gravity/main.c

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C
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#include <time.h>
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#include <stdio.h>
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#include <stdlib.h>
#include <unistd.h>
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#include <GL/glew.h>
#include <GL/freeglut.h>
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#include <cglm/cglm.h>
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#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
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float frand48(void) {
return (float) rand() / (float) (RAND_MAX + 1.0);
}
float fov = 45.0f; // default fov
float fov_change = 1.0f;
unsigned int shader_program;
unsigned int vertex_shader;
unsigned int fragment_shader;
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// shaders
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const char *vertex_shader_location = "assets/shaders/shader.vert";
const char *fragment_shader_location = "assets/shaders/shader.frag";
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// structs
struct object {
vec4 translation_force;
vec4 rotation_force;
vec4 position;
vec4 rotation;
vec3 color;
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float mass;
void *next;
float *vertices;
unsigned int *indices;
float *normals;
long vertices_num;
long indices_num;
long normals_num;
unsigned int vao;
unsigned int vbo; // buffer for vertices
unsigned int ebo; // buffer for indices
unsigned int nbo; // buffer for normals
};
// global objects information
struct object* objects = NULL;
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;
}
// RUD
free(ftext);
return 0;
}
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int load_model_to_object(const char *path, struct object *obj) {
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const struct aiScene *scene = aiImportFile(path, aiProcess_Triangulate);
if (scene == NULL) {
return -1;
}
for (int mesh_index = 0; mesh_index < scene->mNumMeshes; mesh_index++) {
struct aiMesh *mesh = scene->mMeshes[mesh_index];
fprintf(stdout, "Number of vertices in mesh %d: %d\n", mesh_index, mesh->mNumVertices);
// fetch vertices
for (int vertex_index = 0; vertex_index < mesh->mNumVertices; vertex_index++) {
struct aiVector3D *vertex = &(mesh->mVertices[vertex_index]);
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long start = obj->vertices_num*3;
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obj->vertices_num++;
obj->vertices = (float *) realloc(obj->vertices, obj->vertices_num*3*sizeof(float));
if (obj->vertices == NULL) {
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return -1;
}
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memcpy(&obj->vertices[start], vertex, sizeof(float)*3);
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}
// fetch indices
for (int face_index = 0; face_index < mesh->mNumFaces; face_index++) {
struct aiFace *face = &(mesh->mFaces[face_index]);
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long start = obj->indices_num;
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obj->indices_num += face->mNumIndices;
obj->indices = (unsigned int *) realloc(obj->indices, sizeof(unsigned int)*obj->indices_num);
if (obj->indices == NULL) {
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return -1;
}
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memcpy(&obj->indices[start], face->mIndices, sizeof(unsigned int)*face->mNumIndices);
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}
// fetch normals
for (int normal_index = 0; normal_index < mesh->mNumVertices; normal_index++) {
struct aiVector3D *normal = &(mesh->mNormals[normal_index]);
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long start = obj->normals_num*3;
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obj->normals_num++;
obj->normals = (float *) realloc(obj->normals,obj->normals_num*3*sizeof(float));
if (obj->normals == NULL) {
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return -1;
}
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memcpy(&obj->normals[start], normal, sizeof(float)*3);
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}
}
aiReleaseImport(scene);
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(vertex_shader_location, vertex_shader) == -1) {
return -1;
}
if (load_shader(fragment_shader_location, fragment_shader) == -1) {
return -1;
}
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, "Shader Compilation Error: %s\n", log);
return -1;
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return 0;
}
void calculate_gravity(struct object *src, struct object *target, vec3 force) {
vec4 tmp;
glm_vec4_sub(target->position, src->position, tmp);
vec3 distance;
glm_vec3(tmp, distance);
float h1 = sqrt((distance[0] * distance[0]) + (distance[1] * distance[1]));
float h2 = sqrt((h1 * h1) + (distance[2] * distance[2]));
float g = 6.67f * 1e-11f;
float top = g * src->mass * target->mass;
vec3 top_vec = {top, top, top};
float mass_area = target->mass;
for (int i = 0; i < 3; i++) {
distance[i] = (distance[i] * distance[i] * distance[i]);
/*if (distance[i] > -0.1 && distance[i] < 0) {
distance[i] = -0.1f;
}
if (distance[i] < 0.1 && distance[i] > 0) {
distance[i] = 0.1f;
}*/
}
for (int i = 0; i < 3; i++) {
if (distance[i] == 0) {
force[i] = 0.0f;
continue;
}
//force[i] = mass_area * (top_vec[i] / (distance[i] + (1 / (target->mass / mass_area))));
force[i] = (top_vec[i] / (h2 / (target->position[i] - src->position[i])));
//force[i] = (top_vec[i] / distance[i]);
}
}
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void display() {
mat4 view;
mat4 projection;
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vec3 view_translate = {0.0f, 0.0f, -3.0f};
GLint viewport[4]; // viewport: x,y,width,height
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GLint translation_uniform;
GLint rotation_uniform;
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GLint view_uniform;
GLint projection_uniform;
GLint color_uniform;
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glClearColor(0.13f, 0.13f, 0.13f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glGetIntegerv(GL_VIEWPORT, viewport);
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glUseProgram(shader_program);
