WIP objecthandler stuff
This commit is contained in:
parent
4aca5eead4
commit
73be72585c
541
src/main.c
541
src/main.c
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@ -32,11 +32,11 @@ int flipFlag = 1;
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GLuint textures[NUM_TEXTURES];
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char* textureFiles[NUM_TEXTURES] = {
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"../texture/earth/day.png",
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"../texture/earth/night.png",
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"../texture/earth/clouds.png",
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"../texture/earth/ocean_mask.png",
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"../texture/earth/normal.png"
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"../texture/earth/day.png",
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"../texture/earth/night.png",
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"../texture/earth/clouds.png",
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"../texture/earth/ocean_mask.png",
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"../texture/earth/normal.png"
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};
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ObjectData* objectData;
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@ -59,353 +59,362 @@ vec3 cameraPosition = {0.0f, 3.0f, 5.5f};
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int numModels = 4;
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char* models[] = {
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"../obj/Yblock.obj",
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"../obj/Zblock.obj",
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"../obj/Yblock_rotated.obj",
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"../obj/Xblock.obj"
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"../obj/Yblock.obj",
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"../obj/Zblock.obj",
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"../obj/Yblock_rotated.obj",
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"../obj/Xblock.obj"
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};
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// input handler for camera movement
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void handleInputs(double deltaTime) {
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
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cameraPosition.z += deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
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cameraPosition.z -= deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
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cameraPosition.x += deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
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cameraPosition.x -= deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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cameraPosition.y += deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
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cameraPosition.y -= deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
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cameraPosition.z += deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
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cameraPosition.z -= deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
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cameraPosition.x += deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
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cameraPosition.x -= deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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cameraPosition.y += deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
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cameraPosition.y -= deltaTime * 10;
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}
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}
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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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if (action == GLFW_PRESS) {
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if (key == GLFW_KEY_ESCAPE) {
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exitRequested = true;
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}
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}
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if (action == GLFW_PRESS) {
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if (key == GLFW_KEY_ESCAPE) {
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exitRequested = true;
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}
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}
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}
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void loadTexture(char* textureFile, GLuint* texture) {
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int width, height, nrChannels;
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unsigned char* image = stbi_load(textureFile, &width, &height, &nrChannels, 0);
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int width, height, nrChannels;
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unsigned char* image = stbi_load(textureFile, &width, &height, &nrChannels, 0);
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// default: 3 channels, RGB
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// default: 3 channels, RGB
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GLenum channelFormats[] = {
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0,
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GL_RED,
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GL_RG,
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GL_RGB,
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GL_RGBA
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};
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GLenum format = channelFormats[nrChannels];
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GLenum channelFormats[] = {
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0,
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GL_RED,
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GL_RG,
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GL_RGB,
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GL_RGBA
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};
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GLenum format = channelFormats[nrChannels];
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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printf("%s - %d\n", textureFile, nrChannels);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, format, GL_UNSIGNED_BYTE, image);
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// load texture using previously determined format ----- ^^^^^^
