u08-1
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18b18f0161
commit
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# Blender MTL File: 'None'
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# Material Count: 1
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newmtl None
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Ns 500
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Ka 0.8 0.8 0.8
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Kd 0.8 0.8 0.8
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Ks 0.8 0.8 0.8
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d 1
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illum 2
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# Blender v3.0.1 OBJ File: ''
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# www.blender.org
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o Plane
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v -1.000000 0.000000 1.000000
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v 1.000000 0.000000 1.000000
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v -1.000000 0.000000 -1.000000
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v 1.000000 0.000000 -1.000000
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vt 0.000000 0.000000
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vt 1.000000 0.000000
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vt 1.000000 1.000000
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vt 0.000000 1.000000
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vn 0.0000 1.0000 0.0000
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usemtl None
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s off
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f 1/1/1 2/2/1 4/3/1 3/4/1
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After Width: | Height: | Size: 5.2 KiB |
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After Width: | Height: | Size: 97 KiB |
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After Width: | Height: | Size: 27 KiB |
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GLEW_LIBS = $(shell pkgconf glew --libs)
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GLFW_LIBS = $(shell pkgconf glfw3 --libs)
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OTHER_LIBS = -lm
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ALL_LIBS = $(GLEW_LIBS) $(GLFW_LIBS) $(OTHER_LIBS)
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OBJ = matrixMath.o transformation.o wavefrontobj.o
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SHADERS = fragmentShader.c vertexShader.c
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cg1.out: test.out main.o $(OBJ) $(SHADERS)
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./test.out
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gcc -o $@ main.o $(OBJ) $(ALL_LIBS)
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test.out: test.o $(OBJ)
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gcc -o $@ test.o $(OBJ) $(ALL_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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test.o: 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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test: test.out
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./test.out
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clean:
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rm $(SHADERS) main.o test.o $(OBJ) cg1.out test.out
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#version 330 core
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in vec3 normal;
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in vec3 fragmentPosition;
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in vec2 textureCoordinate;
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uniform vec4 ambientColor;
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uniform vec4 diffusionColor;
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uniform vec4 specularColor;
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uniform float shininess;
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uniform vec4 ambientLight;
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uniform vec3 lightPosition;
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uniform vec4 lightColor;
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uniform sampler2D myTexture;
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float emissionStrength = 0.0;
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void main() {
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vec4 color = texture(myTexture, textureCoordinate);
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vec3 norm = normalize(normal);
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vec3 lightDir = normalize(lightPosition - fragmentPosition);
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vec3 eyeDir = -normalize(fragmentPosition);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 halfway = (lightDir + eyeDir) / length(lightDir + eyeDir);
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float specular = pow(max(dot(halfway, norm), 0.0), shininess);
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gl_FragColor =
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// EMISSION
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diffusionColor * emissionStrength +
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// // AMBIENT
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ambientLight * ambientColor +
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// DIFFUSION
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diff * lightColor * diffusionColor +
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// SPECULAR
