407 lines
10 KiB
C
407 lines
10 KiB
C
#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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// 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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int main(int argc, char **argv) {
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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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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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// disable framerate cap
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glfwSwapInterval(0);
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// register keyboard event handler
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glfwSetKeyCallback(window, keyboardHandler);
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// initialise glew
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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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// exit when window should close or exit is requested (ESC)
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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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} |