cg1-projekt/src/main.c

370 lines
10 KiB
C

#include <stdio.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "vertexShader.c"
#include "fragmentShader.c"
#include "objectHandler.h"
#include "matrixMath.h"
#include "transformation.h"
#include "wavefrontobj.h"
#include "sceneGraph.h"
#include "shader.h"
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <stdbool.h>
#include <assert.h>
GLuint program;
#define NUM_TEXTURES 5
#define DAY 0
#define NIGHT 1
#define CLOUDS 2
#define OCEAN 3
#define NORMAL 4
int flipFlag = 1;
bool exitRequested = false;
GLFWwindow* window;
GLfloat aspectRatio = 1.0f;
double timeBetweenUpdates = 0.2f;
double timeSinceUpdate = 0.0f;
int framesSinceUpdate = 0;
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;
mat4 viewingTransformation;
// Define a global scene graph root node
SceneNode* rootNode;
/**
* Input handler for camera movement.
* */
void handleInputs(double deltaTime) {
assert(window != NULL);
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS) {
cameraPosition = (vec3){0.0f, 1.7f, 2.4f};
}
if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS) {
cameraPosition = (vec3){3.3f, 3.4f, -11.0f};
}
if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS) {
cameraPosition = (vec3){-3.0f, 2.9f, -7.5f};
}
if (glfwGetKey(window, GLFW_KEY_4) == GLFW_PRESS) {
cameraPosition = (vec3){-0.6f, 2.1f, -4.5f};
}
if (glfwGetKey(window, GLFW_KEY_5) == GLFW_PRESS) {
cameraPosition = (vec3){-10.6f, 22.1f, -4.5f};
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
cameraPosition.z += deltaTime * 10;
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
cameraPosition.z -= deltaTime * 10;
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
cameraPosition.x += deltaTime * 10;
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
cameraPosition.x -= deltaTime * 10;
}
if (glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS) {
cameraPosition.y += deltaTime * 10;
}
if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
cameraPosition.y -= deltaTime * 10;
}
if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS) {
SceneNode* chalkboard = findNodeByName("myChalkboard1", SceneNode* root);
chalkboard->transformation[3][1] += 0.1f; // Erhöht die Y-Position
}
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
void keyboardHandler(GLFWwindow* window, int key, int scancode, int action, int mods) {
assert(window != NULL);
if (action == GLFW_PRESS) {
if (key == GLFW_KEY_ESCAPE) {
exitRequested = true;
}
}
}
void renderNode(SceneNode* node) {
assert(node != NULL);
if (!node->model) return;
mat4 modelView;
identity(&modelView);
multiply(&modelView, &node->worldTransformation, &modelView);
multiply(&modelView, &viewingTransformation, &modelView);
// calculate matrix for normals
mat3 normalModelView;
mat3From4(&normalModelView, &modelView);
mat3Inverse(&normalModelView, &normalModelView);
mat3Transpose(&normalModelView, &normalModelView);
// send transformation matrix to shader
glUniformMatrix4fv(glGetUniformLocation(program, "modelView"), 1, GL_FALSE, (GLfloat*)&modelView);
glUniformMatrix3fv(glGetUniformLocation(program, "normalModelView"), 1, GL_FALSE, (GLfloat*)&normalModelView);
// SET MATERIAL DATA
glUniform1f(glGetUniformLocation(program, "shininess"), 60.0f * 4.0f);
// BIND TEXTURES
GLuint textureLocation;
textureLocation = glGetUniformLocation(program, "textureSampler");
glUniform1i(textureLocation, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, node->model->texture);
// textureLocation = glGetUniformLocation(program, "normalMap");
// glUniform1i(textureLocation, 4);
// glActiveTexture(GL_TEXTURE4);
// glBindTexture(GL_TEXTURE_2D, textures[NORMAL]);
draw_object(node->model->objectData);
}
void init(void) {
//IDEE: shader in array speichern und dann so kompilieren etc
GLint status;
Shader shaders[2] = {
{GL_VERTEX_SHADER, 0},
{GL_FRAGMENT_SHADER, 0}
};
const GLchar* shaderSources[2] = {
vertexShader_glsl,
fragmentShader_glsl
};
int numShaders = sizeof(shaders) / sizeof(Shader);
compileShaders(shaders, shaderSources, numShaders);
program = glCreateProgram();
// das müsste evtl noch angepasst werden
for (int i = 0; i < numShaders; i++) {
glAttachShader(program, shaders[i].id);
}
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (!status) {
printf("Error linking program: ");
GLchar infoLog[1024];
glGetProgramInfoLog(program, 1024, NULL, infoLog);
printf("%s",infoLog);
exit(1);
}
glValidateProgram(program);
glGetProgramiv(program, GL_VALIDATE_STATUS, &status);
if (!status) {
printf("Error validating program: ");
GLchar infoLog[1024];
glGetProgramInfoLog(program, 1024, NULL, infoLog);
printf("%s",infoLog);
exit(1);
}
stbi_set_flip_vertically_on_load(flipFlag);
// --------------- READ SCENE GRAPH
setNodeRenderFunction(&renderNode);
// read scene graph
rootNode = loadSceneGraphFromFile("../scene-graph.scg");
// ENABLE BACKFACE CULLING
glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);
// ENABLE DEPTH BUFFER
glEnable(GL_DEPTH_TEST);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
}
void updateStats() {
printf("\rFPS: %.1f", framesSinceUpdate / timeSinceUpdate);
printf(" - Camera Position: [%f, %f, %f]", cameraPosition.x, cameraPosition.y, cameraPosition.z);
fflush(stdout);
}
/**
* Main draw function.
*/
void draw(void) {
// FPS Counter
framesSinceUpdate++;
double deltaTime = glfwGetTime();
timeSinceUpdate += deltaTime;
glfwSetTime(0.0f);
if (timeSinceUpdate >= timeBetweenUpdates) {
updateStats();
timeSinceUpdate = 0.0f;
framesSinceUpdate = 0;
}
// camera movement
handleInputs(deltaTime);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(program);
// step for rotations
// counts up to 1.0 and then resets back to 0.0 forever
step += deltaTime / 15;
if (step > 1.0f) step -= 1.0f;
if (step < 0.0f) step += 1.0f;
//SceneNode* box3 = findNodeByName("box3", rootNode);
//rotateY(&box3->transformation, &box3->transformation, 0.001);
//updateSceneNode(rootNode, NULL);
// step multiplied by pi * 2 for use in rotation and trig functions
GLfloat stepi = step * pi * 2;
// ------------- VIEWING TRANSFORMATION -------------------
vec3 origin = {0.0f, 0.0f, 0.0f};
vec3 up = {0.0f, 1.0f, 0.0f};
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);
glUniformMatrix4fv(glGetUniformLocation(program, "projection"), 1, GL_FALSE, (GLfloat*)&projection);
// 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);
vec4 lightPosition = {cos(stepi) * 5.0f, 5.0f, sin(stepi) * 5.0f, 1.0f};
multiplyAny((GLfloat*)&lightPosition, (GLfloat*)&viewingTransformation, (GLfloat*)&lightPosition, 4, 4, 1);
glUniform3f(glGetUniformLocation(program, "lightPosition"), lightPosition.x, lightPosition.y, lightPosition.z);
renderSceneNode(rootNode);
}
/**
* 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) {
// 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);
if (!window) {
printf("Failed to create window\n");
glfwTerminate();
return -1;
}
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwMakeContextCurrent(window);
// disable framerate cap
glfwSwapInterval(0);
// register keyboard event handler
glfwSetKeyCallback(window, keyboardHandler);
// initialise glew
glewInit();
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();
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}