||||
} ObjectData;
|
||||
|
||||
/**
|
||||
* Loads an object.
|
||||
* Basically generates vbo and vao for an object and saving them in the ObjectData struct.
|
||||
*/
|
||||
void load_object(ObjectData* objectData) {
|
||||
// write faces to buffer
|
||||
//GLuint triangleVertexBufferObject;
|
||||
glGenBuffers(1, &objectData->vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, objectData->vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, objectData->object.length * sizeof(face), objectData->object.faces, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
|
||||
// create vertex array object
|
||||
glGenVertexArrays(1, &objectData->vao);
|
||||
glBindVertexArray(objectData->vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, objectData->vao);
|
||||
|
||||
// vertex positions
|
||||
glVertexAttribPointer(
|
||||
0,
|
||||
3,
|
||||
GL_FLOAT,
|
||||
GL_FALSE,
|
||||
sizeof(vertex),
|
||||
0
|
||||
);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
// vertex normals
|
||||
glVertexAttribPointer(
|
||||
1,
|
||||
3,
|
||||
GL_FLOAT,
|
||||
GL_FALSE,
|
||||
sizeof(vertex),
|
||||
(void*) offsetof(vertex, normal)
|
||||
);
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
// vertex texture coordinates
|
||||
glVertexAttribPointer(
|
||||
2,
|
||||
2,
|
||||
GL_FLOAT,
|
||||
GL_FALSE,
|
||||
sizeof(vertex),
|
||||
(void*) offsetof(vertex, texture)
|
||||
);
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
// face tangents
|
||||
glVertexAttribPointer(
|
||||
3,
|
||||
3,
|
||||
GL_FLOAT,
|
||||
GL_FALSE,
|
||||
sizeof(vertex),
|
||||
(void*) offsetof(vertex, tangent)
|
||||
);
|
||||
glEnableVertexAttribArray(3);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
/**
|
||||
* Takes a string-pointer, a number of files to read and a number to store the added objects to
|
||||
* Returns an array of objects.
|
||||
*/
|
||||
ObjectData* readObjFiles(char** path, int numModels, int* count) {
|
||||
ObjectData* objects = (ObjectData*) malloc(sizeof(ObjectData) * numModels);
|
||||
*count += numModels;
|
||||
if (!objects) {
|
||||
printf("ERROR in objectHandler: Failed to allocate memory for objects\n");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
for (int i = 0; i < numModels; ++i) {
|
||||
objects[i].object = readObjFile(path[i]);
|
||||
load_object(&objects[i]);
|
||||
}
|
||||
|
||||
return objects;
|
||||
}
|
||||
|
||||
/**
|
||||
* Takes a single object and reads it a certain number of times.
|
||||
* Returns an array of objects.
|
||||
*/
|
||||
ObjectData* readSingleObjFile(char** path, int numModels, int* count) {
|
||||
ObjectData* objects = (ObjectData*) malloc(sizeof(ObjectData) * numModels);
|
||||
*count += numModels;
|
||||
|
||||
if (!objects) {
|
||||
printf("ERROR in objectHandler: Failed to allocate memory for objects\n");
|
||||
fflush(stdout);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
for (int i = 0; i < numModels; ++i) {
|
||||
objects[i].object = readObjFile(*path);
|
||||
load_object(&objects[i]);
|
||||
*count++;
|
||||
}
|
||||
|
||||
return objects;
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw call for a single object.
|
||||
* Used to clean up the draw calls in Main().
|
||||
*/
|
||||
void draw_object(ObjectData* objectData) {
|
||||
glBindVertexArray(objectData->vao);
|
||||
glDrawArrays(GL_TRIANGLES, 0, objectData->object.length * 3); // Annahme: Jedes face hat 3 vertices
|
||||
glBindVertexArray(0);
|
||||
}
|
Loading…
Reference in New Issue