WIP objecthandler stuff

This commit is contained in:
JonasJan2 2024-06-05 14:45:48 +02:00
parent 4aca5eead4
commit 73be72585c
2 changed files with 284 additions and 273 deletions

View File

@ -124,8 +124,6 @@ void loadTexture(char* textureFile, GLuint* texture) {
stbi_image_free(image); stbi_image_free(image);
} }
void init(void) { void init(void) {
// create and compile vertex shader // create and compile vertex shader
const GLchar *vertexTextConst = vertexShader_glsl; const GLchar *vertexTextConst = vertexShader_glsl;
@ -148,8 +146,6 @@ void init(void) {
vertexTextConst = NULL; vertexTextConst = NULL;
// create and compile fragment shader // create and compile fragment shader
const GLchar *fragmentTextConst = fragmentShader_glsl; const GLchar *fragmentTextConst = fragmentShader_glsl;
@ -199,8 +195,28 @@ void init(void) {
// --------------- READ MODEL FILES // --------------- READ MODEL FILES
objectData = readObjFiles(models, numModels); objectData = malloc(numModels * sizeof(ObjectData));
for (int i = 0; i < numModels; i++) {
ObjectData objData = readObjFiles(models, 1);
glGenVertexArrays(1, &objData.vao);
glGenBuffers(1, &objData.vbo);
glBindVertexArray(objData.vao);
glBindBuffer(GL_ARRAY_BUFFER, objData.vbo);
glBufferData(GL_ARRAY_BUFFER, objData.numFaces * 3 * sizeof(Vertex), objData.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); stbi_set_flip_vertically_on_load(flipFlag);
// -------------- READ TEXTURE FILES // -------------- READ TEXTURE FILES
@ -244,7 +260,6 @@ void draw(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(program); glUseProgram(program);
// step for rotations // step for rotations
// counts up to 1.0 and then resets back to 0.0 forever // counts up to 1.0 and then resets back to 0.0 forever
step += deltaTime / 15; step += deltaTime / 15;
@ -254,16 +269,6 @@ void draw(void) {
// step multiplied by pi * 2 for use in rotation and trig functions // step multiplied by pi * 2 for use in rotation and trig functions
GLfloat stepi = step * pi * 2; 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 ------------------- // ------------- VIEWING TRANSFORMATION -------------------
vec3 origin = {0.0f, 0.0f, 0.0f}; vec3 origin = {0.0f, 0.0f, 0.0f};
vec3 up = {0.0f, 1.0f, 0.0f}; vec3 up = {0.0f, 1.0f, 0.0f};
@ -271,32 +276,48 @@ void draw(void) {
mat4 viewingTransformation; mat4 viewingTransformation;
lookAt(&viewingTransformation, &cameraPosition, &origin, &up); lookAt(&viewingTransformation, &cameraPosition, &origin, &up);
// -------------- PROJECTION TRANSFORMATION ---------------- // -------------- PROJECTION TRANSFORMATION ----------------
mat4 projectionTransformation; mat4 projectionTransformation;
GLfloat near = 0.1f; GLfloat near = 0.1f;
GLfloat far = 20.0f; GLfloat far = 20.0f;
perspectiveProjection(&projectionTransformation, near, far); perspectiveProjection(&projectionTransformation, near, far);
// -------------- NORMALISATION TRANSFORMATION ------------- // -------------- NORMALISATION TRANSFORMATION -------------
mat4 normalisationTransformation; mat4 normalisationTransformation;
GLfloat fovy = pi / 2; GLfloat fovy = pi / 2;
normalisedDeviceCoordinatesFov(&normalisationTransformation, fovy, aspectRatio, near, far); 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
if (i == 0) {
// Example transformations for the first object
rotateY(&modelTransformation, &modelTransformation, stepi * 2);
} else if (i == 1) {
// Example transformations for the second object
rotateZ(&modelTransformation, &modelTransformation, -23.5f / 180 * pi);
