u07 - fix lighting

This commit is contained in:
Luca Conte 2024-05-14 19:09:58 +02:00
parent cb737681dc
commit 8c302d28cf
11 changed files with 1173 additions and 0 deletions

33
u07/Makefile Normal file
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GLEW_LIBS = $(shell pkgconf glew --libs)
GLFW_LIBS = $(shell pkgconf glfw3 --libs)
OTHER_LIBS = -lm
ALL_LIBS = $(GLEW_LIBS) $(GLFW_LIBS) $(OTHER_LIBS)
OBJ = matrixMath.o transformation.o wavefrontobj.o
SHADERS = fragmentShader.c vertexShader.c
cg1.out: main.o $(OBJ) $(SHADERS)
gcc -o $@ main.o $(OBJ) $(ALL_LIBS)
test.out: test.o $(OBJ)
gcc -o $@ test.o $(OBJ) $(ALL_LIBS)
%Shader.c: %Shader.glsl
xxd -i $? > $@
main.o: $(SHADERS) matrixMath.h transformation.h wavefrontobj.h
test.o: matrixMath.h transformation.h wavefrontobj.h
%.o: %.c
gcc -c $<
run: cg1.out
./cg1.out
test: test.out
./test.out
clean:
rm $(SHADERS) main.o test.o $(OBJ) cg1.out test.out

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u07/fragmentShader.glsl Normal file
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#version 330 core
in vec3 normal;
in vec3 fragmentPosition;
uniform vec4 ambientColor;
uniform vec4 diffusionColor;
uniform vec4 specularColor;
uniform float shininess;
uniform vec4 ambientLight;
uniform vec3 lightPosition;
uniform vec4 lightColor;
float emissionStrength = 0.0;
void main() {
vec3 norm = normalize(normal);
vec3 lightDir = normalize(lightPosition - fragmentPosition);
vec3 eyeDir = -normalize(fragmentPosition);
float diff = max(dot(norm, lightDir), 0.0);
vec3 halfway = (lightDir + eyeDir) / length(lightDir + eyeDir);
float specular = pow(max(dot(halfway, norm), 0.0), shininess);
gl_FragColor =
// EMISSION
diffusionColor * emissionStrength +
// // AMBIENT
ambientLight * ambientColor +
// DIFFUSION
diff * lightColor * diffusionColor +
// SPECULAR
specular * lightColor * specularColor;
}

346
u07/main.c Normal file
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#include <stdio.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "vertexShader.c"
#include "fragmentShader.c"
#include "matrixMath.h"
#include "transformation.h"
#include "wavefrontobj.h"
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <stdbool.h>
#define RESTART 345678
GLuint program;
GLuint vao;
int numFaces = 0;
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};
// input handler for camera movement
void handleInputs(double deltaTime) {
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_SPACE) == GLFW_PRESS) {
cameraPosition.y += deltaTime * 10;
}
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
cameraPosition.y -= deltaTime * 10;
}
}
// input handler to quit with ESC
void keyboardHandler(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (action == GLFW_PRESS) {
if (key == GLFW_KEY_ESCAPE) {
exitRequested = true;
}
}
}
void init(void) {
// create and compile vertex shader
const GLchar *vertexTextConst = vertexShader_glsl;
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexTextConst, &vertexShader_glsl_len);
glCompileShader(vertexShader);
GLint status;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
if (!status) {
printf("Error compiling vertex shader: ");
GLchar infoLog[1024];
glGetShaderInfoLog(vertexShader, 1024, NULL, infoLog);
printf("%s",infoLog);
}
vertexTextConst = NULL;
// create and compile fragment shader
const GLchar *fragmentTextConst = fragmentShader_glsl;
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentTextConst, &fragmentShader_glsl_len);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
if (!status) {
printf("Error compiling fragment shader: ");
GLchar infoLog[1024];
glGetShaderInfoLog(fragmentShader, 1024, NULL, infoLog);
printf("%s",infoLog);
}
// create and link shader program
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
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);
}
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);
}
// --------------- READ teapot.obj
ParsedObjFile teapot = readObjFile("../obj/monkey.obj");
numFaces = teapot.length;
// write teapot faces to buffer
GLuint triangleVertexBufferObject;
glGenBuffers(1, &triangleVertexBufferObject);
glBindBuffer(GL_ARRAY_BUFFER, triangleVertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, teapot.length * sizeof(face), teapot.faces, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// create vertex array object
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, triangleVertexBufferObject);
// vertex positions
glVertexAttribPointer(
0,
3,
GL_FLOAT,
GL_FALSE,
sizeof(vertex),
0
);
glEnableVertexAttribArray(0);
// vertex normals
glVertexAttribPointer(
1,
3,
GL_FLOAT,
GL_FALSE,
sizeof(vertex),
(void*) sizeof(vec3)
);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// 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);
}
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);
glBindVertexArray(vao);
// step for rotations
// counts up to 1.0 and then resets back to 0.0 forever
step += deltaTime / 5;
if (step > 1.0f) step -= 1.0f;
// step multiplied by pi * 2 for use in rotation and trig functions
GLfloat stepi = step * pi * 2;
// ------------- MODEL TRANSFORMATION ---------------------
// SCALE -> ROTATE -> TRANSLATE
mat4 modelTransformation;
identity(&modelTransformation);
rotateY(&modelTransformation, &modelTransformation, stepi);
// ------------- VIEWING TRANSFORMATION -------------------
vec3 origin = {0.0f, 0.0f, 0.0f};
vec3 up = {0.0f, 1.0f, 0.0f};
mat4 viewingTransformation;
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 modelView;
identity(&modelView);
multiply(&modelView, &modelTransformation, &modelView);
multiply(&modelView, &viewingTransformation, &modelView);
mat4 projection;
identity(&projection);
multiply(&projection, &projectionTransformation, &projection);
multiply(&projection, &normalisationTransformation, &projection);
// 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);
glUniformMatrix4fv(glGetUniformLocation(program, "projection"), 1, GL_FALSE, (GLfloat*)&projection);
vec4 lightPosition = {cos(stepi * 2) * 3.0f, 3.0f, sin(stepi * 2) * 3.0f, 1.0f};
multiplyAny((GLfloat *)&lightPosition, (GLfloat *)&modelView, (GLfloat *)&lightPosition, 4, 4, 1);
glUniform3f(glGetUniformLocation(program, "lightPosition"), lightPosition.x, lightPosition.y, lightPosition.z);
// SET MATERIAL DATA