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printf("%s - %d\n", textureFile, nrChannels);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, format, GL_UNSIGNED_BYTE, image);
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// load texture using previously determined format ----- ^^^^^^
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glGenerateMipmap(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenerateMipmap(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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stbi_image_free(image);
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stbi_image_free(image);
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}
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void init(void) {
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// create and compile vertex shader
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const GLchar *vertexTextConst = vertexShader_glsl;
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// create and compile vertex shader
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const GLchar *vertexTextConst = vertexShader_glsl;
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexTextConst, &vertexShader_glsl_len);
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glCompileShader(vertexShader);
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexTextConst, &vertexShader_glsl_len);
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glCompileShader(vertexShader);
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GLint status;
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
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GLint status;
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
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if (!status) {
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printf("Error compiling vertex shader: ");
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GLchar infoLog[1024];
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glGetShaderInfoLog(vertexShader, 1024, NULL, infoLog);
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printf("%s",infoLog);
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exit(1);
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}
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if (!status) {
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printf("Error compiling vertex shader: ");
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GLchar infoLog[1024];
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glGetShaderInfoLog(vertexShader, 1024, NULL, infoLog);
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printf("%s",infoLog);
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exit(1);
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}
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vertexTextConst = NULL;
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vertexTextConst = NULL;
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// create and compile fragment shader
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const GLchar *fragmentTextConst = fragmentShader_glsl;
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentTextConst, &fragmentShader_glsl_len);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
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if (!status) {
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printf("Error compiling fragment shader: ");
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GLchar infoLog[1024];
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glGetShaderInfoLog(fragmentShader, 1024, NULL, infoLog);
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printf("%s",infoLog);
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exit(1);
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}
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// create and link shader program
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program = glCreateProgram();
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glAttachShader(program, vertexShader);
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (!status) {
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printf("Error linking program: ");
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GLchar infoLog[1024];
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glGetProgramInfoLog(program, 1024, NULL, infoLog);
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printf("%s",infoLog);
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exit(1);
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}
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glValidateProgram(program);
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glGetProgramiv(program, GL_VALIDATE_STATUS, &status);
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// create and compile fragment shader
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const GLchar *fragmentTextConst = fragmentShader_glsl;
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentTextConst, &fragmentShader_glsl_len);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
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if (!status) {
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printf("Error compiling fragment shader: ");
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GLchar infoLog[1024];
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glGetShaderInfoLog(fragmentShader, 1024, NULL, infoLog);
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printf("%s",infoLog);
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exit(1);
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}
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// create and link shader program
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program = glCreateProgram();
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glAttachShader(program, vertexShader);
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (!status) {
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printf("Error linking program: ");
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GLchar infoLog[1024];
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glGetProgramInfoLog(program, 1024, NULL, infoLog);
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printf("%s",infoLog);
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exit(1);
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}
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glValidateProgram(program);
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if (!status) {
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printf("Error validating program: ");
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GLchar infoLog[1024];
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glGetProgramInfoLog(program, 1024, NULL, infoLog);
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printf("%s",infoLog);
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exit(1);
