340 lines
8.3 KiB
C
340 lines
8.3 KiB
C
#include <stdio.h>
|
|
|
|
#include <GL/glew.h>
|
|
#include <GLFW/glfw3.h>
|
|
|
|
#include "vertexShader.c"
|
|
#include "fragmentShader.c"
|
|
|
|
#include "matrixMath.h"
|
|
#include "transformation.h"
|
|
#include "wavefrontobj.h"
|
|
|
|
#include <stdlib.h>
|
|
#include <math.h>
|
|
#include <string.h>
|
|
#include <stdbool.h>
|
|
|
|
#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/monkey.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, 0.1f, 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 = 20.0f;
|
|
perspectiveProjection(&projectionTransformation, near, far);
|
|
|
|
|
|
|
|
// -------------- NORMALISATION TRANSFORMATION -------------
|
|
mat4 normalisationTransformation;
|
|
GLfloat fovy = pi / 2;
|
|
normalisedDeviceCoordinatesFov(&normalisationTransformation, fovy, aspectRatio, near, far);
|
|
|
|
|
|
mat4 modelView;
|
|
identity(&modelView);
|
|
multiply(&modelView, &modelTransformation, &modelView);
|
|
multiply(&modelView, &viewingTransformation, &modelView);
|
|
|
|
mat4 projection;
|
|
identity(&projection);
|
|
multiply(&projection, &projectionTransformation, &projection);
|
|
multiply(&projection, &normalisationTransformation, &projection);
|
|
|
|
|
|
// send transformation matrix to shader
|
|
glUniformMatrix4fv(glGetUniformLocation(program, "modelView"), 1, GL_FALSE, (GLfloat*)&modelView);
|
|
glUniformMatrix4fv(glGetUniformLocation(program, "projection"), 1, GL_FALSE, (GLfloat*)&projection);
|
|
|
|
|
|
vec4 lightPosition = {cos(stepi * 2) * 3.0f, 3.0f, sin(stepi * 2) * 3.0f, 1.0f};
|
|
multiplyAny((GLfloat *)&lightPosition, (GLfloat *)&modelView, (GLfloat *)&lightPosition, 4, 4, 1);
|
|
|
|
glUniform3f(glGetUniformLocation(program, "lightPosition"), lightPosition.x, lightPosition.y, lightPosition.z);
|
|
|
|
// SET MATERIAL DATA
|
|
glUniform4f(glGetUniformLocation(program, "ambientColor"), 0.25f, 0.22f, 0.06f, 1.0f);
|
|
glUniform4f(glGetUniformLocation(program, "diffusionColor"), 0.35f, 0.31f, 0.09f, 1.0f);
|
|
glUniform4f(glGetUniformLocation(program, "specularColor"), 0.80f, 0.72f, 0.21f, 1.0f);
|
|
glUniform1f(glGetUniformLocation(program, "shininess"), 83.2f * 4.0f);
|
|
|
|
// SET LIGHT DATA
|
|
glUniform4f(glGetUniformLocation(program, "lightColor"), 1.0f, 1.0f, 1.0f, 1.0f);
|
|
glUniform4f(glGetUniformLocation(program, "ambientLight"), 0.2f, 0.2f, 0.2f, 1.0f);
|
|
|
|
// 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;
|
|
} |