computer-grafik-1/u05-1/main.c

281 lines
5.9 KiB
C

#include <stdio.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "vertexShader.c"
#include "fragmentShader.c"
#include "matrixMath.h"
#include <stdlib.h>
#include <math.h>
#include <string.h>
#define RESTART 345678
GLuint program;
GLuint vao;
GLuint cubeIndicesBufferObject;
GLfloat aspectRatio = 1.0f;
GLfloat step = 0.0f;
GLfloat cube[] = {
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, -1.0f
};
GLfloat ground[] = {
1.0f, 0.0f, 1.0f,
1.0f, 0.0f, -1.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, -1.0f
};
GLuint cubeIndices[] = {
0, 1, 2,
1, 3, 2,
1, 7, 3,
1, 5, 7,
4, 6, 5,
5, 6, 7,
0, 2, 4,
4, 2, 6,
7, 6, 3,
6, 2, 3,
4, 5, 1,
4, 1, 0
};
GLuint groundIndices[] = {
0, 1, 2,
1, 3, 2
};
void init(void) {
// create and compile vertex shader
GLchar *vertexText = malloc(vertexShader_glsl_len);
memcpy(vertexText, vertexShader_glsl, vertexShader_glsl_len);
const GLchar *vertexTextConst = vertexText;
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);
}
free(vertexText);
vertexText = NULL;
vertexTextConst = NULL;
// create and compile fragment shader
GLchar *fragmentText = malloc(fragmentShader_glsl_len);
memcpy(fragmentText, fragmentShader_glsl, fragmentShader_glsl_len);
const GLchar *fragmentTextConst = fragmentText;
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);
}
free(fragmentText);
fragmentText = NULL;
fragmentTextConst = NULL;
// 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);
}
GLuint triangleVertexBufferObject;
glGenBuffers(1, &triangleVertexBufferObject);
glBindBuffer(GL_ARRAY_BUFFER, triangleVertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube), cube, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// create vertex array object
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, triangleVertexBufferObject);
glVertexAttribPointer(
0,
3,
GL_FLOAT,
GL_FALSE,
sizeof(GLfloat) * 3,
0
);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// ENABLE BACKFACE CULLING
glFrontFace(GL_CW);
glEnable(GL_CULL_FACE);
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(RESTART);
// DEFINE INDEX ARRAY FOR ELEMENT DRAWING
glGenBuffers(1, &cubeIndicesBufferObject);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cubeIndicesBufferObject);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cubeIndices), cubeIndices, GL_STATIC_DRAW);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
}
void draw(void) {
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindVertexArray(vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cubeIndicesBufferObject);
step += 0.002f;
if (step > 1.0f) step -= 1.0f;
GLfloat M[16];
identity(M);
// GLfloat cameraPosition[3] = {sin(step * 2 * 3.14169f), 0.3f, 0.3f};
GLfloat cameraPosition[3] = {0.6f, 0.3f, 0.3f};
GLfloat cubePosition[3] = {0.0f, 0.0f, sin(step * 2 * 3.14159)};
GLfloat up[3] = {0.0f, 1.0f, 0.0f};
lookAt(M, cameraPosition, cubePosition, up);
// GLfloat scaleFactor = sin(step * 3.14159f * 2) * 0.1f + 0.2f;
GLfloat scaleFactor = 0.5f;
GLfloat aspectScale[3] = {1.0f / aspectRatio, 1.0f, 1.0f};
GLfloat scaleBy[3] = {scaleFactor, scaleFactor, scaleFactor};
// rotateY(M, M, step * 3.14159f * 2);
// rotateX(M, M, step * 3.14159f * 2 + 1.0f);
// rotateZ(M, M, step * 3.14159f * 2 + 0.5f);
scale(M, M, aspectScale);
// translate(M, M, cubePosition);
scale(M, M, scaleBy);
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, M);
glDrawElements(GL_TRIANGLES, sizeof(cubeIndices) / sizeof(GLuint), GL_UNSIGNED_INT, NULL);
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
glViewport(0, 0, width, height);
aspectRatio = (float)width / height;
}
int main(void) {
// GLfloat a[3];
// GLfloat b[3];
// vec3Zero(a);
// vec3Zero(b);
// a[0] = 1;
// a[1] = 2;
// a[2] = 3;
// vec3Normalise(a, a);
// printf("%f %f %f\n", a[0], a[1], a[2]);
// return 0;
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(600, 600, "Computergrafik 1", NULL, NULL);
if (!window) {
printf("Failed to create window\n");
glfwTerminate();
return -1;
}
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwMakeContextCurrent(window);
glewInit();
printf("OpenGL version supported by this platform (%s):\n", glGetString(GL_VERSION));
init();
while (!glfwWindowShouldClose(window)) {
draw();
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}