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}
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glGetProgramiv(program, GL_VALIDATE_STATUS, &status);
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// --------------- READ MODEL FILES
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if (!status) {
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printf("Error validating program: ");
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GLchar infoLog[1024];
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glGetProgramInfoLog(program, 1024, NULL, infoLog);
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printf("%s",infoLog);
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exit(1);
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}
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objectData = malloc(numModels * sizeof(ObjectData));
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for (int i = 0; i < numModels; i++) {
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ObjectData objData = readObjFiles(models, 1);
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glGenVertexArrays(1, &objData.vao);
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glGenBuffers(1, &objData.vbo);
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// --------------- READ MODEL FILES
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glBindVertexArray(objData.vao);
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glBindBuffer(GL_ARRAY_BUFFER, objData.vbo);
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glBufferData(GL_ARRAY_BUFFER, objData.numFaces * 3 * sizeof(Vertex), objData.vertices, GL_STATIC_DRAW);
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objectData = readObjFiles(models, numModels);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)(3 * sizeof(GLfloat)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)(6 * sizeof(GLfloat)));
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glEnableVertexAttribArray(2);
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glBindVertexArray(0);
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stbi_set_flip_vertically_on_load(flipFlag);
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// -------------- READ TEXTURE FILES
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for (int i = 0; i < NUM_TEXTURES; i++) {
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loadTexture(textureFiles[i], &textures[i]);
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}
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objectData[i] = objData;
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}
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// ENABLE BACKFACE CULLING
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glFrontFace(GL_CCW);
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glEnable(GL_CULL_FACE);
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stbi_set_flip_vertically_on_load(flipFlag);
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// -------------- READ TEXTURE FILES
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for (int i = 0; i < NUM_TEXTURES; i++) {
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loadTexture(textureFiles[i], &textures[i]);
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}
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// ENABLE DEPTH BUFFER
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glEnable(GL_DEPTH_TEST);
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// ENABLE BACKFACE CULLING
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glFrontFace(GL_CCW);
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glEnable(GL_CULL_FACE);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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// ENABLE DEPTH BUFFER
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glEnable(GL_DEPTH_TEST);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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}
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void updateStats() {
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printf("\rFPS: %.1f", framesSinceUpdate / timeSinceUpdate);
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printf(" - Camera Position: [%f, %f, %f]", cameraPosition.x, cameraPosition.y, cameraPosition.z);
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fflush(stdout);
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printf("\rFPS: %.1f", framesSinceUpdate / timeSinceUpdate);
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printf(" - Camera Position: [%f, %f, %f]", cameraPosition.x, cameraPosition.y, cameraPosition.z);
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fflush(stdout);
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}
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void draw(void) {
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// FPS Counter
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framesSinceUpdate++;
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double deltaTime = glfwGetTime();
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timeSinceUpdate += deltaTime;
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glfwSetTime(0.0f);
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// FPS Counter
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framesSinceUpdate++;
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double deltaTime = glfwGetTime();
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timeSinceUpdate += deltaTime;
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glfwSetTime(0.0f);
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if (timeSinceUpdate >= timeBetweenUpdates) {
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updateStats();
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timeSinceUpdate = 0.0f;
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framesSinceUpdate = 0;
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}
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if (timeSinceUpdate >= timeBetweenUpdates) {
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updateStats();
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timeSinceUpdate = 0.0f;
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framesSinceUpdate = 0;
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}
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// camera movement
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handleInputs(deltaTime);
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// camera movement
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handleInputs(deltaTime);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(program);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(program);
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// step for rotations
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// counts up to 1.0 and then resets back to 0.0 forever
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step += deltaTime / 15;
