start of u06-2
This commit is contained in:
parent
46f5c48493
commit
ae882e31bb
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GLEW_LIBS=$(shell pkgconf glew --libs)
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GLFW_LIBS=$(shell pkgconf glfw3 --libs)
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OBJ = main.o matrixMath.o transformation.o wavefrontobj.o
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SHADERS = fragmentShader.c vertexShader.c
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cg1.out: $(OBJ) $(SHADERS)
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gcc -o $@ $(OBJ) -lm $(GLEW_LIBS) $(GLFW_LIBS)
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%Shader.c: %Shader.glsl
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xxd -i $? > $@
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main.o: $(SHADERS) matrixMath.h transformation.h wavefrontobj.h
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%.o: %.c
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gcc -c $<
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run: cg1.out
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./cg1.out
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clean:
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rm $(SHADERS) $(OBJ) cg1.out
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#version 330 core
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uniform vec3 color;
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void main() {
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gl_FragColor = vec4(color, 1.0);
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}
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#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 "matrixMath.h"
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#include "transformation.h"
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#include "wavefrontobj.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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#define RESTART 345678
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GLuint program;
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GLuint vao;
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GLuint cubeIndicesBufferObject;
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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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GLfloat step = 0.0f;
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const GLfloat pi = 3.14159f;
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vec3 cameraPosition = {0.0f, 0.0f, 2.0f};
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GLfloat cube[] = {
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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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GLfloat ground[] = {
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1.0f, 0.0f, 1.0f,
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1.0f, 0.0f, -1.0f,
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-1.0f, 0.0f, 0.0f,
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-1.0f, 0.0f, -1.0f
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};
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GLuint cubeIndices[] = {
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0, 1, 2,
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1, 3, 2,
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1, 7, 3,
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1, 5, 7,
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4, 6, 5,
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5, 6, 7,
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0, 2, 4,
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4, 2, 6,
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7, 6, 3,
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6, 2, 3,
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4, 5, 1,
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4, 1, 0
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};
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GLuint groundIndices[] = {
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0, 1, 2,
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1, 3, 2
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};
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void handleInputs(void) {
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
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cameraPosition.z += 0.02f;
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}
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
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cameraPosition.z -= 0.02f;
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}
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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cameraPosition.y += 0.02f;
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}
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
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cameraPosition.y -= 0.02f;
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}
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}
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void keyboardHandler(GLFWwindow* window, int key, int scancode, int action, int mods) {
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if (action == GLFW_PRESS) {
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if (key == GLFW_KEY_ESCAPE) {
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exitRequested = true;
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}
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}
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}
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void init(void) {
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// create and compile vertex shader
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const GLchar *vertexTextConst = vertexShader_glsl;
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexTextConst, &vertexShader_glsl_len);
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glCompileShader(vertexShader);
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GLint status;
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
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if (!status) {
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printf("Error compiling vertex shader: ");
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GLchar infoLog[1024];
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glGetShaderInfoLog(vertexShader, 1024, NULL, infoLog);
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printf("%s",infoLog);
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}
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vertexTextConst = NULL;
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// create and compile fragment shader
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const GLchar *fragmentTextConst = fragmentShader_glsl;
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentTextConst, &fragmentShader_glsl_len);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
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if (!status) {
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printf("Error compiling fragment shader: ");
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GLchar infoLog[1024];
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glGetShaderInfoLog(fragmentShader, 1024, NULL, infoLog);
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printf("%s",infoLog);
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}
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// create and link shader program
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program = glCreateProgram();
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glAttachShader(program, vertexShader);
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (!status) {
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printf("Error linking program: ");
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GLchar infoLog[1024];
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glGetProgramInfoLog(program, 1024, NULL, infoLog);
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printf("%s",infoLog);
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}
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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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}
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ParsedObjFile teapot = readObjFile("teapot.obj");
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GLuint triangleVertexBufferObject;
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glGenBuffers(1, &triangleVertexBufferObject);
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glBindBuffer(GL_ARRAY_BUFFER, triangleVertexBufferObject);
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glBufferData(GL_ARRAY_BUFFER, sizeof(cube), cube, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// create vertex array object
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, triangleVertexBufferObject);
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glVertexAttribPointer(
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0,
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3,
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GL_FLOAT,
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GL_FALSE,
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sizeof(GLfloat) * 3,
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0
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);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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// ENABLE BACKFACE CULLING
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glFrontFace(GL_CW);
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glEnable(GL_CULL_FACE);
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// ENABLE RESTARTING
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glEnable(GL_PRIMITIVE_RESTART);
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glPrimitiveRestartIndex(RESTART);
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// DEFINE INDEX ARRAY FOR ELEMENT DRAWING
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glGenBuffers(1, &cubeIndicesBufferObject);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cubeIndicesBufferObject);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cubeIndices), cubeIndices, GL_STATIC_DRAW);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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}
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void drawCube(vec3* position, vec3* scaleVec, vec3* rotateVec) {
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mat4 modelTransformation;
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identity(&modelTransformation);
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scale(&modelTransformation, &modelTransformation, scaleVec);
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rotateX(&modelTransformation, &modelTransformation, rotateVec->x);
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rotateY(&modelTransformation, &modelTransformation, rotateVec->y);
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rotateZ(&modelTransformation, &modelTransformation, rotateVec->z);
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translate(&modelTransformation, &modelTransformation, position);
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glUniformMatrix4fv(glGetUniformLocation(program, "modelTransformation"), 1, GL_FALSE, (GLfloat*)&modelTransformation);
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glUniform3f(glGetUniformLocation(program, "color"), 1.0f, 0.0f, 0.0f);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)(0 * sizeof(GLuint)));
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glUniform3f(glGetUniformLocation(program, "color"), 1.0f, 1.0f, 0.0f);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)(6 * sizeof(GLuint)));
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glUniform3f(glGetUniformLocation(program, "color"), 1.0f, 1.0f, 1.0f);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)(12 * sizeof(GLuint)));
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glUniform3f(glGetUniformLocation(program, "color"), 0.0f, 1.0f, 1.0f);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)(18 * sizeof(GLuint)));
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glUniform3f(glGetUniformLocation(program, "color"), 0.0f, 0.0f, 1.0f);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)(24 * sizeof(GLuint)));
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glUniform3f(glGetUniformLocation(program, "color"), 1.0f, 0.0f, 1.0f);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)(30 * sizeof(GLuint)));
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}
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void draw(void) {
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handleInputs();
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program);
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glBindVertexArray(vao);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cubeIndicesBufferObject);
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step += 0.002f;
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if (step > 1.0f) step -= 1.0f;
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GLfloat stepi = step * pi * 2;
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// ------------- MODEL TRANSFORMATION ---------------------
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// SCALE -> ROTATE -> TRANSLATE
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// GLfloat cubePosition[3] = {0.0f, -2.0f, 0.0f};
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// GLfloat cubeScale[3] = {4.0f, 0.2f, 4.0f};
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// GLfloat modelTransformation[16];
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// identity(modelTransformation);
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// scale(modelTransformation, modelTransformation, cubeScale);
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// rotateY(modelTransformation, modelTransformation, stepi);
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// rotateX(modelTransformation, modelTransformation, stepi + 1.0f);
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// rotateZ(modelTransformation, modelTransformation, stepi + 0.5f);
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// translate(modelTransformation, modelTransformation, cubePosition);
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// ------------- VIEWING TRANSFORMATION -------------------
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vec3 origin = {0.0f, 0.0f, 0.0f};
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vec3 up = {0.0f, 1.0f, 0.0f};
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mat4 viewingTransformation;
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lookAt(&viewingTransformation, &cameraPosition, &origin, &up);
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// -------------- PROJECTION TRANSFORMATION ----------------
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mat4 projectionTransformation;
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GLfloat near = 0.1f;
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GLfloat far = 10.0f;
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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 globalTransformation;
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identity(&globalTransformation);
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multiply(&globalTransformation, &viewingTransformation, &globalTransformation);
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multiply(&globalTransformation, &projectionTransformation, &globalTransformation);
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multiply(&globalTransformation, &normalisationTransformation, &globalTransformation);
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glUniformMatrix4fv(glGetUniformLocation(program, "globalTransformation"), 1, GL_FALSE, (GLfloat*)&globalTransformation);
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vec3 position = {0.0f, -3.0f, 0.0f};
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vec3 scaleVec = {3.0f, 0.1f, 3.0f};
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vec3 rotateVec = {0.0f, 0.0f, 0.0f};
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drawCube(&position, &scaleVec, &rotateVec);
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position.y = -2.8f;
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scaleVec.x = 2.0f;
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scaleVec.z = 2.0f;
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rotateVec.x = pi;
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drawCube(&position, &scaleVec, &rotateVec);
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position.y = -2.4f;
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scaleVec.x = 1.0f;
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scaleVec.y = 0.3f;
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scaleVec.z = 1.0f;
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rotateVec.x = 0.0f;
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rotateVec.y = pi / 4;
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drawCube(&position, &scaleVec, &rotateVec);
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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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int main(void) {
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// GLfloat test[16] = {
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// 1.0f, 2.0f, 3.0f, 4.0f,
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// 5.0f, 6.0f, 7.0f, 8.0f,
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// 9.0f, 1.0f, 2.0f, 3.0f,
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// 4.0f, 5.0f, 6.0f, 7.0f
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// };
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// transpose(test, test);
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// GLfloat test2[16] = {
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// 0.0f, 1.0f, 0.0f, 1.0f,
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// 1.0f, 2.0f, 1.0f, 2.0f,
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// 2.0f, 3.0f, 2.0f, 3.0f,
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// 3.0f, 4.0f, 3.0f, 4.0f
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// };
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// transpose(test2, test2);
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// multiply(test, test, test2);
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// mat4Print(test);
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// return 0;
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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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// register keyboard event handler
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glfwSetKeyCallback(window, keyboardHandler);
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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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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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@ -0,0 +1,200 @@
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#include <math.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <GL/glew.h>
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#include <string.h>
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#include "matrixMath.h"
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// MATRICES IN COLUMN MAJOR
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void vec3Zero(vec3* out) {
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for (int i = 0; i < 3; i++) {
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((GLfloat*)out)[i] = 0;
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}
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}
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void vec3Add(vec3* out, vec3* a, vec3* b) {
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for (int i = 0; i < 3; i++) {
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((GLfloat*)out)[i] = ((GLfloat*)a)[i] + ((GLfloat*)b)[i];
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}
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}
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void vec3Multiply(vec3* out, vec3* a, GLfloat x) {
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for (int i = 0; i < 3; i++) {
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((GLfloat*)out)[i] = ((GLfloat*)a)[i] * x;
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}
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}
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void vec3Subtract(vec3* out, vec3* a, vec3* b) {
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vec3 minusB;
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vec3Multiply(&minusB, b, -1);
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vec3Add(out, a, &minusB);
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}
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void vec3Cross(vec3* out, vec3* a, vec3* b) {
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vec3 result;
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result.x = a->y * b->z - a->z * b->y;
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result.y = a->z * b->x - a->x * b->z;
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result.z = a->x * b->y - a->y * b->x;
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memcpy(out, &result, sizeof(vec3));
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}
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GLfloat vec3Length(vec3* a) {
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return (GLfloat)sqrt(a->x * a->x + a->y * a->y + a->z * a->z);
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}
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GLfloat vec3Dot(vec3* a, vec3* b) {
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return a->x * b->x + a->y * b->y + a->z * b->z;
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}
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void vec3Normalise(vec3* out, vec3* a) {
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vec3Multiply(out, a, 1 / vec3Length(a));
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}
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// CREATE 4x4 IDENTITY MATRIX
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void identity(mat4* out) {
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for (int i = 0; i < 16; i++) {
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((GLfloat*)out)[i] = (i % 4 == i / 4);
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}
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}
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|
||||
// 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);
|
||||
}
|
|
@ -0,0 +1,66 @@
|
|||
#ifndef MATRIX_MATH
|
||||
#define MATRIX_MATH
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
typedef struct {
|
||||
GLfloat x;
|
||||
GLfloat y;
|
||||
GLfloat z;
|
||||
} vec3;
|
||||
|
||||
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;
|
||||
|
||||
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);
|
||||
|
||||
#endif
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,79 @@
|
|||
#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);
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
#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
|
|
@ -0,0 +1,8 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPosition;
|
||||
uniform mat4 globalTransformation;
|
||||
uniform mat4 modelTransformation;
|
||||
void main() {
|
||||
// color = aPosition / 2 + vec3(0.5, 0.5, 0.5);
|
||||
gl_Position = globalTransformation * modelTransformation * vec4(aPosition, 1.0);
|
||||
}
|
|
@ -0,0 +1,51 @@
|
|||
#include <GL/glew.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#include "wavefrontobj.h"
|
||||
|
||||
#define OBJ_LINE_BUFFER_SIZE 256
|
||||
|
||||
ParsedObjFile readObjFile(char* path) {
|
||||
ParsedObjFile parsedFile;
|
||||
|
||||
FILE* fp = fopen(path, "r");
|
||||
|
||||
if (fp == NULL) {
|
||||
fprintf(stderr, "File could not be opened: %s", path);
|
||||
parsedFile.vertices = 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') {
|
||||
numFaces++;
|
||||
}
|
||||
}
|
||||
|
||||
printf("Vertices: %d\nFaces: %d\nNormals:%d\nTextures:%d\n", numVertices, numFaces, numVertexNormals, numTextureCoords);
|
||||
|
||||
|
||||
fclose(fp);
|
||||
}
|
||||
|
||||
void clearParsedFile(ParsedObjFile file) {
|
||||
free(file.vertices);
|
||||
}
|
|
@ -0,0 +1,24 @@
|
|||
#ifndef WAVEFRONTOBJ_H
|
||||
#define WAVEFRONTOBJ_H
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include "matrixMath.h"
|
||||
|
||||
typedef struct {
|
||||
vec3 position;
|
||||
vec3 texture;
|
||||
vec3 normal;
|
||||
} vertex;
|
||||
|
||||
|
||||
typedef struct {
|
||||
vertex* vertices;
|
||||
GLuint length;
|
||||
} ParsedObjFile;
|
||||
|
||||
|
||||
extern ParsedObjFile readObjFile(char* path);
|
||||
extern void clearParsedFile(ParsedObjFile file);
|
||||
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue