Added new shader struct
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f83c533f6f
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@ -4,7 +4,7 @@ OTHER_LIBS = -lm
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ALL_LIBS = $(GLEW_LIBS) $(GLFW_LIBS) $(OTHER_LIBS)
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ALL_LIBS = $(GLEW_LIBS) $(GLFW_LIBS) $(OTHER_LIBS)
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OBJ = matrixMath.o transformation.o wavefrontobj.o sceneGraph.o objectHandler.o
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OBJ = matrixMath.o transformation.o wavefrontobj.o sceneGraph.o objectHandler.o shader.o
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SHADERS = fragmentShader.c vertexShader.c
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SHADERS = fragmentShader.c vertexShader.c
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cg1.out: test.out main.o $(OBJ) $(SHADERS)
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cg1.out: test.out main.o $(OBJ) $(SHADERS)
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@ -17,7 +17,7 @@ test.out: test.o $(OBJ)
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%Shader.c: %Shader.glsl
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%Shader.c: %Shader.glsl
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xxd -i $? > $@
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xxd -i $? > $@
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main.o: $(SHADERS) matrixMath.h transformation.h wavefrontobj.h sceneGraph.h objectHandler.h
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main.o: $(SHADERS) matrixMath.h transformation.h wavefrontobj.h sceneGraph.h objectHandler.h shader.h
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test.o: matrixMath.h transformation.h wavefrontobj.h
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test.o: matrixMath.h transformation.h wavefrontobj.h
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48
src/main.c
48
src/main.c
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@ -11,11 +11,13 @@
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#include "transformation.h"
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#include "transformation.h"
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#include "wavefrontobj.h"
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#include "wavefrontobj.h"
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#include "sceneGraph.h"
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#include "sceneGraph.h"
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#include "shader.h"
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#include <stdlib.h>
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#include <stdlib.h>
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#include <math.h>
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#include <math.h>
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#include <string.h>
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#include <string.h>
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#include <stdbool.h>
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#include <stdbool.h>
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#include <assert.h>
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GLuint program;
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GLuint program;
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@ -55,6 +57,8 @@ SceneNode* rootNode;
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* Input handler for camera movement.
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* Input handler for camera movement.
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* */
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* */
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void handleInputs(double deltaTime) {
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void handleInputs(double deltaTime) {
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assert(window != NULL);
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if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS) {
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if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS) {
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cameraPosition = (vec3){0.0f, 1.7f, 2.4f};
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cameraPosition = (vec3){0.0f, 1.7f, 2.4f};
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}
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}
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@ -108,6 +112,7 @@ void handleInputs(double deltaTime) {
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// input handler to quit with ESC
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// input handler to quit with ESC
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void keyboardHandler(GLFWwindow* window, int key, int scancode, int action, int mods) {
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void keyboardHandler(GLFWwindow* window, int key, int scancode, int action, int mods) {
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assert(window != NULL);
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if (action == GLFW_PRESS) {
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if (action == GLFW_PRESS) {
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if (key == GLFW_KEY_ESCAPE) {
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if (key == GLFW_KEY_ESCAPE) {
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exitRequested = true;
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exitRequested = true;
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@ -116,6 +121,8 @@ void keyboardHandler(GLFWwindow* window, int key, int scancode, int action, int
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}
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}
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void renderNode(SceneNode* node) {
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void renderNode(SceneNode* node) {
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assert(node != NULL);
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if (!node->model) return;
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if (!node->model) return;
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mat4 modelView;
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mat4 modelView;
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@ -152,45 +159,26 @@ void renderNode(SceneNode* node) {
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draw_object(node->model->objectData);
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draw_object(node->model->objectData);
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}
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}
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void compileShader(const GLchar *shaderSource, GLuint* shader, GLenum shaderType) {
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// Create the shader object
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*shader = glCreateShader(shaderType);
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// Attach the shader source code to the shader object
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glShaderSource(*shader, 1, &shaderSource, NULL);
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// Compile the shader
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glCompileShader(*shader);
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// Check the compile status
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GLint status;
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glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
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// If compilation failed, retrieve and print the error log
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if (!status) {
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printf("Error compiling shader: ");
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GLchar infoLog[1024];
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glGetShaderInfoLog(*shader, 1024, NULL, infoLog);
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printf("%s\n", infoLog);
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exit(1);
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}
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}
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void init(void) {
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void init(void) {
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//IDEE: shader in array speichern und dann so kompilieren etc
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//IDEE: shader in array speichern und dann so kompilieren etc
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GLuint vertexShader;
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GLuint vertexShader;
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GLuint fragmentShader;
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GLuint fragmentShader;
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GLint status;
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GLint status;
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compileShader(vertexShader_glsl, &vertexShader, GL_VERTEX_SHADER);
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Shader shaders[2] = {
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compileShader(fragmentShader_glsl, &fragmentShader, GL_FRAGMENT_SHADER);
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{GL_VERTEX_SHADER, 0},
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{GL_FRAGMENT_SHADER, 0}
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};
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compileShader(vertexShader_glsl, &shaders[0]);
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compileShader(fragmentShader_glsl, &shaders[1]);
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// create and link shader program
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program = glCreateProgram();
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program = glCreateProgram();
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//das müsste evtl noch angepasst werden
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// das müsste evtl noch angepasst werden
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glAttachShader(program, vertexShader);
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for (int i = 0; i < 2; i++) {
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glAttachShader(program, fragmentShader);
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glAttachShader(program, shaders[i].id);
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}
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glLinkProgram(program);
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glLinkProgram(program);
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@ -0,0 +1,29 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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typedef struct {
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GLenum type;
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GLuint id;
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} Shader;
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void compileShader(const GLchar *shaderSource, Shader *shader) {
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shader->id = glCreateShader(shader->type);
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glShaderSource(shader->id, 1, &shaderSource, NULL);
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glCompileShader(shader->id);
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GLint status;
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glGetShaderiv(shader->id, GL_COMPILE_STATUS, &status);
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if (!status) {
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printf("Error compiling shader: ");
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GLchar infoLog[1024];
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glGetShaderInfoLog(shader->id, 1024, NULL, infoLog);
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printf("%s\n", infoLog);
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exit(1);
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}
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}
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@ -0,0 +1,13 @@
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#ifndef SHADER_UTIL_H
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#define SHADER_UTIL_H
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#include <GL/glew.h>
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typedef struct {
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GLenum type;
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GLuint id;
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} Shader;
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void compileShader(const GLchar *shaderSource, Shader *shader);
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#endif
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