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if (step > 1.0f) step -= 1.0f;
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if (step < 0.0f) step += 1.0f;
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// step for rotations
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// counts up to 1.0 and then resets back to 0.0 forever
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step += deltaTime / 15;
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if (step > 1.0f) step -= 1.0f;
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if (step < 0.0f) step += 1.0f;
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// step multiplied by pi * 2 for use in rotation and trig functions
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GLfloat stepi = step * pi * 2;
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// step multiplied by pi * 2 for use in rotation and trig functions
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GLfloat stepi = step * pi * 2;
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// ------------- VIEWING TRANSFORMATION -------------------
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vec3 origin = {0.0f, 0.0f, 0.0f};
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vec3 up = {0.0f, 1.0f, 0.0f};
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mat4 viewingTransformation;
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lookAt(&viewingTransformation, &cameraPosition, &origin, &up);
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// ------------- MODEL TRANSFORMATION ---------------------
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// SCALE -> ROTATE -> TRANSLATE
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// -------------- PROJECTION TRANSFORMATION ----------------
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mat4 projectionTransformation;
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GLfloat near = 0.1f;
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GLfloat far = 20.0f;
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perspectiveProjection(&projectionTransformation, near, far);
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mat4 modelTransformation;
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identity(&modelTransformation);
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// -------------- NORMALISATION TRANSFORMATION -------------
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mat4 normalisationTransformation;
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GLfloat fovy = pi / 2;
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normalisedDeviceCoordinatesFov(&normalisationTransformation, fovy, aspectRatio, near, far);
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rotateY(&modelTransformation, &modelTransformation, stepi * 2);
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rotateZ(&modelTransformation, &modelTransformation, -23.5f / 180 * pi);
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mat4 projection;
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identity(&projection);
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multiply(&projection, &projectionTransformation, &projection);
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multiply(&projection, &normalisationTransformation, &projection);
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// ------------- VIEWING TRANSFORMATION -------------------
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vec3 origin = {0.0f, 0.0f, 0.0f};
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vec3 up = {0.0f, 1.0f, 0.0f};
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// ------------- DRAW EACH OBJECT SEPARATELY ----------------
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for (int i = 0; i < numModels; i++) {
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// Reset model transformation for each object
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mat4 modelTransformation;
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identity(&modelTransformation);
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mat4 viewingTransformation;
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lookAt(&viewingTransformation, &cameraPosition, &origin, &up);
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// Apply object-specific transformations
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if (i == 0) {
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// Example transformations for the first object
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rotateY(&modelTransformation, &modelTransformation, stepi * 2);
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} else if (i == 1) {
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// Example transformations for the second object
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rotateZ(&modelTransformation, &modelTransformation, -23.5f / 180 * pi);
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} else if (i == 2) {
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// Example transformations for the third object
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rotateX(&modelTransformation, &modelTransformation, stepi);
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} else if (i == 3) {
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// Example transformations for the fourth object
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translate(&modelTransformation, &modelTransformation, 1.0f, 0.0f, 0.0f);
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}
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mat4 modelView;
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identity(&modelView);
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multiply(&modelView, &modelTransformation, &modelView);
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multiply(&modelView, &viewingTransformation, &modelView);
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// calculate matrix for normals
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mat3 normalModelView;
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mat3From4(&normalModelView, &modelView);
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mat3Inverse(&normalModelView, &normalModelView);
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mat3Transpose(&normalModelView, &normalModelView);
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// -------------- PROJECTION TRANSFORMATION ----------------
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mat4 projectionTransformation;
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GLfloat near = 0.1f;
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GLfloat far = 20.0f;
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perspectiveProjection(&projectionTransformation, near, far);
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// send transformation matrix to shader