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specular * lightColor * specularColor;
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gl_FragColor = color;
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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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#define STB_IMAGE_IMPLEMENTATION
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#include "../lib/stb_image.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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GLuint program;
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GLuint vao;
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GLuint texture;
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int numFaces = 0;
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bool exitRequested = false;
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GLFWwindow* window;
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GLfloat aspectRatio = 1.0f;
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double timeBetweenUpdates = 0.2f;
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double timeSinceUpdate = 0.0f;
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int framesSinceUpdate = 0;
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GLfloat step = 0.0f;
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const GLfloat pi = 3.14159f;
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vec3 cameraPosition = {0.0f, 3.0f, 5.5f};
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char* defaultModel = "../obj/cube.obj";
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char** model = &defaultModel;
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char* defaultTexture = "../texture/crate.png";
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char** textureFile = &defaultTexture;
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// input handler for camera movement
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void handleInputs(double deltaTime) {
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
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cameraPosition.z += deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
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cameraPosition.z -= deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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cameraPosition.y += deltaTime * 10;
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}
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
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cameraPosition.y -= deltaTime * 10;
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}
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}
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// input handler to quit with ESC
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void keyboardHandler(GLFWwindow* window, int key, int scancode, int action, int mods) {
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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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// --------------- READ MODEL FILE
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ParsedObjFile teapot = readObjFile(*model);
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numFaces = teapot.length;
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// write teapot faces to buffer
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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, teapot.length * sizeof(face), teapot.faces, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// -------------- READ TEXTURE FILE
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int width, height, nrChannels;
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unsigned char* image = stbi_load(*textureFile, &width, &height, &nrChannels, 0);
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// default: 3 channels, RGB
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GLenum format = GL_RGB;
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// alpha channel is present
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if (nrChannels == 4) {
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// set format to RGBA
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format = GL_RGBA;
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}
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, format, GL_UNSIGNED_BYTE, image);
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// load texture using previously determined format ----- ^^^^^^
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glGenerateMipmap(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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stbi_image_free(image);
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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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// vertex positions
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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(vertex),
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0
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);
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glEnableVertexAttribArray(0);
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// vertex normals
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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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);
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glEnableVertexAttribArray(1);
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// vertex texture coordinates
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glVertexAttribPointer(
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2,
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2,
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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, texture)
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);
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glEnableVertexAttribArray(2);
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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_CCW);
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glEnable(GL_CULL_FACE);
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// ENABLE DEPTH BUFFER
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glEnable(GL_DEPTH_TEST);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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}
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void updateStats() {
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printf("\rFPS: %.1f", framesSinceUpdate / timeSinceUpdate);
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printf(" - Camera Position: [%f, %f, %f]", cameraPosition.x, cameraPosition.y, cameraPosition.z);
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fflush(stdout);
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}
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void draw(void) {
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// FPS Counter
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framesSinceUpdate++;
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double deltaTime = glfwGetTime();
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timeSinceUpdate += deltaTime;
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glfwSetTime(0.0f);
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if (timeSinceUpdate >= timeBetweenUpdates) {
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updateStats();
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timeSinceUpdate = 0.0f;
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framesSinceUpdate = 0;
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}
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// camera movement
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handleInputs(deltaTime);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(program);
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glBindVertexArray(vao);
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// step for rotations
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// counts up to 1.0 and then resets back to 0.0 forever
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step += deltaTime / 5;
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if (step > 1.0f) step -= 1.0f;
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if (step < 0.0f) step += 1.0f;
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// step multiplied by pi * 2 for use in rotation and trig functions
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GLfloat stepi = step * pi * 2;
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// ------------- MODEL TRANSFORMATION ---------------------
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// SCALE -> ROTATE -> TRANSLATE
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mat4 modelTransformation;
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identity(&modelTransformation);
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rotateY(&modelTransformation, &modelTransformation, stepi);
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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 = 20.0f;
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perspectiveProjection(&projectionTransformation, near, far);
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// -------------- NORMALISATION TRANSFORMATION -------------
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mat4 normalisationTransformation;
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GLfloat fovy = pi / 2;
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normalisedDeviceCoordinatesFov(&normalisationTransformation, fovy, aspectRatio, near, far);
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mat4 modelView;
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identity(&modelView);
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multiply(&modelView, &modelTransformation, &modelView);
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multiply(&modelView, &viewingTransformation, &modelView);
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mat4 projection;
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identity(&projection);
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multiply(&projection, &projectionTransformation, &projection);
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multiply(&projection, &normalisationTransformation, &projection);
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// calculate matrix for normals
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mat3 normalModelView;
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mat3From4(&normalModelView, &modelView);
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mat3Inverse(&normalModelView, &normalModelView);
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mat3Transpose(&normalModelView, &normalModelView);
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// send transformation matrix to shader
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glUniformMatrix4fv(glGetUniformLocation(program, "modelView"), 1, GL_FALSE, (GLfloat*)&modelView);
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glUniformMatrix3fv(glGetUniformLocation(program, "normalModelView"), 1, GL_FALSE, (GLfloat*)&normalModelView);
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glUniformMatrix4fv(glGetUniformLocation(program, "projection"), 1, GL_FALSE, (GLfloat*)&projection);
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vec4 lightPosition = {cos(stepi * 2) * 3.0f, 3.0f, sin(stepi * 2) * 3.0f, 1.0f};
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multiplyAny((GLfloat *)&lightPosition, (GLfloat *)&modelView, (GLfloat *)&lightPosition, 4, 4, 1);
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glUniform3f(glGetUniformLocation(program, "lightPosition"), lightPosition.x, lightPosition.y, lightPosition.z);
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// SET TEXTURE
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GLuint textureLocation = glGetUniformLocation(program, "myTexture");
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glUniform1i(textureLocation, 13);
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glActiveTexture(GL_TEXTURE13);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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// SET MATERIAL DATA
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glUniform4f(glGetUniformLocation(program, "ambientColor"), 0.25f, 0.22f, 0.06f, 1.0f);
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glUniform4f(glGetUniformLocation(program, "diffusionColor"), 0.35f, 0.31f, 0.09f, 1.0f);
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glUniform4f(glGetUniformLocation(program, "specularColor"), 0.80f, 0.72f, 0.21f, 1.0f);
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glUniform1f(glGetUniformLocation(program, "shininess"), 83.2f * 4.0f);
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// SET LIGHT DATA
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glUniform4f(glGetUniformLocation(program, "lightColor"), 1.0f, 1.0f, 1.0f, 1.0f);
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glUniform4f(glGetUniformLocation(program, "ambientLight"), 0.2f, 0.2f, 0.2f, 1.0f);
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// draw!!1
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glDrawArrays(GL_TRIANGLES, 0, numFaces * 3);
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}
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|
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// change viewport size and adjust aspect ratio when changing window size
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||||
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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glViewport(0, 0, width, height);
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aspectRatio = (float)width / height;
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||||
}
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|
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int main(int argc, char **argv) {
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|
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if (argc == 2) {
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model = &argv[1];
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}
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||||
// initialise window
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||||
glfwInit();
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||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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|
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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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||||
|
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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||||
glfwMakeContextCurrent(window);
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|
||||
// disable framerate cap
|
||||
glfwSwapInterval(0);
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||||
|
||||
// register keyboard event handler
|
||||
glfwSetKeyCallback(window, keyboardHandler);
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||||
|
||||
// initialise glew
|
||||
glewInit();
|
||||
|
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printf("OpenGL version supported by this platform (%s):\n", glGetString(GL_VERSION));
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||||
|
||||
init();
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|
||||
// exit when window should close or exit is requested (ESC)
|
||||
while (!glfwWindowShouldClose(window) && !exitRequested) {
|
||||
draw();
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -0,0 +1,295 @@
|
|||
#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
|
||||
/* cos a 0 sin a 0
|
||||
* 0 1 0 0
|
||||
* -sin a 0 cos a 0
|
||||
* 0 0 0 1
|
||||
*/
|
||||
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 mat3Transpose(mat3* out, mat3* in) {
|
||||
transposeAny((GLfloat*)out, (GLfloat*)in, 3, 3);
|
||||
}
|
||||
|
||||
/**
|
||||
* a - m00 b - m01 c - m02
|
||||
* d - m10 e - m11 f - m12
|
||||
* g - m20 h - m21 i - m22
|
||||
*/
|
||||
void mat3Minor(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 mat3Cofactor(mat3* out, mat3* in) {
|
||||
mat3 result;
|
||||
mat3Minor(out, in);
|
||||
|
||||
out->m01 *= -1;
|
||||
out->m10 *= -1;
|
||||
out->m21 *= -1;
|
||||
out->m12 *= -1;
|
||||
}
|
||||
|
||||
void mat3Adjoint(mat3* out, mat3* in) {
|
||||
mat3Cofactor(out, in);
|
||||
mat3Transpose(out, out);
|
||||
}
|
||||
|
||||
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 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 += fabs(A[i] - B[i]);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
GLfloat mat3SumDiff(mat3* A, mat3* B) {
|
||||
return sumDiffAny((GLfloat*)A, (GLfloat*)B, 3, 3);
|
||||
}
|
|
@ -0,0 +1,104 @@
|
|||
#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 x;
|
||||
GLfloat y;
|
||||
} vec2;
|
||||
|
||||
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 mat3MultiplyScalar(mat3* out, mat3* in, GLfloat x);
|
||||
extern GLfloat mat3Determinant(mat3* m);
|
||||
extern void mat3Transpose(mat3* out, mat3* in);
|
||||
extern void mat3Minor(mat3* out, mat3* in);
|
||||
extern void mat3Cofactor(mat3* out, mat3* in);
|
||||
extern void mat3Adjoint(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
|
|
@ -0,0 +1,130 @@
|
|||
#include <stdio.h>
|
||||
#include <stdbool.h>
|
||||
#include <GL/glew.h>
|
||||
#include <math.h>
|
||||
|
||||
#include "matrixMath.h"
|
||||
|
||||
|
||||
#define KRED "\x1B[31m"
|
||||
#define KGRN "\x1B[32m"
|
||||
#define KNRM "\x1B[0m"
|
||||
|
||||
#define EPSILON 0.001f
|
||||
|
||||
int exitCode = 0;
|
||||
|
||||
void printTest(char* name, bool result) {
|
||||
if (result) {
|
||||
printf("%s PASSED%s - %s\n", KGRN, KNRM, name);
|
||||
} else {
|
||||
printf("%s!!! FAILED%s - %s\n", KRED, KNRM, name);
|
||||
exitCode = 1;
|
||||
}
|
||||
}
|
||||
|
||||
void testSumDiff() {
|
||||
mat3 A = {1, 0, 0, -1, 0, -1, 1, -1, 9};
|
||||
mat3 B = {0, 1, -1, 0, 0, 1, 1, -1, 8};
|
||||
GLfloat target = 7;
|
||||
|
||||
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 testMat3Minor() {
|
||||
mat3 M = {2, 0, 1, -1, 5, -1, 3, 2, -2};
|
||||
mat3 target = {-8, 5, -17, -2, -7, 4, -5, -1, 10};
|
||||
|
||||
mat3Minor(&M, &M);
|
||||
|
||||
printTest("mat3Minor", mat3SumDiff(&M, &target) < EPSILON);
|
||||
}
|
||||
|
||||
void testMat3Cofactor() {
|
||||
mat3 M = {2, 0, 1, -1, 5, -1, 3, 2, -2};
|
||||
mat3 target = {-8, -5, -17, 2, -7, -4, -5, 1, 10};
|
||||
|
||||
mat3Cofactor(&M, &M);
|
||||
|
||||
printTest("mat3Cofactor", mat3SumDiff(&M, &target) < EPSILON);
|
||||
}
|
||||
|
||||
void testMat3Adjoint() {
|
||||
mat3 M = {1, 2, -1, 2, 1, 2, -1, 2, 1};
|
||||
mat3 target = {-3, -4, 5, -4, 0, -4, 5, -4, -3};
|
||||
|
||||
|
||||
mat3Adjoint(&M, &M);
|
||||
|
||||
printTest("mat3Adjoint", mat3SumDiff(&M, &target) < EPSILON);
|
||||
}
|
||||
|
||||
void testMat3MultiplyScalar() {
|
||||
mat3 M = {1, 2, 3, 4, 0, -1.5f, -2.5f, -3.5f, -4.5f};
|
||||
GLfloat x = 0.9f;
|
||||
mat3 target = {0.9f, 1.8f, 2.7f, 3.6f, 0, -1.35f, -2.25f, -3.15f, -4.05f};
|
||||
|
||||
mat3MultiplyScalar(&M, &M, x);
|
||||
|
||||
printTest("mat3MultiplyScalar", mat3SumDiff(&M, &target) < EPSILON);
|
||||
}
|
||||
|
||||
void testMat3Determinant() {
|
||||
mat3 M = {1, -3, 2, 3, -1, 3, 2, -3, 1};
|
||||
GLfloat target = -15;
|
||||
|
||||
printTest("mat3Determinant", fabs(mat3Determinant(&M) - target) < EPSILON);
|
||||
}
|
||||
|
||||
void testMat3Inverse() {
|
||||
mat3 M = {1, 2, -1, 2, 1, 2, -1, 2, 1};
|
||||
mat3 target = {0.1875f, 0.25f, -0.3125f, 0.25f, 0, 0.25f, -0.3125f, 0.25f, 0.1875f};
|
||||
|
||||
mat3Inverse(&M, &M);
|
||||
|
||||
bool result = mat3SumDiff(&M, &target) < EPSILON;
|
||||
|
||||
if (!result) {
|
||||
printf("\nM:\n");
|
||||
mat3Print(&M);
|
||||
printf("\ntarget:\n");
|
||||
mat3Print(&target);
|
||||
}
|
||||
|
||||
printTest("mat3Inverse", result);
|
||||
}
|
||||
|
||||
void testMat3Transpose() {
|
||||
mat3 M = {1, 2, 3, 4, 5, 6, 7, 8, 9};
|
||||
mat3 target = {1, 4, 7, 2, 5, 8, 3, 6, 9};
|
||||
|
||||
mat3Transpose(&M, &M);
|
||||
|
||||
printTest("mat3Transpose", mat3SumDiff(&M, &target) < EPSILON);
|
||||
}
|
||||
|
||||
int main(void) {
|
||||
testSumDiff();
|
||||
testMat3Minor();
|
||||
testMat3Cofactor();
|
||||
testMat3Adjoint();
|
||||
testMat3MultiplyScalar();
|
||||
testMat3Determinant();
|
||||
testMat3Inverse();
|
||||
testMat3Transpose();
|
||||
|
||||
return exitCode;
|
||||
}
|
|
@ -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 +1,23 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPosition;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTextureCoordinate;
|
||||
|
||||
uniform mat4 modelView;
|
||||
uniform mat3 normalModelView;
|
||||
uniform mat4 projection;
|
||||
|
||||
|
||||
out vec3 normal;
|
||||
out vec3 fragmentPosition;
|
||||
out vec2 textureCoordinate;
|
||||
void main() {
|
||||
normal = normalModelView * aNormal;
|
||||
textureCoordinate = aTextureCoordinate;
|
||||
|
||||
vec4 modelViewPos = modelView * vec4(aPosition, 1.0);
|
||||
|
||||
gl_Position = projection * modelViewPos;
|
||||
|
||||
fragmentPosition = vec3(modelViewPos);
|
||||
}
|
|
@ -0,0 +1,190 @@
|
|||
#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)
|
||||
*
|
||||
*/
|
||||
|
||||
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].x,
|
||||
&vertices[curVertex].y,
|
||||
&vertices[curVertex].z
|
||||
);
|
||||
curVertex++;
|
||||
|
||||
} else if (buf[1] == 't') {
|
||||
|
||||
int readValues = sscanf(buf,
|
||||
"vt %f %f",
|
||||
&textures[curTexture].x,
|
||||
&textures[curTexture].y
|
||||
);
|
||||
|
||||
if (readValues != 2) {
|
||||
textures[curTexture].y = 0;
|
||||
}
|
||||
|
||||
curTexture++;
|
||||
|
||||
|
||||
} 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));
|
||||
|
||||
memcpy(&faces[curFace].v1.texture, &textures[vt1 - 1], sizeof(vec2));
|
||||
memcpy(&faces[curFace].v2.texture, &textures[vt2 - 1], sizeof(vec2));
|
||||
memcpy(&faces[curFace].v3.texture, &textures[vt3 - 1], sizeof(vec2));
|
||||
|
||||
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));
|
||||
|
||||
memcpy(&faces[curFace].v1.texture, &textures[vt1 - 1], sizeof(vec2));
|
||||
memcpy(&faces[curFace].v2.texture, &textures[vt2 - 1], sizeof(vec2));
|
||||
memcpy(&faces[curFace].v3.texture, &textures[vt3 - 1], sizeof(vec2));
|
||||
|
||||
curFace++;
|
||||
}
|
||||
|
||||
|
||||
// TODO: textures
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
free(vertices);
|
||||
free(normals);
|
||||
fclose(fp);
|
||||
|
||||
return parsedFile;
|
||||
}
|
||||
|
||||
void clearParsedFile(ParsedObjFile file) {
|
||||
free(file.faces);
|
||||
}
|
|
@ -0,0 +1,29 @@
|
|||
#ifndef WAVEFRONTOBJ_H
|
||||
#define WAVEFRONTOBJ_H
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include "matrixMath.h"
|
||||
|
||||
typedef struct {
|
||||
vec3 position;
|
||||
vec3 normal;
|
||||
vec2 texture;
|
||||
} 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