Compare commits
5 Commits
main
...
visualisat
Author | SHA1 | Date |
---|---|---|
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caee8341b4 | |
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3ff562e3a0 | |
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f90461b587 | |
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31e9a41970 | |
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525a5a90ad |
2
Makefile
2
Makefile
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@ -13,7 +13,7 @@ else
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endif
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# Source files
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SRC := src/main.c src/log.c src/shader.c
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SRC := src/main.c src/log.c src/shader.c src/matrix-math.c
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# Output binary
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OUT := cg1
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|
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@ -7,8 +7,7 @@ src_files = [
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'./src/main.c',
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'./src/shader.c',
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'./src/log.c',
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'./src/matrix-math.c',
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'./src/wavefrontobj.c'
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'./src/matrix-math.c'
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]
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executable('cg1',
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34
obj/cube.obj
34
obj/cube.obj
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@ -1,34 +0,0 @@
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# Blender 4.4.3
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# www.blender.org
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o Cube
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v 1.000000 1.000000 -1.000000
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v 1.000000 -1.000000 -1.000000
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v 1.000000 1.000000 1.000000
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v 1.000000 -1.000000 1.000000
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v -1.000000 1.000000 -1.000000
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v -1.000000 -1.000000 -1.000000
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v -1.000000 1.000000 1.000000
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v -1.000000 -1.000000 1.000000
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vn -0.0000 1.0000 -0.0000
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vn -0.0000 -0.0000 1.0000
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vn -1.0000 -0.0000 -0.0000
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vn -0.0000 -1.0000 -0.0000
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vn 1.0000 -0.0000 -0.0000
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vn -0.0000 -0.0000 -1.0000
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vt 1.000000 0.000000
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vt 0.000000 1.000000
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vt 0.000000 0.000000
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vt 1.000000 1.000000
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s 0
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f 5/1/1 3/2/1 1/3/1
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f 3/1/2 8/2/2 4/3/2
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f 7/1/3 6/2/3 8/3/3
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f 2/1/4 8/2/4 6/3/4
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f 1/1/5 4/2/5 2/3/5
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f 5/1/6 2/2/6 6/3/6
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f 5/1/1 7/4/1 3/2/1
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f 3/1/2 7/4/2 8/2/2
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f 7/1/3 5/4/3 6/2/3
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f 2/1/4 4/4/4 8/2/4
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f 1/1/5 3/4/5 4/2/5
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f 5/1/6 1/4/6 2/2/6
|
2066
obj/monkey.obj
2066
obj/monkey.obj
File diff suppressed because it is too large
Load Diff
2033859
obj/smooth_monkey.obj
2033859
obj/smooth_monkey.obj
File diff suppressed because it is too large
Load Diff
16109
obj/teapot.obj
16109
obj/teapot.obj
File diff suppressed because it is too large
Load Diff
377
src/main.c
377
src/main.c
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@ -11,21 +11,31 @@
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#include "log.h"
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#include "shader.h"
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#include "matrix-math.h"
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#include "wavefrontobj.h"
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#define STATUS_INTERVAL 0.5
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#define PI 3.14159f
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GLFWwindow* window;
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GLuint program;
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GLuint originProgram;
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GLuint floorProgram;
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GLuint vertexArrayObject;
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GLuint numVertices;
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GLuint originVAO;
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GLuint indexBuffer;
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GLuint lineIndexBuffer;
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GLuint floorIndexBuffer;
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GLuint initialWindowWidth = 800;
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GLuint initialWindowHeight = 600;
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GLfloat aspect;
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mat4 projectionMatrix;
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mat4 realProjectionMatrix;
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GLfloat currentTime = 0.0f;
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int frameCount = 0;
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struct timespec last_time, current_time;
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@ -77,19 +87,19 @@ void updateStatusDisplay() {
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double fps = frameCount / elapsed;
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frameCount = 0;
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last_time = current_time;
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printf("\rFPS: %.2f ", fps);
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printf("\rFPS: %5.2f - currentTime: %5.2f", fps, currentTime);
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fflush(stdout);
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}
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}
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void recalculateProjectionMatrix() {
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mat4BuildPerspective(projectionMatrix, 60 * M_PI / 180, aspect, 0.1, 10);
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mat4BuildPerspective(realProjectionMatrix, 90 * M_PI / 180, aspect, 0.1, 50);
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DEBUG("Recalculating Projection Matrix");
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}
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void init(void) {
