gravity/gravity.c

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14 KiB
C
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#include <time.h>
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#include <stdio.h>
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#include <stdlib.h>
#include <string.h>
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#include <GL/glew.h>
#include <GL/freeglut.h>
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#include <cglm/cglm.h>
#include "math.h"
#include "object.h"
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// global settings
float fov = 80.0f; // default fov
float fov_change = 1.0f;
vec3 camera_pos = { 0.0f, 0.0f, 0.0f };
vec3 camera_front = { 0.0f, 0.0f, -1.0f };
vec3 camera_up = { 0.0f, 1.0f, 0.0f };
struct object *camera_lock = NULL; // is camera locked to any object?
float camera_yaw = -90.0f; // x rotation
float camera_pitch = 0.0f; // y rotation
float camera_sensitivity = 0.01f;
float movement_speed = 2.0f;
GLint screen_viewport[4]; // viewport: x,y,width,height
int toggle_tracing = 0; // true or false
long added_particles = 0;
// tmp
struct model *sphere_model;
// opengl
unsigned int shader_program;
unsigned int vertex_shader;
unsigned int fragment_shader;
// shaders
const char *object_vertex_shader_location = "assets/shaders/shader.vert";
const char *object_fragment_shader_location = "assets/shaders/shader.frag";
int load_shader(const char *path, unsigned int shader) {
FILE *fp = fopen(path, "r");
int len = 0;
char *ftext;
if (fp == NULL) {
fprintf(stderr, "Error: Cannot open file '%s'\n", path);
return -1;
}
fseek(fp, 0L, SEEK_END);
len = ftell(fp);
if (len == -1) {
fprintf(stderr, "Error: Cannot fetch length of file '%s'\n", path);
return -1;
}
fseek(fp, 0L, SEEK_SET);
ftext = (char *) malloc(len);
if (ftext == NULL) {
fprintf(stderr, "Error: Cannot allocate enough memory for file's contents '%s'\n", path);
return -1;
}
fread(ftext, sizeof(char), len, fp);
fclose(fp);
glShaderSource(shader, 1, (const char **) &ftext, &len);
glCompileShader(shader);
int success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (success != GL_TRUE) {
int log_length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
char log[log_length];
glGetShaderInfoLog(shader, log_length, NULL, log);
fprintf(stderr, "Shader Compilation Error: %s\n", log);
return -1;
}
free(ftext);
return 0;
}
int load_shaders() {
glDeleteProgram(shader_program);
shader_program = glCreateProgram();
// create and load new shaders
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
if (load_shader(object_vertex_shader_location, vertex_shader) == -1) {
return -1;
}
if (load_shader(object_fragment_shader_location, fragment_shader) == -1) {
return -1;
}
// compile object shader program
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program);
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int success;
glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
if (success != GL_TRUE) {
int log_length;
glGetProgramiv(shader_program, GL_INFO_LOG_LENGTH, &log_length);
char log[log_length];
glGetProgramInfoLog(shader_program, log_length, NULL, log);
fprintf(stderr, "[object program] Shader Compilation Error: %s\n", log);
return -1;
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return 0;
}
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void display() {
mat4 view;
mat4 projection;
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GLint translation_uniform;
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GLint view_uniform;
GLint projection_uniform;
GLint color_uniform;
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GLint scale_uniform;
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glClearColor(0.13f, 0.13f, 0.13f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glGetIntegerv(GL_VIEWPORT, screen_viewport);
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glUseProgram(shader_program);
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glm_mat4_identity(view);
vec3 camera_center;
glm_vec3_add(camera_pos, camera_front, camera_center);
glm_lookat(camera_pos, camera_center, camera_up, view);
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glm_mat4_identity(projection);
glm_perspective(glm_rad(fov), (float) screen_viewport[2]/(float) screen_viewport[3], 0.01f, 100000.0f, projection);
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view_uniform = glGetUniformLocation(shader_program, "view");
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projection_uniform = glGetUniformLocation(shader_program, "projection");