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glUniformMatrix4fv(glGetUniformLocation(program, "modelView"), 1, GL_FALSE, (GLfloat*)&modelView);
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glUniformMatrix3fv(glGetUniformLocation(program, "normalModelView"), 1, GL_FALSE, (GLfloat*)&normalModelView);
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glUniformMatrix4fv(glGetUniformLocation(program, "projection"), 1, GL_FALSE, (GLfloat*)&projection);
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// SET MATERIAL DATA
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glUniform1f(glGetUniformLocation(program, "shininess"), 60.0f * 4.0f);
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// SET LIGHT DATA
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glUniform4f(glGetUniformLocation(program, "lightColor"), 1.0f, 1.0f, 1.0f, 1.0f);
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glUniform4f(glGetUniformLocation(program, "ambientLight"), 0.05f, 0.05f, 0.05f, 1.0f);
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// -------------- NORMALISATION TRANSFORMATION -------------
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mat4 normalisationTransformation;
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GLfloat fovy = pi / 2;
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||||
normalisedDeviceCoordinatesFov(&normalisationTransformation, fovy, aspectRatio, near, far);
|
||||
// BIND TEXTURES
|
||||
GLuint textureLocation;
|
||||
textureLocation = glGetUniformLocation(program, "day");
|
||||
glUniform1i(textureLocation, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[DAY]);
|
||||
|
||||
textureLocation = glGetUniformLocation(program, "night");
|
||||
glUniform1i(textureLocation, 1);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[NIGHT]);
|
||||
|
||||
mat4 modelView;
|
||||
identity(&modelView);
|
||||
multiply(&modelView, &modelTransformation, &modelView);
|
||||
multiply(&modelView, &viewingTransformation, &modelView);
|
||||
textureLocation = glGetUniformLocation(program, "clouds");
|
||||
glUniform1i(textureLocation, 2);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[CLOUDS]);
|
||||
|
||||
mat4 projection;
|
||||
identity(&projection);
|
||||
multiply(&projection, &projectionTransformation, &projection);
|
||||
multiply(&projection, &normalisationTransformation, &projection);
|
||||
textureLocation = glGetUniformLocation(program, "ocean");
|
||||
glUniform1i(textureLocation, 3);
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[OCEAN]);
|
||||
|
||||
// calculate matrix for normals
|
||||
mat3 normalModelView;
|
||||
mat3From4(&normalModelView, &modelView);
|
||||
mat3Inverse(&normalModelView, &normalModelView);
|
||||
mat3Transpose(&normalModelView, &normalModelView);
|
||||
textureLocation = glGetUniformLocation(program, "normalMap");
|
||||
glUniform1i(textureLocation, 4);
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[NORMAL]);
|
||||
|
||||
// send transformation matrix to shader
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "modelView"), 1, GL_FALSE, (GLfloat*)&modelView);
|
||||
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);
|
||||
|
||||
// SET LIGHT DATA
|
||||
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");
|
||||
glUniform1i(textureLocation, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[DAY]);
|
||||
|
||||
textureLocation = glGetUniformLocation(program, "night");
|
||||
glUniform1i(textureLocation, 1);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[NIGHT]);
|
||||
|
||||
textureLocation = glGetUniformLocation(program, "clouds");
|
||||
glUniform1i(textureLocation, 2);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[CLOUDS]);
|
||||
|
||||
textureLocation = glGetUniformLocation(program, "ocean");
|
||||
glUniform1i(textureLocation, 3);
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[OCEAN]);
|
||||
|
||||
textureLocation = glGetUniformLocation(program, "normalMap");
|
||||
glUniform1i(textureLocation, 4);
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[NORMAL]);
|
||||
|
||||
|
||||
// draw!!1
|
||||
for (int i = 0; i < numObj; i++)
|
||||
{
|
||||
glBindVertexArray(vao[i]);
|
||||
glDrawArrays(GL_TRIANGLES, 0, objectData[i].numFaces * 3);
|
||||
}
|
||||
// draw each object separately
|
||||
glBindVertexArray(objectData[i].vao);
|
||||
glDrawArrays(GL_TRIANGLES, 0, objectData[i].numFaces * 3);
|
||||
}
|
||||
}
|
||||
|
||||
// change 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;
|
||||
glViewport(0, 0, width, height);
|
||||
aspectRatio = (float)width / height;
|
||||
}
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
// initialise window
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
// initialise window
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
window = glfwCreateWindow(700, 700, "Computergrafik 1", NULL, NULL);
|
||||
window = glfwCreateWindow(700, 700, "Computergrafik 1", NULL, NULL);
|
||||
|
||||
if (!window) {
|
||||
printf("Failed to create window\n");
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
if (!window) {
|
||||
printf("Failed to create window\n");
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
glfwMakeContextCurrent(window);
|
||||
// disable framerate cap
|
||||
glfwSwapInterval(0);
|
||||
|
||||
// disable framerate cap
|
||||
glfwSwapInterval(0);
|
||||
// register keyboard event handler
|
||||
glfwSetKeyCallback(window, keyboardHandler);
|
||||
|
||||
// register keyboard event handler
|
||||
glfwSetKeyCallback(window, keyboardHandler);
|
||||
// initialise glew
|
||||
glewInit();
|
||||
|
||||
// initialise glew
|
||||
glewInit();
|
||||
printf("OpenGL version supported by this platform (%s):\n", glGetString(GL_VERSION));
|
||||
|
||||
printf("OpenGL version supported by this platform (%s):\n", glGetString(GL_VERSION));
|
||||
init();
|
||||
|
||||
init();
|
||||
// exit when window should close or exit is requested (ESC)
|
||||
while (!glfwWindowShouldClose(window) && !exitRequested) {
|
||||
draw();
|
||||
|
||||
// exit when window should close or exit is requested (ESC)
|
||||
while (!glfwWindowShouldClose(window) && !exitRequested) {
|
||||
draw();
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
glfwTerminate();
|
||||
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
return 0;
|
||||
}
|
|
@ -5,10 +5,11 @@
|
|||
GLuint vao[2];
|
||||
int numObj = 0;
|
||||
|
||||
typedef struct ObjectData
|
||||
{
|
||||
typedef struct {
|
||||
GLuint vao;
|
||||
GLuint vbo;
|
||||
int numFaces;
|
||||
ParsedObjFile object;
|
||||
int numFaces;
|
||||
} ObjectData;
|
||||
|
||||
void load_object(ParsedObjFile* object) {
|
||||
|
@ -86,7 +87,8 @@ ObjectData* readObjFiles(char** path, int numModels) {
|
|||
for (int i = 0; i < numModels; ++i) {
|
||||
objects[i].object = readObjFile(path[i]);
|
||||
objects[i].numFaces = objects[i].object.length; // Assuming .length gives the number of faces
|
||||
load_object(&objects[i].object);
|
||||
objects[i].vbo =
|
||||
load_object(&objects[i].object);
|
||||
}
|
||||
|
||||
return objects;
|
||||
|
|
Loading…
Reference in New Issue