glUniform4f(glGetUniformLocation(program, "ambientColor"), 0.25f, 0.22f, 0.06f, 1.0f);
glUniform4f(glGetUniformLocation(program, "diffusionColor"), 0.35f, 0.31f, 0.09f, 1.0f);
glUniform4f(glGetUniformLocation(program, "specularColor"), 0.80f, 0.72f, 0.21f, 1.0f);
glUniform1f(glGetUniformLocation(program, "shininess"), 83.2f * 4.0f);
// SET LIGHT DATA
glUniform4f(glGetUniformLocation(program, "lightColor"), 1.0f, 1.0f, 1.0f, 1.0f);
glUniform4f(glGetUniformLocation(program, "ambientLight"), 0.2f, 0.2f, 0.2f, 1.0f);
// draw!!1
glDrawArrays(GL_TRIANGLES, 0, 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;
}
int main(void) {
// 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;
}

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#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <GL/glew.h>
#include <string.h>
#include "matrixMath.h"
// MATRICES IN COLUMN MAJOR
void vec3Zero(vec3* out) {
for (int i = 0; i < 3; i++) {
((GLfloat*)out)[i] = 0;
}
}
void vec3Add(vec3* out, vec3* a, vec3* b) {
for (int i = 0; i < 3; i++) {
((GLfloat*)out)[i] = ((GLfloat*)a)[i] + ((GLfloat*)b)[i];
}
}
void vec3Multiply(vec3* out, vec3* a, GLfloat x) {
for (int i = 0; i < 3; i++) {
((GLfloat*)out)[i] = ((GLfloat*)a)[i] * x;
}
}
void vec3Subtract(vec3* out, vec3* a, vec3* b) {
vec3 minusB;
vec3Multiply(&minusB, b, -1);
vec3Add(out, a, &minusB);
}
void vec3Cross(vec3* out, vec3* a, vec3* b) {
vec3 result;
result.x = a->y * b->z - a->z * b->y;
result.y = a->z * b->x - a->x * b->z;
result.z = a->x * b->y - a->y * b->x;
memcpy(out, &result, sizeof(vec3));
}
GLfloat vec3Length(vec3* a) {
return (GLfloat)sqrt(a->x * a->x + a->y * a->y + a->z * a->z);
}
GLfloat vec3Dot(vec3* a, vec3* b) {
return a->x * b->x + a->y * b->y + a->z * b->z;
}
void vec3Normalise(vec3* out, vec3* a) {
vec3Multiply(out, a, 1 / vec3Length(a));
}
// CREATE 4x4 IDENTITY MATRIX
void identity(mat4* out) {
for (int i = 0; i < 16; i++) {
((GLfloat*)out)[i] = (i % 4 == i / 4);
}
}
// CREATE 4x4 TRANSLATION MATRIX
void translation(mat4* out, vec3* v) {
identity(out);
out->m03 = v->x;
out->m13 = v->y;
out->m23 = v->z;
}
// CREATE 4x4 SCALING MATRIX
void scaling(mat4* out, vec3* v) {
identity(out);
out->m00 = v->x;
out->m11 = v->y;
out->m22 = v->z;
}
// CREATE 4x4 ROTATION MATRIX AROUND Z AXIS
/* cos a -sin a 0 0
* sin a cos a 0 0
* 0 0 1 0
* 0 0 0 1
*/
void rotationZ(mat4* out, GLfloat angle) {
identity(out);
out->m00 = cos(angle);
out->m10 = sin(angle);
out->m01 = -sin(angle);
out->m11 = cos(angle);
}
// CREATE 4x4 ROTATION MATRIX AROUND Y AXIS
void rotationY(mat4* out, GLfloat angle) {
identity(out);
out->m00 = cos(angle);
out->m20 = -sin(angle);
out->m02 = sin(angle);
out->m22 = cos(angle);
}
// CREATE 4x4 ROTATION MATRIX AROUND Y AXIS
void rotationX(mat4* out, GLfloat angle) {
identity(out);
out->m11 = cos(angle);
out->m21 = sin(angle);
out->m12 = -sin(angle);
out->m22 = cos(angle);
}
// MULTIPLY ANY TO MATRICES
void multiplyAny(GLfloat* out, GLfloat* A, GLfloat* B, int wA, int hA, int wB) {
int sizeOut = hA * wB;
GLfloat* result = (GLfloat*) malloc(sizeOut * sizeof(GLfloat));
for (int i = 0; i < sizeOut; i++) {
result[i] = 0;
for (int j = 0; j < wA; j++) {
result[i] += A[j * hA + i % hA] * B[j + i / hA * wB];