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INFO("Building Programs...");
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INFO("Building main program...");
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ProgramLinkResult linkResult = buildShaderProgram("src/shaders/vertex.glsl", "src/shaders/fragment.glsl");
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if (!linkResult.success) {
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FATAL("Failed to link Program");
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@ -98,6 +108,25 @@ void init(void) {
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program = linkResult.program;
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INFO("Building origin program...");
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linkResult = buildShaderProgram("src/shaders/origin-vertex.glsl", "src/shaders/origin-fragment.glsl");
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if (!linkResult.success) {
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FATAL("Failed to link Program");
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exit(1);
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}
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originProgram = linkResult.program;
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INFO("Building floor program...");
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linkResult = buildShaderProgram("src/shaders/floor-vertex.glsl", "src/shaders/floor-fragment.glsl");
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if (!linkResult.success) {
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FATAL("Failed to link Program");
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exit(1);
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}
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floorProgram = linkResult.program;
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INFO("Shader Program Done.");
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// create triangle buffer
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@ -122,15 +151,73 @@ void init(void) {
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*
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*/
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DEBUG("Loading OBJ File");
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ParsedObjFile f = readObjFile("obj/smooth_monkey.obj");
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numVertices = f.length * sizeof(face) / sizeof(vertex);
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GLfloat vertices[] = {
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// X // Y
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, -1.0f,
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1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, -1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f,
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};
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GLuint restart = 128;
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glEnable(GL_PRIMITIVE_RESTART);
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glPrimitiveRestartIndex(restart);
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GLuint indices[] = {
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1, 0, 2,
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1, 2, 3,
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4, 0, 1,
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5, 4, 1,
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5, 1, 7,
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1, 3, 7,
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5, 7, 6,
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4, 5, 6,
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0, 4, 6,
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2, 0, 6,
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3, 2, 6,
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7, 3, 6
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};
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GLuint lineIndices[] = {
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0, 1,
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0, 2,
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0, 4,
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1, 3,
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1, 5,
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2, 3,
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2, 6,
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3, 7,
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4, 5,
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4, 6,
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5, 7,
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6, 7
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};
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GLuint floorIndices[] = {
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2, 3, 6,
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3, 7, 6
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};
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DEBUG("Creating vertext buffer");
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GLuint vertexBuffer;
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glGenBuffers(1, &vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, f.length * sizeof(face), f.faces, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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DEBUG("Creating vertex array object");
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@ -145,32 +232,83 @@ void init(void) {
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3, // number of values to read
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GL_FLOAT, // type of value
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GL_FALSE, // if values are normalised
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sizeof(vertex), // stride - distance between vertices
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3 * sizeof(GLfloat), // stride - distance between vertices
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0 // start offset
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);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(
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1,
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3,
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GL_FLOAT,
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GL_FALSE,
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sizeof(vertex),
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(void*)offsetof(vertex, normal)
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1, // shader location
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3, // number of values to read
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GL_FLOAT, // type of value
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GL_FALSE, // if values are normalised
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3 * sizeof(GLfloat), // stride - distance between vertices
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0 // start offset
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);
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glEnableVertexAttribArray(1);
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DEBUG("Creating index buffers");
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glGenBuffers(1, &indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glGenBuffers(1, &lineIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, lineIndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(lineIndices), lineIndices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glGenBuffers(1, &floorIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, floorIndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(floorIndices), floorIndices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glClearColor(0.0f, 0.0f, 0.0f, 0.3f);
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glClearColor(0.3f, 0.3f, 0.4f, 1.0f);
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glViewport(0, 0, initialWindowWidth, initialWindowHeight);
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glEnable(GL_CULL_FACE);
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// glEnable(GL_CULL_FACE);
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glFrontFace(GL_CCW);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DEBUG("Creating origin vertex buffer");
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GLfloat originVertices[] = {
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// X Y Z R G B
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0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
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};
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GLuint originVBO;
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glGenBuffers(1, &originVBO);
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glBindBuffer(GL_ARRAY_BUFFER, originVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(originVertices), originVertices, GL_STATIC_DRAW);
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glGenVertexArrays(1, &originVAO);
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glBindVertexArray(originVAO);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), 0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (void*)(3 * sizeof(GLfloat)));
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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initialiseStatusDisplay();
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recalculateProjectionMatrix();
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|
@ -178,48 +316,213 @@ void init(void) {
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INFO("--- Initialisation done ---");
|
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}
|
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|
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GLfloat currentHue = 0.0f;
|
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void drawCube(mat4 modelMatrix, mat4 viewMatrix) {
|
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mat4 modelViewMatrix;
|
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mat4Multiply(modelViewMatrix, viewMatrix, modelMatrix);
|
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|
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// send modelView and projection matrix to shader
|
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GLuint modelViewLocation = glGetUniformLocation(program, "uModelView");
|
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glUniformMatrix4fv(modelViewLocation, 1, GL_FALSE, modelViewMatrix);
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|
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// draw cube
|
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glBindVertexArray(vertexArrayObject);
|
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
|
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glDrawElements(GL_TRIANGLES, 48, GL_UNSIGNED_INT, 0);
|
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}
|
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|
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GLfloat clamp(GLfloat d, GLfloat min, GLfloat max) {
|
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const GLfloat t = d < min ? min : d;
|
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return t > max ? max : t;
|
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}
|
||||
|
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GLfloat mapTo01(GLfloat d, GLfloat min, GLfloat max) {
|
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return (clamp(d, min, max) - min) * (1 / (max - min));
|
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}
|
||||
|
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void draw(void) {
|
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// 0.0: virtual view
|
||||
// 0.1 transition to real view
|
||||
// 0.15 done
|
||||
// 0.3 start view transformation
|
||||
// 0.35 done
|
||||
// 0.4 start projection
|
||||
// 0.45 done
|
||||
// 0.55 - repeat
|
||||
updateStatusDisplay();
|
||||
|
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mat4 identity;
|
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mat4Identity(identity);
|
||||
|
||||
mat4 projectionMatrix;
|
||||
// mat4Interpolate(projectionMatrix, identity, projectionMatrix, mapTo01(currentHue, 0.0f, 0.1f));
|
||||
|
||||
// counter for animation
|
||||
currentHue += 0.005f;
|
||||
if (currentHue > 1.0) currentHue = 0.0f;
|
||||
currentTime += 0.0001f;
|
||||
int state = glfwGetKey(window, GLFW_KEY_SPACE);
|
||||
if (state == GLFW_PRESS)
|
||||
{
|
||||
currentTime += 0.001f;
|
||||
}
|
||||
if (currentTime > 0.55f) currentTime = 0.0f;
|
||||
|
||||
// clear colour and depth buffer
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// select program
|
||||
glUseProgram(program);
|
||||
|
||||
// build view matrix
|
||||
mat4 viewMatrix;
|
||||
|
||||
// mat4Identity(viewMatrix);
|
||||
vec3 cameraPos = {cos(currentHue * M_PI * 2), 0.0f, sin(currentHue * M_PI * 2)};
|
||||
vec3 cameraLookAt = {0.0f, 0.2f, 0.0f};
|
||||
vec3 cameraPos = {cos(currentTime * 6 * M_PI) * 3.0f, 3.0f + sin(currentTime * 12 * M_PI) * 0.5, sin(currentTime * 6 * M_PI) * 3.0f};
|
||||
vec3 cameraLookAt = {0.0f, 0.0f, 0.0f};
|
||||
vec3 cameraUp = {0.0f, 1.0f, 0.0f};
|
||||
mat4BuildLookAt(viewMatrix, cameraPos, cameraLookAt, cameraUp);
|
||||
|
||||
|
||||
vec3 virtualCameraPosition = {1.5f, 1.0f, 1.0f};
|
||||
vec3 virtualCameraLookAt = {0.0f, 0.0f, -1.0f};
|
||||
|
||||
// calculate virtual lookAt and projection
|
||||
mat4 virtualViewMatrix;
|
||||
mat4 virtualProjectionMatrix;
|
||||
mat4BuildLookAt(virtualViewMatrix, virtualCameraPosition, virtualCameraLookAt, cameraUp);
|
||||
mat4BuildPerspective(virtualProjectionMatrix, 60 * M_PI / 180, aspect, 1, 4);
|
||||
|
||||
mat4 inverseVirtualView;
|
||||
mat4Inverse(inverseVirtualView, virtualViewMatrix);
|
||||
mat4Interpolate(inverseVirtualView, inverseVirtualView, identity, mapTo01(currentTime, 0.3f, 0.35f));
|
||||
|
||||
mat4 inverseVirtualProjection;
|
||||
mat4Inverse(inverseVirtualProjection, virtualProjectionMatrix);
|
||||
|
||||
mat4 viewFrustumModelView;
|
||||
mat4Multiply(viewFrustumModelView, inverseVirtualView, inverseVirtualProjection);
|
||||
|
||||
mat3 mat3CameraRotationMatrix;
|
||||
mat3From4(mat3CameraRotationMatrix, virtualViewMatrix);
|
||||
mat3Inverse(mat3CameraRotationMatrix, mat3CameraRotationMatrix);
|
||||
mat4 cameraRotationMatrix;
|
||||
mat4From3(cameraRotationMatrix, mat3CameraRotationMatrix);
|
||||
|
||||
mat4Interpolate(projectionMatrix, virtualProjectionMatrix, realProjectionMatrix, mapTo01(currentTime, 0.1f, 0.15f));
|
||||
mat4Interpolate(viewMatrix, virtualViewMatrix, viewMatrix, mapTo01(currentTime, 0.1f, 0.15f));
|
||||
|
||||
mat4Interpolate(virtualViewMatrix, identity, virtualViewMatrix, mapTo01(currentTime, 0.3f, 0.35f));
|
||||
mat4Interpolate(virtualProjectionMatrix, identity, virtualProjectionMatrix, mapTo01(currentTime, 0.4f, 0.45f) * mapTo01(currentTime, 0.4f, 0.45f));
|
||||
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
GLuint brightnessLocation = glGetUniformLocation(program, "uBrightness");
|
||||
|
||||
GLuint projectionLocation = glGetUniformLocation(program, "uProjection");
|
||||
glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, projectionMatrix);
|
||||
|
||||
|
||||
// build model Matrix
|
||||
// cubes.
|
||||
mat4 modelMatrix;
|
||||
mat4 modelViewMatrix;
|
||||
|
||||
vec3 scale = {0.2f, 0.2f, 0.2f};
|
||||
vec3 scale;
|
||||
vec3 position;
|
||||
|
||||
// cube 1
|
||||
mat4Identity(modelMatrix);
|
||||
|
||||
vec3Set(scale, 0.5f, 0.5f, 0.5f);
|
||||
mat4Scale(modelMatrix, modelMatrix, scale);
|
||||
mat4Multiply(modelViewMatrix, viewMatrix, modelMatrix);
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "uModelView"), 1, GL_FALSE, modelViewMatrix);
|
||||
mat4RotateY(modelMatrix, modelMatrix, 0.5f);
|
||||
|
||||
vec3Set(position, -0.3f, 0.5f, -0.4f);
|
||||
mat4Translate(modelMatrix, modelMatrix, position);
|
||||
|
||||
mat4Multiply(modelMatrix, virtualViewMatrix, modelMatrix);
|
||||
mat4Multiply(modelMatrix, virtualProjectionMatrix, modelMatrix);
|
||||
|
||||
glUniform1f(brightnessLocation, 1.0f);
|
||||
drawCube(modelMatrix, viewMatrix);
|
||||
|
||||
// cube 2
|
||||
mat4Identity(modelMatrix);
|
||||
|
||||
vec3Set(scale, 0.3f, 0.3f, 0.3f);
|
||||
mat4Scale(modelMatrix, modelMatrix, scale);
|
||||
|
||||
mat4RotateY(modelMatrix, modelMatrix, 0.5f);
|
||||
|
||||
vec3Set(position, -0.9f, 0.3f, -3.8f);
|
||||
mat4Translate(modelMatrix, modelMatrix, position);
|
||||
|
||||
mat4Multiply(modelMatrix, virtualViewMatrix, modelMatrix);
|
||||
mat4Multiply(modelMatrix, virtualProjectionMatrix, modelMatrix);
|
||||
|
||||
glUniform1f(brightnessLocation, 1.0f);
|
||||
drawCube(modelMatrix, viewMatrix);
|
||||
|
||||
|
||||
// draw virtual camera
|
||||
mat4Identity(modelMatrix);
|
||||
|
||||
vec3Set(scale, 0.2f, 0.15f, 0.05f);
|
||||
mat4Scale(modelMatrix, modelMatrix, scale);
|
||||
|
||||
// apply rotations to camera
|
||||
|
||||
mat4Multiply(modelMatrix, cameraRotationMatrix, modelMatrix);
|
||||
|
||||
mat4Translate(modelMatrix, modelMatrix, virtualCameraPosition);
|
||||
mat4Multiply(modelMatrix, virtualViewMatrix, modelMatrix);
|
||||
|
||||
glUniform1f(brightnessLocation, 0.0f);
|
||||
|
||||
if (currentTime < 0.37f) {
|
||||
drawCube(modelMatrix, viewMatrix);
|
||||
}
|
||||
|
||||
|
||||
|
||||
glUseProgram(originProgram);
|
||||
|
||||
projectionLocation = glGetUniformLocation(originProgram, "uProjection");
|
||||
glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, projectionMatrix);
|
||||
|
||||
GLuint modelViewLocation = glGetUniformLocation(originProgram, "uModelView");
|
||||
glUniformMatrix4fv(modelViewLocation, 1, GL_FALSE, viewMatrix);
|
||||
|
||||
glBindVertexArray(originVAO);
|
||||
glLineWidth(5.0f);
|
||||
glDrawArrays(GL_LINES, 0, 6);
|
||||
|
||||
if (currentTime < 0.65) {
|
||||
mat4Multiply(viewFrustumModelView, virtualProjectionMatrix, viewFrustumModelView);
|
||||
mat4Multiply(viewFrustumModelView, viewMatrix, viewFrustumModelView);
|
||||
|
||||
glUniformMatrix4fv(modelViewLocation, 1, GL_FALSE, viewFrustumModelView);
|
||||
|
||||
glBindVertexArray(vertexArrayObject);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, lineIndexBuffer);
|
||||
glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
|
||||
// draw floor
|
||||
