370 lines
10 KiB
C
370 lines
10 KiB
C
#include <stdio.h>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "vertexShader.c"
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#include "fragmentShader.c"
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#include "objectHandler.h"
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#include "matrixMath.h"
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#include "transformation.h"
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#include "wavefrontobj.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 <math.h>
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#include <string.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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#define NUM_TEXTURES 5
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#define DAY 0
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#define NIGHT 1
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#define CLOUDS 2
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#define OCEAN 3
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#define NORMAL 4
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int flipFlag = 1;
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bool exitRequested = false;
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GLFWwindow* window;
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GLfloat aspectRatio = 1.0f;
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double timeBetweenUpdates = 0.2f;
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double timeSinceUpdate = 0.0f;
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int framesSinceUpdate = 0;
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GLfloat step = 0.0f;
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const GLfloat pi = 3.14159f;
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vec3 cameraPosition = {0.0f, 3.0f, 5.5f};
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vec3 objectPosition = {0.0f, 0.0f, 0.0f};
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GLfloat radius = 1.0f;
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mat4 viewingTransformation;
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// Define a global scene graph root node
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SceneNode* rootNode;
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/**
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* Input handler for camera movement.
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* */
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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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cameraPosition = (vec3){0.0f, 1.7f, 2.4f};
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}
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if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS) {
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cameraPosition = (vec3){3.3f, 3.4f, -11.0f};
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}
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if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS) {
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cameraPosition = (vec3){-3.0f, 2.9f, -7.5f};
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}
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if (glfwGetKey(window, GLFW_KEY_4) == GLFW_PRESS) {
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cameraPosition = (vec3){-0.6f, 2.1f, -4.5f};
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}
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if (glfwGetKey(window, GLFW_KEY_5) == GLFW_PRESS) {
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cameraPosition = (vec3){-10.6f, 22.1f, -4.5f};
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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_D) == GLFW_PRESS) {
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cameraPosition.x += 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_F) == GLFW_PRESS) {
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cameraPosition.y += deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
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cameraPosition.y -= deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS) {
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SceneNode* chalkboard = findNodeByName("myChalkboard1", SceneNode* root);
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chalkboard->transformation[3][1] += 0.1f; // Erhöht die Y-Position
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}
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if (glfwGetKey(window, GLFW_KEY_L) == GLFW_PRESS) {
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objectPosition.x += deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_J) == GLFW_PRESS) {
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objectPosition.x -= deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_I) == GLFW_PRESS) {
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objectPosition.z += deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_K) == GLFW_PRESS) {
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objectPosition.z -= deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS) {
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radius += deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_U) == GLFW_PRESS) {
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radius -= 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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assert(window != NULL);
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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 renderNode(SceneNode* node) {
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assert(node != NULL);
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if (!node->model) return;
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mat4 modelView;
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identity(&modelView);
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multiply(&modelView, &node->worldTransformation, &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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// 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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// SET MATERIAL DATA
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glUniform1f(glGetUniformLocation(program, "shininess"), 60.0f * 4.0f);
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// BIND TEXTURES
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GLuint textureLocation;
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textureLocation = glGetUniformLocation(program, "textureSampler");
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glUniform1i(textureLocation, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, node->model->texture);
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// textureLocation = glGetUniformLocation(program, "normalMap");
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// glUniform1i(textureLocation, 4);
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// glActiveTexture(GL_TEXTURE4);
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// glBindTexture(GL_TEXTURE_2D, textures[NORMAL]);
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draw_object(node->model->objectData);
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}
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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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GLint status;
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Shader shaders[2] = {
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{GL_VERTEX_SHADER, 0},
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{GL_FRAGMENT_SHADER, 0}
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};
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const GLchar* shaderSources[2] = {
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vertexShader_glsl,
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fragmentShader_glsl
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};
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int numShaders = sizeof(shaders) / sizeof(Shader);
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compileShaders(shaders, shaderSources, numShaders);
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program = glCreateProgram();
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// das müsste evtl noch angepasst werden
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for (int i = 0; i < numShaders; i++) {
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glAttachShader(program, shaders[i].id);
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}
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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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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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stbi_set_flip_vertically_on_load(flipFlag);
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// --------------- READ SCENE GRAPH
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setNodeRenderFunction(&renderNode);
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// read scene graph
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rootNode = loadSceneGraphFromFile("../scene-graph.scg");
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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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// 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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}
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/**
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* Main draw function.
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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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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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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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//SceneNode* box3 = findNodeByName("box3", rootNode);
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//rotateY(&box3->transformation, &box3->transformation, 0.001);
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//updateSceneNode(rootNode, NULL);
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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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lookAt(&viewingTransformation, &cameraPosition, &origin, &up);
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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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// -------------- 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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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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glUniformMatrix4fv(glGetUniformLocation(program, "projection"), 1, GL_FALSE, (GLfloat*)&projection);
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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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vec4 lightPosition = {cos(stepi) * 5.0f, 5.0f, sin(stepi) * 5.0f, 1.0f};
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multiplyAny((GLfloat*)&lightPosition, (GLfloat*)&viewingTransformation, (GLfloat*)&lightPosition, 4, 4, 1);
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glUniform3f(glGetUniformLocation(program, "lightPosition"), lightPosition.x, lightPosition.y, lightPosition.z);
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renderSceneNode(rootNode);
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}
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/**
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* Changes viewport size and adjust aspect ratio when changing window size
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*/
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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glViewport(0, 0, width, height);
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aspectRatio = (float)width / height;
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}
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/**
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* Main function.
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*/
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int main(int argc, char **argv) {
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// initialise window
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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window = glfwCreateWindow(700, 700, "Computergrafik 1", NULL, NULL);
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if (!window) {
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printf("Failed to create window\n");
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glfwTerminate();
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return -1;
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}
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwMakeContextCurrent(window);
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// disable framerate cap
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glfwSwapInterval(0);
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// register keyboard event handler
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glfwSetKeyCallback(window, keyboardHandler);
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// initialise glew
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glewInit();
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printf("OpenGL version supported by this platform (%s):\n", glGetString(GL_VERSION));
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init();
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// exit when window should close or exit is requested (ESC)
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while (!glfwWindowShouldClose(window) && !exitRequested) {
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draw();
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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