}
}
memcpy(out, result, sizeOut * sizeof(GLfloat));
free(result);
result = NULL;
}
// MULTIPLY TWO 4x4 MATRICES
void multiply(mat4* out, mat4* A, mat4* B) {
multiplyAny((GLfloat*)out, (GLfloat*)A, (GLfloat*)B, 4, 4, 4);
}
// MULTIPLY in WITH TRANSLATION MATRIX OF v
void translate(mat4* out, mat4* in, vec3* v) {
mat4 translationMatrix;
translation(&translationMatrix, v);
multiply(out, &translationMatrix, in);
}
// MULTIPLY in WITH SCALING MATRIX OF v
void scale(mat4* out, mat4* in, vec3* v) {
mat4 scalingMatrix;
scaling(&scalingMatrix, v);
multiply(out, &scalingMatrix, in);
}
// MULTIPLY in WITH ROTATION MATRIX OF a AROUND Z AXIS
void rotateZ(mat4* out, mat4* in, GLfloat angle) {
mat4 rotationMatrix;
rotationZ(&rotationMatrix, angle);
multiply(out, &rotationMatrix, in);
}
// MULTIPLY in WITH ROTATION MATRIX OF a AROUND Y AXIS
void rotateY(mat4* out, mat4* in, GLfloat angle) {
mat4 rotationMatrix;
rotationY(&rotationMatrix, angle);
multiply(out, &rotationMatrix, in);
}
// MULTIPLY in WITH ROTATION MATRIX OF a AROUND X AXIS
void rotateX(mat4* out, mat4* in, GLfloat angle) {
mat4 rotationMatrix;
rotationX(&rotationMatrix, angle);
multiply(out, &rotationMatrix, in);
}
void transposeAny(GLfloat* out, GLfloat* in, int w, int h) {
int size = w * h;
GLfloat* result = (GLfloat*) malloc(size * sizeof(GLfloat));
for (int i = 0; i < size; i++) {
result[i] = in[(i % w) * h + i / w];
}
memcpy(out, result, size * sizeof(GLfloat));
free(result);
result = NULL;
}
void transpose(mat4* out, mat4* in) {
transposeAny((GLfloat*)out, (GLfloat*)in, 4, 4);
}
void printAny(GLfloat* M, int w, int h) {
GLfloat* transposed = (GLfloat*) malloc(w * h * sizeof(GLfloat));
transposeAny(transposed, M, w, h);
for (int i = 0; i < h; i++) {
for (int j = 0; j < w; j++) {
printf("%.4f ", transposed[i * w + j]);
}
printf("\n");
}
free(transposed);
transposed = NULL;
}
void vec3Print(vec3* a) {
printAny((GLfloat*)a, 1, 3);
}
void mat4Print(mat4* m) {
printAny((GLfloat*)m, 4, 4);
}
void mat3Print(mat3* m) {
printAny((GLfloat*)m, 3, 3);
}
void mat3From4(mat3* out, mat4* in) {
memcpy(&out->m00, &in->m00, sizeof(vec3));
memcpy(&out->m01, &in->m01, sizeof(vec3));
memcpy(&out->m02, &in->m02, sizeof(vec3));
}
void mat3Adjoint(mat3* out, mat3* in) {
mat3 result;
result.m00 = in->m11 * in->m22 - in->m21 * in->m12;
result.m01 = in->m10 * in->m22 - in->m20 * in->m12;
result.m02 = in->m10 * in->m21 - in->m20 * in->m11;
result.m10 = in->m01 * in->m22 - in->m21 * in->m02;
result.m11 = in->m00 * in->m22 - in->m20 * in->m02;
result.m12 = in->m00 * in->m21 - in->m20 * in->m01;
result.m20 = in->m01 * in->m12 - in->m11 * in->m02;
result.m21 = in->m00 * in->m12 - in->m10 * in->m02;
result.m22 = in->m00 * in->m11 - in->m10 * in->m01;
memcpy(out, &result, sizeof(mat3));
}
void mat3MultiplyScalar(mat3* out, mat3* in, GLfloat x) {
for (int i = 0; i < 9; i++) {
((GLfloat*)out)[i] = ((GLfloat*)in)[i] * x;
}
}
GLfloat mat3Determinant(mat3* M) {
return
M->m00 * M->m11 * M->m22
+ M->m01 * M->m12 * M->m20
+ M->m02 * M->m10 * M->m21
- M->m20 * M->m11 * M->m02
- M->m21 * M->m12 * M->m00
- M->m22 * M->m10 * M->m01
;
}
void mat3Transpose(mat3* out, mat3* in) {