glUseProgram(floorProgram);
|
||||
glBindVertexArray(vertexArrayObject);
|
||||
glDrawArrays(GL_TRIANGLES, 0, numVertices);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, floorIndexBuffer);
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(floorProgram, "uView"), 1, GL_FALSE, viewMatrix);
|
||||
glUniformMatrix4fv(glGetUniformLocation(floorProgram, "uProjection"), 1, GL_FALSE, projectionMatrix);
|
||||
|
||||
mat4 floorModelMatrix;
|
||||
vec3 floorScale;
|
||||
mat4Identity(floorModelMatrix);
|
||||
vec3Set(floorScale, 10.0f, 0.01f, 10.0f);
|
||||
mat4Scale(floorModelMatrix, floorModelMatrix, floorScale);
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(floorProgram, "uModel"), 1, GL_FALSE, floorModelMatrix);
|
||||
|
||||
glDepthMask(GL_FALSE);
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
glDepthMask(GL_TRUE);
|
||||
|
||||
|
||||
}
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
|
||||
|
@ -248,9 +551,7 @@ int main(int argc, char const *argv[])
|
|||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER , GLFW_TRUE);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(initialWindowWidth, initialWindowHeight, "CG1", NULL, NULL);
|
||||
window = glfwCreateWindow(initialWindowWidth, initialWindowHeight, "CG1", NULL, NULL);
|
||||
|
||||
aspect = (float)initialWindowWidth / initialWindowHeight;
|
||||
if (!window) {
|
||||
|
|
|
@ -422,18 +422,6 @@ void vec3Set(vec3 out, GLfloat x, GLfloat y, GLfloat z) {
|
|||
out[2] = z;
|
||||
}
|
||||
|
||||
void vec3Multiply(vec3 out, vec3 in, GLfloat x) {
|
||||
out[0] = in[0] * x;
|
||||
out[1] = in[1] * x;
|
||||
out[2] = in[2] * x;
|
||||
}
|
||||
|
||||
|
||||
void vec2Subtract(vec2 out, vec2 a, vec2 b) {
|
||||
out[0] = a[0] - b[0];
|
||||
out[1] = a[1] - b[1];
|
||||
}
|
||||
|
||||
|
||||
void mat3Copy(mat3 src, mat3 dst) {
|
||||
for (int i = 0; i < 9; i++) {
|
||||
|
|
|
@ -9,12 +9,10 @@
|
|||
|
||||
typedef GLfloat vec4[4];
|
||||
typedef GLfloat vec3[3];
|
||||
typedef GLfloat vec2[2];
|
||||
|
||||
typedef GLfloat mat4[16];
|
||||
typedef GLfloat mat3[9];
|
||||
|
||||
|
||||
extern void mat4Identity(mat4 mat);
|
||||
extern void mat4Copy(mat4 src, mat4 dst);
|
||||
extern void mat4Empty(mat4 mat);
|
||||
|
@ -38,9 +36,6 @@ extern void vec3Normalise(vec3 out, vec3 in);
|
|||
extern GLfloat vec3Length(vec3 in);
|
||||
extern GLfloat vec3DotProduct(vec3 a, vec3 b);
|
||||
extern void vec3Set(vec3 out, GLfloat x, GLfloat y, GLfloat z);
|
||||
extern void vec3Multiply(vec3 out, vec3 in, GLfloat x);
|
||||
|
||||
extern void vec2Subtract(vec2 out, vec2 a, vec2 b);
|
||||
|
||||
extern void mat3Copy(mat3 src, mat3 dst);
|
||||
extern void mat3Inverse(mat3 out, mat3 in);
|
||||
|
|
|
@ -0,0 +1,8 @@
|
|||
#version 330 core
|
||||
|
||||
in vec4 vPosition;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = mix(vec4(1,1,1,0.5), vec4(0.8,0.8,0.8,0.5), step(0, sin(vPosition.x * 3.14159) * sin(vPosition.z * 3.14159)));
|
||||
// gl_FragColor = vec4(1,0,0,1);
|
||||
}
|
|
@ -0,0 +1,14 @@
|