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translation_uniform = glGetUniformLocation(shader_program, "translation");
color_uniform = glGetUniformLocation(shader_program, "color");
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scale_uniform = glGetUniformLocation(shader_program, "scale");
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glUniformMatrix4fv(view_uniform, 1, GL_FALSE, (float *) view);
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glUniformMatrix4fv(projection_uniform, 1, GL_FALSE, (float *) projection);
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for (struct object *obj = objects; obj != NULL; obj = obj->next) {
mat4 translation_matrix;
glm_mat4_identity(translation_matrix);
struct model *obj_model = obj->model;
// calculate gravity
for (struct object *target = objects; target != NULL; target = target->next) {
if (target == obj) {
continue;
}
vec3 force;
glm_vec3_zero(force);
calculate_gravity(obj, target, force);
vec4 force_new;
for (int i = 0; i < 3; i++) {
force_new[i] = force[i];
}
force_new[3] = 0.0f;
float n = obj->mass;
vec4 scaler = {n,n,n,1.0f};
glm_vec4_div(force_new, scaler, force_new);
glm_vec4_add(force_new, obj->translation_force, obj->translation_force);
}
glm_vec4_add(obj->position, obj->translation_force, obj->position);
// follow object if camera locked
if (camera_lock == obj) {
glm_vec3_add(camera_pos, obj->translation_force, camera_pos);
}
// record path
if (toggle_tracing == 1) {
if (record_path(obj) == -1) {
exit(EXIT_FAILURE);
}
}
glm_translate(translation_matrix, obj->position);
glUniformMatrix4fv(translation_uniform, 1, GL_FALSE, (float *) translation_matrix);
glUniform3fv(color_uniform, 1, (float *) obj->color);
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glUniform1f(scale_uniform, obj->scale);
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glBindVertexArray(obj->vao);
glDrawElements(GL_TRIANGLES, obj_model->indices_num, GL_UNSIGNED_INT, (void *) 0);
glBindVertexArray(obj->pvao);
glBindBuffer(GL_ARRAY_BUFFER, obj->pbo);
glBufferData(GL_ARRAY_BUFFER, obj->paths_num*3*sizeof(float),obj->paths, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void *) 0);
glEnableVertexAttribArray(0);
glm_mat4_identity(translation_matrix);
glUniformMatrix4fv(translation_uniform, 1, GL_FALSE, (float *) translation_matrix);
glUniform1f(scale_uniform, 1.0f);
glDrawArrays(GL_LINE_STRIP, 0, obj->paths_num);
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}
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glutPostRedisplay();
glutSwapBuffers();
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}
void setup() {
// setup default mouse position
glGetIntegerv(GL_VIEWPORT, screen_viewport);
for (struct object *obj = objects; obj != NULL; obj = obj->next) {
struct model *obj_model = obj->model;
glGenVertexArrays(1, &obj->vao);
glGenVertexArrays(1, &obj->pvao);
glGenBuffers(1, &obj->vbo);
glGenBuffers(1, &obj->ebo);
glGenBuffers(1, &obj->nbo);
glGenBuffers(1, &obj->pbo);
glBindVertexArray(obj->vao);
glBindBuffer(GL_ARRAY_BUFFER,obj->vbo);
glBufferData(GL_ARRAY_BUFFER,obj_model->vertices_num*3*sizeof(float),obj_model->vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void *) 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, obj->nbo);
glBufferData(GL_ARRAY_BUFFER, obj_model->normals_num*3*sizeof(float), obj_model->normals, GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void *) 0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,obj->ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, obj_model->indices_num*sizeof(unsigned int), obj_model->indices, GL_STATIC_DRAW);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
glEnable(GL_DEPTH_TEST);
}
void keyboard(unsigned char key, int x, int y) {
switch (key) {
case '\x1B':
{
exit(EXIT_SUCCESS);
break;
}
case 'r':
case 'R':
if (load_shaders() != 0) {
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fprintf(stderr, "Error: reloading shaders\n");
exit(EXIT_FAILURE);
}
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fprintf(stdout, "Status: successfully reloaded shaders\n");
break;
case 'a':
case 'A': {
vec3 side_scalar = { movement_speed, movement_speed, movement_speed };
vec3 camera_side;
glm_cross(camera_front, camera_up, camera_side);
glm_normalize(camera_side);
glm_vec3_mul(camera_side, side_scalar, camera_side);
glm_vec3_sub(camera_pos, camera_side, camera_pos);
break;
}
case 'd':
case 'D': {
vec3 side_scalar = { movement_speed, movement_speed, movement_speed };
vec3 camera_side;
glm_cross(camera_front, camera_up, camera_side);
glm_normalize(camera_side);
glm_vec3_mul(camera_side, side_scalar, camera_side);
glm_vec3_add(camera_pos, camera_side, camera_pos);
break;
}
case 's':
case 'S': {
vec3 front_scalar = { movement_speed, movement_speed, movement_speed};
glm_vec3_mul(front_scalar, camera_front, front_scalar);
glm_vec3_sub(camera_pos, front_scalar, camera_pos);
break;
}
case 'w':
case 'W': {
vec3 front_scalar = { movement_speed, movement_speed, movement_speed };
glm_vec3_mul(front_scalar, camera_front, front_scalar);
glm_vec3_add(camera_pos, front_scalar, camera_pos);
break;
}
case 't':
case 'T':
toggle_tracing = !toggle_tracing;
if (toggle_tracing == 0) {
break;
}
// remove all the recorded paths of objects
for (struct object *obj = objects; obj != NULL; obj = obj->next) {
obj->paths_num=0;
free(obj->paths);
obj->paths = NULL;
}
break;
case 'c':
case 'C': {
added_particles++;
fprintf(stdout, "INFO: ADDED PARTICLES COUNT %ld\n", added_particles);
struct object *a = create_object(1000000.0f, sphere_model);
float n = 0.05f;
vec4 a_pos = {frand48() * 100, frand48() * 100, -150.0f, 0.0f};
glm_vec4_add(a->position, a_pos, a->position);
//vec3 a_boost = {-10 * n, 0.0f, 0.0f};
//glm_vec3_add(a->translation_force, a_boost, a->translation_force);
setup();
break;
}
default:
break;
}
}
void mouse(int button, int state, int x, int y) {
switch (button) {
case 3:
if (fov-fov_change < 0.0f) {
break;
}
fov -= fov_change;
break;
case 4:
if (fov+fov_change > 180.0f) {
break;
}
fov += fov_change;
break;
default:
break;
}
}
int warped_pointer = 0;
int first_pointer = 1;
void mouse_motion(int x, int y) {
if (warped_pointer == 1) {
warped_pointer = 0;
return;
}
warped_pointer = 1;
glutWarpPointer((screen_viewport[2]/2), screen_viewport[3]/2);
if (first_pointer == 1) {
first_pointer = 0;
return;
}
float offset_x = (float) (x - (screen_viewport[2]/2)) * camera_sensitivity;
float offset_y = (float) (y - (screen_viewport[3]/2)) * camera_sensitivity;
camera_yaw += offset_x;
camera_pitch -= offset_y;
// limit view rotation
if (camera_pitch < -89.9f) {
camera_pitch = -89.9f;
}
if (camera_pitch > 89.9f) {
camera_pitch = 89.9f;
}
vec3 view_direction;
view_direction[0] = cos(glm_rad(camera_yaw)) * cos(glm_rad(camera_pitch));
view_direction[1] = sin(glm_rad(camera_pitch));
view_direction[2] = sin(glm_rad(camera_yaw)) * cos(glm_rad(camera_pitch));
glm_normalize_to(view_direction, camera_front);
}
int main(int argc, char **argv) {
srandom(time(NULL));
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
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glutCreateWindow("gravity");
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GLenum err = glewInit();
if (err != GLEW_OK) {
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
return EXIT_FAILURE;
}
fprintf(stdout, "Status: using with GLEW %s\n", glewGetString(GLEW_VERSION));
glutKeyboardFunc(&keyboard);
glutMouseFunc(&mouse);
glutPassiveMotionFunc(&mouse_motion);
glutDisplayFunc(&display);
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if (load_shaders() != 0) {
fprintf(stderr, "Error: loading shaders\n");
return EXIT_FAILURE;
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}
// scene setup
sphere_model = load_model("assets/models/sphere.obj");
if (sphere_model == NULL) {
fprintf(stderr, "Error: loading model");
return EXIT_FAILURE;
}
struct object *a = create_object(100000000.0f, sphere_model);
struct object *b = create_object(100000.0f, sphere_model);
struct object *c = create_object(10000000.0f, sphere_model);
float distance = -500.0f;
vec4 a_pos = {0.0f, 0.0f, distance, 0.0f};
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glm_vec4_add(a->position, a_pos, a->position);
vec4 b_pos= {100.0f, 300.0f, distance, 0.0f};
glm_vec4_add(b->position, b_pos, b->position);
//vec4 a_pos = {0.0f, -0.0f, -150.0f, 0.0f};
//glm_vec4_add(a->position, a_pos, a->position);
// vec4 b_pos = {0.0f, -75.0f, -150.0f, 0.0f};
// glm_vec4_add(b->position, b_pos, b->position);
vec4 c_pos = {-100.0f, -400.0f, distance, 0.0f};
glm_vec4_add(c->position, c_pos, c->position);
float n = 0.05f;
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vec3 b_boost = {-70*n, 0.0f, 0.0f};
glm_vec3_add(b->translation_force, b_boost , b->translation_force);
glm_vec3_add(c->translation_force, b_boost , c->translation_force);
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// b->scale = 2.0f;
a->scale = 5.0f;
b->scale = 10.0f;
// camera_lock = b;
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setup();
glutMainLoop();
return EXIT_SUCCESS;
}