transposeAny((GLfloat*)out, (GLfloat*)in, 3, 3);
}
void mat3Inverse(mat3* out, mat3* in) {
mat3 result;
mat3Adjoint(&result, in);
mat3MultiplyScalar(&result, &result, 1 / mat3Determinant(in));
memcpy(out, &result, sizeof(mat3));
}
GLfloat sumDiffAny(GLfloat* A, GLfloat* B, int w, int h) {
GLfloat result = 0;
for (int i = 0; i < w * h; i++) {
result += abs(A[i] - B[i]);
}
return result;
}
GLfloat mat3SumDiff(mat3* A, mat3* B) {
return sumDiffAny((GLfloat*)A, (GLfloat*)B, 3, 3);
}

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#ifndef MATRIX_MATH
#define MATRIX_MATH
#include <GL/glew.h>
typedef struct {
GLfloat x;
GLfloat y;
GLfloat z;
} vec3;
typedef struct {
GLfloat x;
GLfloat y;
GLfloat z;
GLfloat w;
} vec4;
typedef struct {
GLfloat m00;
GLfloat m10;
GLfloat m20;
GLfloat m30;
GLfloat m01;
GLfloat m11;
GLfloat m21;
GLfloat m31;
GLfloat m02;
GLfloat m12;
GLfloat m22;
GLfloat m32;
GLfloat m03;
GLfloat m13;
GLfloat m23;
GLfloat m33;
} mat4;
typedef struct {
GLfloat m00;
GLfloat m10;
GLfloat m20;
GLfloat m01;
GLfloat m11;
GLfloat m21;
GLfloat m02;
GLfloat m12;
GLfloat m22;
} mat3;
extern void vec3Zero(vec3* out);
extern void vec3Add(vec3* out, vec3* a, vec3* b);
extern void vec3Multiply(vec3* out, vec3* a, GLfloat x);
extern void vec3Subtract(vec3* out, vec3* a, vec3* b);
extern void vec3Cross(vec3* out, vec3* a, vec3* b);
extern void vec3Normalise(vec3* out, vec3* a);
extern GLfloat vec3Length(vec3* a);
extern GLfloat vec3Dot(vec3* a, vec3* b);
extern void identity(mat4* out);
extern void translation(mat4* out, vec3* v);
extern void scaling(mat4* out, vec3* v);
extern void rotationZ(mat4* out, GLfloat angle);
extern void rotationY(mat4* out, GLfloat angle);
extern void rotationX(mat4* out, GLfloat angle);
extern void multiplyAny(GLfloat* out, GLfloat* A, GLfloat* B, int wA, int hA, int wB);
extern void multiply(mat4* out, mat4* A, mat4* B);
extern void translate(mat4* out, mat4* in, vec3* v);
extern void scale(mat4* out, mat4* in, vec3* v);
extern void rotateZ(mat4* out, mat4* in, GLfloat angle);
extern void rotateY(mat4* out, mat4* in, GLfloat angle);
extern void rotateX(mat4* out, mat4* in, GLfloat angle);
extern void transposeAny(GLfloat* out, GLfloat* in, int w, int h);
extern void transpose(mat4* out, mat4* in);
extern void printAny(GLfloat* M, int w, int h);
extern void vec3Print(vec3* a);
extern void mat4Print(mat4* m);
extern void mat3Print(mat3* m);
extern void mat3From4(mat3* out, mat4* in);
extern void mat3Adjoint(mat3* out, mat3* in);
extern void mat3MultiplyScalar(mat3* out, mat3* in, GLfloat x);
extern GLfloat mat3Determinant(mat3* m);
extern void mat3Transpose(mat3* out, mat3* in);
extern void mat3Inverse(mat3* out, mat3* in);
extern GLfloat sumDiffAny(GLfloat* A, GLfloat* B, int w, int h);
extern GLfloat mat3SumDiff(mat3* A, mat3* B);
#endif

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#include <stdio.h>
#include <stdbool.h>
#include <GL/glew.h>
#include <math.h>
#include "matrixMath.h"
#define EPSILON 0.001f
void printTest(char* name, bool result) {
if (result) {
printf(" PASSED - ");
} else {
printf("!!! FAILED - ");
}
printf("%s", name);
printf("\n");
}
void testSumDiff() {
mat3 A = {1.0f, 0.0f, 0.0f, -1.0f, 0.0f, -1.0f, 1.0f, -1.0f, 9.0f};
mat3 B = {0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 8.0f};
GLfloat target = 7.0f;
GLfloat value = mat3SumDiff(&A, &B);
bool result = fabs(value - target) < EPSILON;
if (!result) {
printf("\nA:\n");
mat3Print(&A);
printf("\nB:\n");
mat3Print(&B);
printf("target: %f\n", target);
printf("value: %f\n", value);
}
printTest("mat3SumDiff", result);
}
void testMat3Adjoint() {
mat3 M = {2.0f, 0.0f, 1.0f, -1.0f, 5.0f, -1.0f, 3.0f, 2.0f, -2.0f};
mat3 target = {-8.0f, 5.0f, -17.0f, -2.0f, -7.0f, 4.0f, -5.0f, -1.0f, 10.0f};
mat3Adjoint(&M, &M);
printTest("mat3Adjoint", mat3SumDiff(&M, &target) < EPSILON);
}
void testMat3MultiplyScalar() {
mat3 M = {1.0f, 2.0f, 3.0f, 4.0f, 0.0f, -1.5f, -2.5f, -3.5f, -4.5f};
GLfloat x = 0.9f;
mat3 target = {0.9f, 1.8f, 2.7f, 3.6f, 0.0f, -1.35f, -2.25f, -3.15f, -4.05f};
mat3MultiplyScalar(&M, &M, x);
printTest("mat3MultiplyScalar", mat3SumDiff(&M, &target) < EPSILON);
}
void testMat3Determinant() {
mat3 M = {1.0f, -3.0f, 2.0f, 3.0f, -1.0f, 3.0f, 2.0f, -3.0f, 1.0f};
GLfloat target = -15.0f;
printTest("mat3Determinant", fabs(mat3Determinant(&M) - target) < EPSILON);
}
void testMat3Inverse() {
mat3 M = {1.0f, 2.0f, -1.0f, 2.0f, 1.0f, 2.0f, -1.0f, 2.0f, 1.0f};
mat3 target = {0.1875f, 0.25f, -0.3125f, 0.2f, 0.0f, 0.25f, -0.3125f, 0.25f, 0.1875f};
mat3Inverse(&M, &M);
printTest("mat3Inverse", mat3SumDiff(&M, &target) < EPSILON);
}
int main(void) {
testSumDiff();
testMat3Adjoint();
testMat3MultiplyScalar();
testMat3Determinant();
testMat3Inverse();
}

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#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <GL/glew.h>
#include <string.h>
#include "matrixMath.h"
#include "transformation.h"
void lookAt(mat4* out, vec3* eye, vec3* look, vec3* up) {
vec3 n;
vec3Subtract(&n, eye, look);
vec3 u;
vec3Cross(&u, up, &n);
vec3 v;
vec3Cross(&v, &n, &u);
vec3Normalise(&n, &n);
vec3Normalise(&u, &u);
vec3Normalise(&v, &v);
mat4 Mr;
identity(&Mr);
memcpy(&Mr.m00, &u, sizeof(vec3));
memcpy(&Mr.m01, &v, sizeof(vec3));
memcpy(&Mr.m02, &n, sizeof(vec3));
transpose(&Mr, &Mr);
vec3 t;
vec3Multiply(&u, &u, -1);
vec3Multiply(&v, &v, -1);
vec3Multiply(&n, &n, -1);
t.x = vec3Dot(&u, eye);
t.y = vec3Dot(&v, eye);
t.z = vec3Dot(&n, eye);
memcpy(&Mr.m03, &t, sizeof(vec3));
memcpy(out, &Mr, sizeof(mat4));
}
void perspectiveProjection(mat4* out, GLfloat near, GLfloat far) {
identity(out);
out->m22 = 1 + (far / near);
out->m32 = - 1.0f / near;
out->m23 = far;
out->m33 = 0;
}
void normalisedDeviceCoordinates(mat4* out, GLfloat r, GLfloat l, GLfloat t, GLfloat b, GLfloat n, GLfloat f) {
identity(out);
out->m00 = 2 / (r - l);
out->m11 = 2 / (t - b);
out->m22 = -2 / (f - n);
out->m03 = - (r + l) / (r - l);
out->m13 = - (t + b) / (t - b);
out->m23 = - (f + n) / (f - n);
}
void normalisedDeviceCoordinatesFov(mat4* out, GLfloat fovy, GLfloat aspectRatio, GLfloat n, GLfloat f) {
GLfloat t = tan(fovy / 2) * n;
GLfloat r = t * aspectRatio;
normalisedDeviceCoordinates(out, r, -r, t, -t, n, f);
}

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#ifndef TRANSFORMATION_H
#define TRANSFORMATION_H
#include <GL/glew.h>
extern void lookAt(mat4* out, vec3* eye, vec3* look, vec3* up);
extern void perspectiveProjection(mat4* out, GLfloat near, GLfloat far);
extern void normalisedDeviceCoordinates(mat4* out, GLfloat r, GLfloat l, GLfloat t, GLfloat b, GLfloat n, GLfloat f);
extern void normalisedDeviceCoordinatesFov(mat4* out, GLfloat fovy, GLfloat aspectRatio, GLfloat n, GLfloat f);
#endif

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#version 330 core
layout (location = 0) in vec3 aPosition;
layout (location = 1) in vec3 aNormal;
uniform mat4 modelView;
uniform mat3 normalModelView;
uniform mat4 projection;
out vec3 normal;
out vec3 fragmentPosition;
void main() {
normal = normalModelView * aNormal;
gl_Position = projection * modelView * vec4(aPosition, 1.0);
fragmentPosition = vec3(modelView * vec4(aPosition, 1.0));
}

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#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
* - Textures
* - 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)
*
*/
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);
face* faces = (face*) malloc(sizeof(face) * numFaces);
parsedFile.faces = faces;
parsedFile.length = numFaces;
rewind(fp);
uint curVertex = 0;
uint curNormal = 0;
uint curFace = 0;
while (fgets(buf, OBJ_LINE_BUFFER_SIZE, fp)) {
if (buf[0] == 'v') {
if (buf[1] == ' ') {
sscanf(buf,
"v %f %f %f",
&vertices[curVertex].x,
&vertices[curVertex].y,
&vertices[curVertex].z
);
curVertex++;
} else if (buf[1] == 't') {
continue;
} else if (buf[1] == 'n') {
sscanf(buf,
"vn %f %f %f",
&normals[curNormal].x,
&normals[curNormal].y,
&normals[curNormal].z
);
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
);
memcpy(&faces[curFace].v1.position, &vertices[v1 - 1], sizeof(vec3));
memcpy(&faces[curFace].v2.position, &vertices[v2 - 1], sizeof(vec3));
memcpy(&faces[curFace].v3.position, &vertices[v3 - 1], sizeof(vec3));
memcpy(&faces[curFace].v1.normal, &normals[vn1 - 1], sizeof(vec3));
memcpy(&faces[curFace].v2.normal, &normals[vn2 - 1], sizeof(vec3));
memcpy(&faces[curFace].v3.normal, &normals[vn3 - 1], sizeof(vec3));
curFace++;
int numSpaces = 0;
for (int i = 0; i < strlen(buf); i++) {
if (buf[i] == ' ') {
numSpaces++;
}
}
if (numSpaces == 4) {
sscanf(buf,
"f %d/%d/%d %*d/%*d/%*d %d/%d/%d %d/%d/%d",
&v1, &vt1, &vn1,
&v2, &vt2, &vn2,
&v3, &vt3, &vn3
);
memcpy(&faces[curFace].v1.position, &vertices[v1 - 1], sizeof(vec3));
memcpy(&faces[curFace].v2.position, &vertices[v2 - 1], sizeof(vec3));
memcpy(&faces[curFace].v3.position, &vertices[v3 - 1], sizeof(vec3));
memcpy(&faces[curFace].v1.normal, &normals[vn1 - 1], sizeof(vec3));
memcpy(&faces[curFace].v2.normal, &normals[vn2 - 1], sizeof(vec3));
memcpy(&faces[curFace].v3.normal, &normals[vn3 - 1], sizeof(vec3));
curFace++;
}
// TODO: textures
}
}
free(vertices);
free(normals);
fclose(fp);
return parsedFile;
}
void clearParsedFile(ParsedObjFile file) {
free(file.faces);
}

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#ifndef WAVEFRONTOBJ_H
#define WAVEFRONTOBJ_H
#include <GL/glew.h>
#include "matrixMath.h"
typedef struct {
vec3 position;
vec3 normal;
} 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