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glm_mat4_identity(view);
glm_translate(view, view_translate);
glm_mat4_identity(projection);
glm_perspective(glm_rad(fov), (float) viewport[2]/(float) viewport[3], 0.01f, 10000.0f, 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");
rotation_uniform = glGetUniformLocation(shader_program, "rotation");
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);
// 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);
//glm_vec4_add(obj->position, *force, obj->position);
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(force_new, obj->position, obj->position);
}
glm_vec4_add(obj->position, obj->translation_force, obj->position);
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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glBindVertexArray(obj->vao);
glDrawElements(GL_TRIANGLES, obj->indices_num, GL_UNSIGNED_INT, (void *) 0);
}
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glutSwapBuffers();
glutPostRedisplay();
}
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;
default:
break;
}
}
void mouse(int button, int state, int x, int y) {
switch (button) {
case 3:
fov -= fov_change;
break;
case 4:
fov += fov_change;
break;
default:
break;
}
}
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void setup() {
for (struct object *obj = objects; obj != NULL; obj = obj->next) {
glGenVertexArrays(1, &obj->vao);
glGenBuffers(1, &obj->vbo);
glGenBuffers(1, &obj->ebo);
glGenBuffers(1, &obj->nbo);
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glBindVertexArray(obj->vao);
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glBindBuffer(GL_ARRAY_BUFFER,obj->vbo);
glBufferData(GL_ARRAY_BUFFER,obj->vertices_num*3*sizeof(float),obj->vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void *) 0);
glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, obj->nbo);
glBufferData(GL_ARRAY_BUFFER, obj->normals_num*3*sizeof(float), obj->normals, GL_STATIC_DRAW);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void *) 0);
glEnableVertexAttribArray(1);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,obj->ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,obj->indices_num*sizeof(unsigned int),obj->indices, GL_STATIC_DRAW);
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glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
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glEnable(GL_DEPTH_TEST);
}
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struct object *create_object(float mass, const char *model) {
struct object *new_object = (struct object *) malloc(sizeof(struct object));
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if (new_object == NULL) {
return NULL;
}
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new_object->mass = mass;
glm_vec4_one(new_object->position);
glm_vec4_one(new_object->rotation);
glm_vec4_zero(new_object->translation_force);
glm_vec4_zero(new_object->rotation_force);
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new_object->vertices_num = 0;
new_object->indices_num = 0;
new_object->normals_num = 0;
new_object->vertices = NULL;
new_object->indices = NULL;
new_object->normals = NULL;
new_object->next = NULL;
glm_vec3_one(new_object->color);
// choose random color
for (int i = 0; i < 3; i++) {
new_object->color[i] = frand48();
fprintf(stdout, "New color part set: %f\n", new_object->color[i]);
}
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if (load_model_to_object(model, new_object) == -1) {
return NULL;
}
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if (objects == NULL) {
objects = new_object;
return new_object;
}
struct object *obj = objects;
while (obj->next != NULL) {
obj = obj->next;
}
obj->next = new_object;
return new_object;
}
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("Simple Space Time Simulator");
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);
glutDisplayFunc(&display);
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if (load_shaders() != 0) {
fprintf(stderr, "Error: loading shaders\n");
return EXIT_FAILURE;
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}
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// objects
/*for (int i = 0; i < 100; i++) {
struct object *planet = create_object(rand()%100, "assets/models/sphere.obj");
int x_limit = 50;
int y_limit = 50;
float random_x = (float) -x_limit+(rand() % (x_limit*2));
float random_y = (float) -y_limit+(rand() % (y_limit*2));
// give random force as well
vec3 initial_boost;
glm_vec3_zero(initial_boost);
for (int j = 0; j < 3; j++) {
initial_boost[j] = 1/(rand() % 2);
}
vec4 planet_position = {random_x, random_y, (float) -1000.0f, 0.0f};
glm_vec4_add(planet->position, planet_position, planet->position);
glm_vec3_add(planet->translation_force, initial_boost, planet->translation_force);
}*/
float distance = -1000.0f;
struct object *a = create_object(1000000000.0f, "assets/models/sphere.obj");
struct object *b = create_object(10000000.0f, "assets/models/sphere.obj");
// struct object *c = create_object(1000000000.0f, "assets/models/sphere.obj");
//struct object *d = create_object(10.0f, "assets/models/sphere.obj");
vec4 a_pos = {0.0f, 0.0f, distance, 0.0f};
glm_vec4_add(a->position, a_pos, a->position);
vec4 b_pos = {50.0f, -50.0f, distance, 0.0f};
glm_vec4_add(b->position, b_pos, b->position);
// vec4 c_pos = {0.0f, -20.0f, distance, 0.0f};
// glm_vec4_add(c->position, c_pos, c->position);
//vec4 d_pos = {0.0f, 20.0f, distance, 0.0f};
//glm_vec4_add(d->position, d_pos, d->position);
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//struct object *cube = create_object(1000.0f, "assets/models/kub.obj");
//vec4 cube_location = {-2.0f, 0.0f, -10.0f, 0.0f};
//glm_vec4_add(cube->position, cube_location, cube->position);
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float n = 0.1f;
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//vec3 a_boost = {10*n, 0.0f, 0.0f};
//glm_vec3_add(a->translation_force, a_boost, a->translation_force);
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vec3 b_boost = {-100*n, 0.0f, 0.0f};
glm_vec3_add(b->translation_force, b_boost, b->translation_force);
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setup();
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glutMainLoop();
return EXIT_SUCCESS;
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}