} else if (i == 2) {
// Example transformations for the third object
rotateX(&modelTransformation, &modelTransformation, stepi);
} else if (i == 3) {
// Example transformations for the fourth object
translate(&modelTransformation, &modelTransformation, 1.0f, 0.0f, 0.0f);
}
mat4 modelView; mat4 modelView;
identity(&modelView); identity(&modelView);
multiply(&modelView, &modelTransformation, &modelView); multiply(&modelView, &modelTransformation, &modelView);
multiply(&modelView, &viewingTransformation, &modelView); multiply(&modelView, &viewingTransformation, &modelView);
mat4 projection;
identity(&projection);
multiply(&projection, &projectionTransformation, &projection);
multiply(&projection, &normalisationTransformation, &projection);
// calculate matrix for normals // calculate matrix for normals
mat3 normalModelView; mat3 normalModelView;
mat3From4(&normalModelView, &modelView); mat3From4(&normalModelView, &modelView);
@ -308,13 +329,6 @@ void draw(void) {
glUniformMatrix3fv(glGetUniformLocation(program, "normalModelView"), 1, GL_FALSE, (GLfloat*)&normalModelView); glUniformMatrix3fv(glGetUniformLocation(program, "normalModelView"), 1, GL_FALSE, (GLfloat*)&normalModelView);
glUniformMatrix4fv(glGetUniformLocation(program, "projection"), 1, GL_FALSE, (GLfloat*)&projection); 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 // SET MATERIAL DATA
glUniform1f(glGetUniformLocation(program, "shininess"), 60.0f * 4.0f); glUniform1f(glGetUniformLocation(program, "shininess"), 60.0f * 4.0f);
@ -322,7 +336,6 @@ void draw(void) {
glUniform4f(glGetUniformLocation(program, "lightColor"), 1.0f, 1.0f, 1.0f, 1.0f); glUniform4f(glGetUniformLocation(program, "lightColor"), 1.0f, 1.0f, 1.0f, 1.0f);
glUniform4f(glGetUniformLocation(program, "ambientLight"), 0.05f, 0.05f, 0.05f, 1.0f); glUniform4f(glGetUniformLocation(program, "ambientLight"), 0.05f, 0.05f, 0.05f, 1.0f);
// BIND TEXTURES // BIND TEXTURES
GLuint textureLocation; GLuint textureLocation;
textureLocation = glGetUniformLocation(program, "day"); textureLocation = glGetUniformLocation(program, "day");
@ -350,11 +363,8 @@ void draw(void) {
glActiveTexture(GL_TEXTURE4); glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, textures[NORMAL]); glBindTexture(GL_TEXTURE_2D, textures[NORMAL]);
// draw each object separately
// draw!!1 glBindVertexArray(objectData[i].vao);
for (int i = 0; i < numObj; i++)
{
glBindVertexArray(vao[i]);
glDrawArrays(GL_TRIANGLES, 0, objectData[i].numFaces * 3); glDrawArrays(GL_TRIANGLES, 0, objectData[i].numFaces * 3);
} }
} }
@ -380,7 +390,6 @@ int main(int argc, char **argv) {
return -1; return -1;
} }
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);

View File

@ -5,10 +5,11 @@
GLuint vao[2]; GLuint vao[2];
int numObj = 0; int numObj = 0;
typedef struct ObjectData typedef struct {
{ GLuint vao;
ParsedObjFile object; GLuint vbo;
int numFaces; int numFaces;
ParsedObjFile object;
} ObjectData; } ObjectData;
void load_object(ParsedObjFile* object) { void load_object(ParsedObjFile* object) {
@ -86,6 +87,7 @@ ObjectData* readObjFiles(char** path, int numModels) {
for (int i = 0; i < numModels; ++i) { for (int i = 0; i < numModels; ++i) {
objects[i].object = readObjFile(path[i]); objects[i].object = readObjFile(path[i]);
objects[i].numFaces = objects[i].object.length; // Assuming .length gives the number of faces objects[i].numFaces = objects[i].object.length; // Assuming .length gives the number of faces
objects[i].vbo =
load_object(&objects[i].object); load_object(&objects[i].object);
} }