|||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 aPosition;
|
||||
|
||||
uniform mat4 uModel;
|
||||
uniform mat4 uView;
|
||||
uniform mat4 uProjection;
|
||||
|
||||
out vec4 vPosition;
|
||||
|
||||
void main() {
|
||||
vPosition = uModel * vec4(aPosition, 1);
|
||||
gl_Position = uProjection * uView * vPosition;
|
||||
}
|
|
@ -1,6 +1,17 @@
|
|||
#version 330 core
|
||||
in vec3 vNormal;
|
||||
vec3 colors[6] = vec3[6](
|
||||
vec3(1.0, 0.5, 0.5),
|
||||
vec3(0.5, 1.0, 0.5),
|
||||
vec3(0.5, 0.5, 1.0),
|
||||
vec3(1.0, 1.0, 0.5),
|
||||
vec3(1.0, 0.5, 1.0),
|
||||
vec3(0.5, 1.0, 1.0)
|
||||
);
|
||||
|
||||
uniform float uBrightness;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = vec4(vNormal * 0.5 + vec3(0.5), 1.0);
|
||||
// hacky solution to give each side a different colour
|
||||
int side = gl_PrimitiveID / 2;
|
||||
gl_FragColor = vec4(colors[side] * uBrightness, 1.0);
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
#version 330 core
|
||||
|
||||
in vec3 vertexColor;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = vec4(vertexColor, 1.0);
|
||||
}
|
|
@ -0,0 +1,13 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPosition;
|
||||
layout (location = 1) in vec3 aColor;
|
||||
|
||||
uniform mat4 uModelView;
|
||||
uniform mat4 uProjection;
|
||||
|
||||
out vec3 vertexColor;
|
||||
|
||||
void main() {
|
||||
vertexColor = aColor;
|
||||
gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);
|
||||
}
|
|
@ -1,12 +1,8 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPosition;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
uniform mat4 uModelView;
|
||||
uniform mat4 uProjection;
|
||||
|
||||
out vec3 vNormal;
|
||||
|
||||
void main() {
|
||||
vNormal = aNormal;
|
||||
gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);
|
||||
}
|
|
@ -1,242 +0,0 @@
|
|||
#include <GL/glew.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#include "wavefrontobj.h"
|
||||
|
||||
#define OBJ_LINE_BUFFER_SIZE 256
|
||||
|
||||
/**
|
||||
*
|
||||
* ADJUSTMENT NEEDED FOR
|
||||
* - Face Definitions other than vertex/texture/normal
|
||||
* - Vertex positions including w
|
||||
* - Any faces using vertices yet to be defined
|
||||
* (File is read top to bottom. A face using a vertex
|
||||
* defined underneath it in the file will not work)
|
||||
*
|
||||
*/
|
||||
|
||||
void storeFace(
|
||||
face* f,
|
||||
vec3 v1, vec2 vt1, vec3 vn1,
|
||||
vec3 v2, vec2 vt2, vec3 vn2,
|
||||
vec3 v3, vec2 vt3, vec3 vn3
|
||||
) {
|
||||
|
||||
memcpy(&f->v1.position, v1, sizeof(vec3));
|
||||
memcpy(&f->v2.position, v2, sizeof(vec3));
|
||||
memcpy(&f->v3.position, v3, sizeof(vec3));
|
||||
|
||||
memcpy(&f->v1.normal, vn1, sizeof(vec3));
|
||||
memcpy(&f->v2.normal, vn2, sizeof(vec3));
|
||||
memcpy(&f->v3.normal, vn3, sizeof(vec3));
|
||||
|
||||
memcpy(&f->v1.texture, vt1, sizeof(vec2));
|
||||
memcpy(&f->v2.texture, vt2, sizeof(vec2));
|
||||
memcpy(&f->v3.texture, vt3, sizeof(vec2));
|
||||
}
|
||||
|
||||
// void storeTB(face* f,
|
||||
// vec3 v1, vec2 vt1, vec3 vn1,
|
||||
// vec3 v2, vec2 vt2, vec3 vn2,
|
||||
// vec3 v3, vec2 vt3, vec3 vn3
|
||||
// ) {
|
||||
// // https://www.opengl-tutorial.org/intermediate-tutorials/tutorial-13-normal-mapping/
|
||||
// vec3 deltaPos1;
|
||||
// vec3 deltaPos2;
|
||||
|
||||
// vec3Subtract(deltaPos1, v2, v1);
|
||||
// vec3Subtract(deltaPos1, v3, v1);
|
||||
|
||||
// vec2 deltaTex1;
|
||||
// vec2 deltaTex2;
|
||||
|
||||
// vec2Subtract(deltaTex1, vt2, vt1);
|
||||
// vec2Subtract(deltaTex2, vt3, vt1);
|
||||
|
||||
// GLfloat r = 1.0f / (deltaTex1[0] * deltaTex2[1] - deltaTex1[1] * deltaTex2[0]);
|
||||
|
||||
// vec3Multiply(deltaPos1, deltaPos1, deltaTex2[1]);
|
||||
// vec3Multiply(deltaPos2, deltaPos2, deltaTex1[1]);
|
||||
|
||||
// vec3 tangent;
|
||||
// vec3Subtract(tangent, deltaPos1, deltaPos2);
|
||||
// vec3Multiply(tangent, tangent, r);
|
||||
|
||||
// memcpy(&f->v1.tangent, &tangent, sizeof(vec3));
|
||||
// memcpy(&f->v2.tangent, &tangent, sizeof(vec3));
|
||||
// memcpy(&f->v3.tangent, &tangent, sizeof(vec3));
|
||||
// }
|
||||
|
||||
ParsedObjFile readObjFile(char* path) {
|
||||
ParsedObjFile parsedFile;
|
||||
|
||||
FILE* fp = fopen(path, "r");
|
||||
|
||||
if (fp == NULL) {
|
||||
fprintf(stderr, "File could not be opened: %s", path);
|
||||
parsedFile.faces = NULL;
|
||||
parsedFile.length = 0;
|
||||
}
|
||||
|
||||
uint numVertices = 0;
|
||||
uint numVertexNormals = 0;
|
||||
uint numFaces = 0;
|
||||
uint numTextureCoords = 0;
|
||||
|
||||
char buf[OBJ_LINE_BUFFER_SIZE];
|
||||
|
||||
while (fgets(buf, OBJ_LINE_BUFFER_SIZE, fp)) {
|
||||
if (buf[0] == 'v') {
|
||||
if (buf[1] == ' ') {
|
||||
numVertices++;
|
||||
} else if (buf[1] == 't') {
|
||||
numTextureCoords++;
|
||||
} else if (buf[1] == 'n') {
|
||||
numVertexNormals++;
|
||||
}
|
||||
}
|
||||
if (buf[0] == 'f') {
|
||||
int numSpaces = 0;
|
||||
for (int i = 0; i < strlen(buf); i++) {
|
||||
if (buf[i] == ' ') {
|
||||
numSpaces++;
|
||||
}
|
||||
}
|
||||
numFaces += numSpaces - 2;
|
||||
}
|
||||
}
|
||||
|
||||
// printf("Vertices: %d\nFaces: %d\nNormals:%d\nTextures:%d\n", numVertices, numFaces, numVertexNormals, numTextureCoords);
|
||||
|
||||
vec3* vertices = (vec3*) malloc(sizeof(vec3) * numVertices);
|
||||
vec3* normals = (vec3*) malloc(sizeof(vec3) * numVertexNormals);
|
||||
|
||||
vec2* textures = (vec2*) malloc(sizeof(vec2) * numTextureCoords);
|
||||
|
||||
face* faces = (face*) malloc(sizeof(face) * numFaces);
|
||||
|
||||
parsedFile.faces = faces;
|
||||
parsedFile.length = numFaces;
|
||||
|
||||
rewind(fp);
|
||||
|
||||
uint curVertex = 0;
|
||||
uint curNormal = 0;
|
||||
uint curFace = 0;
|
||||
uint curTexture = 0;
|
||||
|
||||
while (fgets(buf, OBJ_LINE_BUFFER_SIZE, fp)) {
|
||||
if (buf[0] == 'v') {
|
||||
if (buf[1] == ' ') {
|
||||
|
||||
sscanf(buf,
|
||||
"v %f %f %f",
|
||||
&vertices[curVertex][0],
|
||||
&vertices[curVertex][1],
|
||||
&vertices[curVertex][2]
|
||||
);
|
||||
curVertex++;
|
||||
|
||||
} else if (buf[1] == 't') {
|
||||
|
||||
int readValues = sscanf(buf,
|
||||
"vt %f %f",
|
||||
&textures[curTexture][0],
|
||||
&textures[curTexture][1]
|
||||
);
|
||||
|
||||
if (readValues != 2) {
|
||||
textures[curTexture][1] = 0;
|
||||
}
|
||||
|
||||
curTexture++;
|
||||
|
||||
|
||||
} else if (buf[1] == 'n') {
|
||||
|
||||
sscanf(buf,
|
||||
"vn %f %f %f",
|
||||
&normals[curNormal][0],
|
||||
&normals[curNormal][1],
|
||||
&normals[curNormal][2]
|
||||
);
|
||||
curNormal++;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (buf[0] == 'f') {
|
||||
int v1, v2, v3;
|
||||
int vt1, vt2, vt3;
|
||||
int vn1, vn2, vn3;
|
||||
|
||||
sscanf(buf,
|
||||
"f %d/%d/%d %d/%d/%d %d/%d/%d",
|
||||
&v1, &vt1, &vn1,
|
||||
&v2, &vt2, &vn2,
|
||||
&v3, &vt3, &vn3
|
||||
);
|
||||
|
||||
storeFace(&faces[curFace],
|
||||
vertices[v1 - 1], textures[vt1 - 1], normals[vn1 - 1],
|
||||
vertices[v2 - 1], textures[vt2 - 1], normals[vn2 - 1],
|
||||
vertices[v3 - 1], textures[vt3 - 1], normals[vn3 - 1]
|
||||
);
|
||||
|
||||
// storeTB(&faces[curFace],
|
||||
// vertices[v1 - 1], textures[vt1 - 1], normals[vn1 - 1],
|
||||
// vertices[v2 - 1], textures[vt2 - 1], normals[vn2 - 1],
|
||||
// vertices[v3 - 1], textures[vt3 - 1], normals[vn3 - 1]
|
||||
// );
|
||||
|
||||
curFace++;
|
||||
|
||||
int numSpaces = 0;
|
||||
for (int i = 0; i < strlen(buf); i++) {
|
||||
if (buf[i] == ' ') {
|
||||
numSpaces++;
|
||||
}
|
||||
}
|
||||
|
||||
if (numSpaces == 4) {
|
||||
// storeTB(&faces[curFace],
|
||||
// vertices[v1 - 1], textures[vt1 - 1], normals[vn1 - 1],
|
||||
// vertices[v2 - 1], textures[vt2 - 1], normals[vn2 - 1],
|
||||
// vertices[v3 - 1], textures[vt3 - 1], normals[vn3 - 1]
|
||||
// );
|
||||
|
||||
sscanf(buf,
|
||||
"f %d/%d/%d %*d/%*d/%*d %d/%d/%d %d/%d/%d",
|
||||
&v1, &vt1, &vn1,
|
||||
&v2, &vt2, &vn2,
|
||||
&v3, &vt3, &vn3
|
||||
);
|
||||
|
||||
storeFace(&faces[curFace],
|
||||
vertices[v1 - 1], textures[vt1 - 1], normals[vn1 - 1],
|
||||
vertices[v2 - 1], textures[vt2 - 1], normals[vn2 - 1],
|
||||
vertices[v3 - 1], textures[vt3 - 1], normals[vn3 - 1]
|
||||
);
|
||||
|
||||
curFace++;
|
||||
}
|
||||
|
||||
|
||||
// TODO: textures
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
free(vertices);
|
||||
free(normals);
|
||||
fclose(fp);
|
||||
|
||||
return parsedFile;
|
||||
}
|
||||
|
||||
void clearParsedFile(ParsedObjFile file) {
|
||||
free(file.faces);
|
||||
}
|
|
@ -1,30 +0,0 @@
|
|||
#ifndef WAVEFRONTOBJ_H
|
||||
#define WAVEFRONTOBJ_H
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include "matrix-math.h"
|
||||
|
||||
typedef struct {
|
||||
vec3 position;
|
||||
vec3 normal;
|
||||
vec2 texture;
|
||||
// vec3 tangent;
|
||||
} vertex;
|
||||
|
||||
typedef struct {
|
||||
vertex v1;
|
||||
vertex v2;
|
||||
vertex v3;
|
||||
} face;
|
||||
|
||||
typedef struct {
|
||||
face* faces;
|
||||
GLuint length;
|
||||
} ParsedObjFile;
|
||||
|
||||
|
||||
extern ParsedObjFile readObjFile(char* path);
|
||||
extern void clearParsedFile(ParsedObjFile file);
|
||||
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue