#include #include #include #include "vertexShader.c" #include "fragmentShader.c" #include "matrixMath.h" #include "transformation.h" #include "wavefrontobj.h" #include #include #include #include #define RESTART 345678 GLuint program; GLuint vao; int numFaces = 0; bool exitRequested = false; GLFWwindow* window; GLfloat aspectRatio = 1.0f; double timeBetweenUpdates = 0.2f; double timeSinceUpdate = 0.0f; int framesSinceUpdate = 0; GLfloat step = 0.0f; const GLfloat pi = 3.14159f; vec3 cameraPosition = {0.0f, 3.0f, 5.5f}; // input handler for camera movement void handleInputs(double deltaTime) { if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) { cameraPosition.z += deltaTime * 10; } if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) { cameraPosition.z -= deltaTime * 10; } if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) { cameraPosition.y += deltaTime * 10; } if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) { cameraPosition.y -= deltaTime * 10; } } // input handler to quit with ESC void keyboardHandler(GLFWwindow* window, int key, int scancode, int action, int mods) { if (action == GLFW_PRESS) { if (key == GLFW_KEY_ESCAPE) { exitRequested = true; } } } void init(void) { // create and compile vertex shader const GLchar *vertexTextConst = vertexShader_glsl; GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexTextConst, &vertexShader_glsl_len); glCompileShader(vertexShader); GLint status; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status); if (!status) { printf("Error compiling vertex shader: "); GLchar infoLog[1024]; glGetShaderInfoLog(vertexShader, 1024, NULL, infoLog); printf("%s",infoLog); } vertexTextConst = NULL; // create and compile fragment shader const GLchar *fragmentTextConst = fragmentShader_glsl; GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentTextConst, &fragmentShader_glsl_len); glCompileShader(fragmentShader); glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status); if (!status) { printf("Error compiling fragment shader: "); GLchar infoLog[1024]; glGetShaderInfoLog(fragmentShader, 1024, NULL, infoLog); printf("%s",infoLog); } // create and link shader program program = glCreateProgram(); glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &status); if (!status) { printf("Error linking program: "); GLchar infoLog[1024]; glGetProgramInfoLog(program, 1024, NULL, infoLog); printf("%s",infoLog); } glValidateProgram(program); glGetProgramiv(program, GL_VALIDATE_STATUS, &status); if (!status) { printf("Error validating program: "); GLchar infoLog[1024]; glGetProgramInfoLog(program, 1024, NULL, infoLog); printf("%s",infoLog); } // --------------- READ teapot.obj ParsedObjFile teapot = readObjFile("../obj/teapot.obj"); numFaces = teapot.length; // write teapot faces to buffer GLuint triangleVertexBufferObject; glGenBuffers(1, &triangleVertexBufferObject); glBindBuffer(GL_ARRAY_BUFFER, triangleVertexBufferObject); glBufferData(GL_ARRAY_BUFFER, teapot.length * sizeof(face), teapot.faces, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); // create vertex array object glGenVertexArrays(1, &vao); glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, triangleVertexBufferObject); // vertex positions glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, sizeof(vertex), 0 ); glEnableVertexAttribArray(0); // vertex normals glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, sizeof(vertex), (void*) sizeof(vec3) ); glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); // ENABLE BACKFACE CULLING glFrontFace(GL_CCW); glEnable(GL_CULL_FACE); // ENABLE DEPTH BUFFER glEnable(GL_DEPTH_TEST); glClearColor(0.1f, 0.1f, 0.3f, 1.0f); } void updateStats() { printf("\rFPS: %.1f", framesSinceUpdate / timeSinceUpdate); printf(" - Camera Position: [%f, %f, %f]", cameraPosition.x, cameraPosition.y, cameraPosition.z); fflush(stdout); } void draw(void) { // FPS Counter framesSinceUpdate++; double deltaTime = glfwGetTime(); timeSinceUpdate += deltaTime; glfwSetTime(0.0f); if (timeSinceUpdate >= timeBetweenUpdates) { updateStats(); timeSinceUpdate = 0.0f; framesSinceUpdate = 0; } // camera movement handleInputs(deltaTime); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(program); glBindVertexArray(vao); // step for rotations // counts up to 1.0 and then resets back to 0.0 forever step += deltaTime / 5; if (step > 1.0f) step -= 1.0f; // step multiplied by pi * 2 for use in rotation and trig functions GLfloat stepi = step * pi * 2; // ------------- MODEL TRANSFORMATION --------------------- // SCALE -> ROTATE -> TRANSLATE mat4 modelTransformation; identity(&modelTransformation); rotateY(&modelTransformation, &modelTransformation, stepi); // ------------- VIEWING TRANSFORMATION ------------------- vec3 origin = {0.0f, 0.0f, 0.0f}; vec3 up = {0.0f, 1.0f, 0.0f}; mat4 viewingTransformation; lookAt(&viewingTransformation, &cameraPosition, &origin, &up); // -------------- PROJECTION TRANSFORMATION ---------------- mat4 projectionTransformation; GLfloat near = 0.1f; GLfloat far = 10.0f; perspectiveProjection(&projectionTransformation, near, far); // -------------- NORMALISATION TRANSFORMATION ------------- mat4 normalisationTransformation; GLfloat fovy = pi / 2; normalisedDeviceCoordinatesFov(&normalisationTransformation, fovy, aspectRatio, near, far); mat4 globalTransformation; identity(&globalTransformation); // V * P * N * M // (right to left because it's more intuitive in my opinion) multiply(&globalTransformation, &modelTransformation, &globalTransformation); multiply(&globalTransformation, &viewingTransformation, &globalTransformation); multiply(&globalTransformation, &projectionTransformation, &globalTransformation); multiply(&globalTransformation, &normalisationTransformation, &globalTransformation); // send transformation matrix to shader glUniformMatrix4fv(glGetUniformLocation(program, "globalTransformation"), 1, GL_FALSE, (GLfloat*)&globalTransformation); // draw!!1 glDrawArrays(GL_TRIANGLES, 0, numFaces * 3); } // change viewport size and adjust aspect ratio when changing window size void framebuffer_size_callback(GLFWwindow *window, int width, int height) { glViewport(0, 0, width, height); aspectRatio = (float)width / height; } int main(void) { // initialise window glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window = glfwCreateWindow(700, 700, "Computergrafik 1", NULL, NULL); if (!window) { printf("Failed to create window\n"); glfwTerminate(); return -1; } glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwMakeContextCurrent(window); // disable framerate cap glfwSwapInterval(0); // register keyboard event handler glfwSetKeyCallback(window, keyboardHandler); // initialise glew glewInit(); printf("OpenGL version supported by this platform (%s):\n", glGetString(GL_VERSION)); init(); // exit when window should close or exit is requested (ESC) while (!glfwWindowShouldClose(window) && !exitRequested) { draw(); glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); return 0; }