Tracing: implement object tracing lines

Implementation includes an 'auto-delete' system
for the traces. Each object will hold no more than
MAX_PATHS vertices for its trace. For more information
see the record_path() function
This commit is contained in:
0xdeadbeer 2023-10-22 13:40:22 +02:00
parent 957c4b6f68
commit a19b1370ac
2 changed files with 180 additions and 61 deletions

View File

@ -7,7 +7,7 @@ out vec4 output;
void main() { void main() {
vec4 norm = normalize(frag_normal); vec4 norm = normalize(frag_normal);
// vec4 ambient = vec4(0.0, 0.2, 0.46, 1.0); vec4 ambient = vec4(0.7, 0.7788, 0.46, 1.0);
vec4 light_color = vec4(0.7, 0.7, 0.7, 1.0); vec4 light_color = vec4(0.7, 0.7, 0.7, 1.0);
vec4 color = vec4(object_color.xyz, 1.0f); vec4 color = vec4(object_color.xyz, 1.0f);

239
main.c
View File

@ -1,7 +1,8 @@
#include <time.h> #include <time.h>
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#include <unistd.h> #include <math.h>
#include <string.h>
#include <GL/glew.h> #include <GL/glew.h>
#include <GL/freeglut.h> #include <GL/freeglut.h>
#include <cglm/cglm.h> #include <cglm/cglm.h>
@ -9,20 +10,36 @@
#include <assimp/scene.h> #include <assimp/scene.h>
#include <assimp/postprocess.h> #include <assimp/postprocess.h>
#define MAX_PATHS 250
float frand48(void) { float frand48(void) {
return (float) rand() / (float) (RAND_MAX + 1.0); float number = (float) rand() / (float) (RAND_MAX + 1.0);
float side = rand() % 2;
if (side == 0) {
number = -number;
}
return number;
} }
float fov = 45.0f; // default fov float fov = 80.0f; // default fov
float fov_change = 1.0f; float fov_change = 1.0f;
vec3 camera_pos = { 0.0f, 0.0f, 100.0f, };
vec3 camera_front = { 0.0f, 0.0f, -1.0f };
vec3 camera_up = { 0.0f, 1.0f, 0.0f };
float camera_yaw; // x rotation
float camera_pitch; // y rotation
float camera_sensitivity = 0.01f;
float movement_speed = 2.0f;
GLint screen_viewport[4]; // viewport: x,y,width,height
unsigned int shader_program; unsigned int shader_program;
unsigned int vertex_shader; unsigned int vertex_shader;
unsigned int fragment_shader; unsigned int fragment_shader;
// shaders // shaders
const char *vertex_shader_location = "assets/shaders/shader.vert"; const char *object_vertex_shader_location = "assets/shaders/shader.vert";
const char *fragment_shader_location = "assets/shaders/shader.frag"; const char *object_fragment_shader_location = "assets/shaders/shader.frag";
// structs // structs
struct object { struct object {
@ -34,6 +51,11 @@ struct object {
float mass; float mass;
void *next; void *next;
float *paths;
int paths_num;
int paths_index;
int paths_max;
float *vertices; float *vertices;
unsigned int *indices; unsigned int *indices;
float *normals; float *normals;
@ -41,10 +63,13 @@ struct object {
long indices_num; long indices_num;
long normals_num; long normals_num;
unsigned int vao; unsigned int vao; // array object for the actual object
unsigned int vbo; // buffer for vertices unsigned int vbo; // buffer for vertices
unsigned int ebo; // buffer for indices unsigned int ebo; // buffer for indices
unsigned int nbo; // buffer for normals unsigned int nbo; // buffer for normals
unsigned int pvao; // array object for paths
unsigned int pbo; // buffer for paths
}; };
// global objects information // global objects information
@ -96,7 +121,6 @@ int load_shader(const char *path, unsigned int shader) {
return -1; return -1;
} }
// RUD
free(ftext); free(ftext);
return 0; return 0;
@ -168,14 +192,15 @@ int load_shaders() {
vertex_shader = glCreateShader(GL_VERTEX_SHADER); vertex_shader = glCreateShader(GL_VERTEX_SHADER);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
if (load_shader(vertex_shader_location, vertex_shader) == -1) { if (load_shader(object_vertex_shader_location, vertex_shader) == -1) {
return -1; return -1;
} }
if (load_shader(fragment_shader_location, fragment_shader) == -1) { if (load_shader(object_fragment_shader_location, fragment_shader) == -1) {
return -1; return -1;
} }
// compile object shader program
glAttachShader(shader_program, vertex_shader); glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader); glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program); glLinkProgram(shader_program);
@ -190,7 +215,7 @@ int load_shaders() {
char log[log_length]; char log[log_length];
glGetProgramInfoLog(shader_program, log_length, NULL, log); glGetProgramInfoLog(shader_program, log_length, NULL, log);
fprintf(stderr, "Shader Compilation Error: %s\n", log); fprintf(stderr, "[object program] Shader Compilation Error: %s\n", log);
return -1; return -1;
} }
@ -235,39 +260,61 @@ void calculate_gravity(struct object *src, struct object *target, vec3 force) {
} }
//force[i] = mass_area * (top_vec[i] / (distance[i] + (1 / (target->mass / mass_area)))); //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] / (h2 / (target->position[i] - src->position[i]))) * 4;
//force[i] = (top_vec[i] / distance[i]); //force[i] = (top_vec[i] / distance[i]);
} }
} }
// records the latest obj position to the path ring
int record_path(struct object *obj) {
if (obj->paths_num <= obj->paths_max) {
obj->paths = (float *) reallocarray(obj->paths, (obj->paths_num+1)*3, sizeof(float));
}
if (obj->paths == NULL) {
fprintf(stderr, "Error: failed allocating memory for paths of object\n");
return -1;
}
memcpy(obj->paths+(obj->paths_num*3), obj->position, 3*sizeof(float));
if (obj->paths_num < obj->paths_max) {
obj->paths_num++;
return 0;
}
// pop first element
memmove(obj->paths, &obj->paths[3], (obj->paths_num)*3*sizeof(float));
return 0;
}
void display() { void display() {
mat4 view; mat4 view;
mat4 projection; mat4 projection;
vec3 view_translate = {0.0f, 0.0f, -3.0f};
GLint viewport[4]; // viewport: x,y,width,height
GLint translation_uniform; GLint translation_uniform;
GLint rotation_uniform;
GLint view_uniform; GLint view_uniform;
GLint projection_uniform; GLint projection_uniform;
GLint color_uniform; GLint color_uniform;
glClearColor(0.13f, 0.13f, 0.13f, 0.0f); glClearColor(0.13f, 0.13f, 0.13f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glGetIntegerv(GL_VIEWPORT, viewport); glGetIntegerv(GL_VIEWPORT, screen_viewport);
glUseProgram(shader_program); glUseProgram(shader_program);
glm_mat4_identity(view); glm_mat4_identity(view);
glm_translate(view, view_translate); vec3 camera_center;
glm_vec3_add(camera_pos, camera_front, camera_center);
glm_lookat(camera_pos, camera_center, camera_up, view);
glm_mat4_identity(projection); glm_mat4_identity(projection);
glm_perspective(glm_rad(fov), (float) viewport[2]/(float) viewport[3], 0.01f, 10000.0f, projection); glm_perspective(glm_rad(fov), (float) screen_viewport[2]/(float) screen_viewport[3], 0.01f, 10000.0f, projection);
view_uniform = glGetUniformLocation(shader_program, "view"); view_uniform = glGetUniformLocation(shader_program, "view");
projection_uniform = glGetUniformLocation(shader_program, "projection"); projection_uniform = glGetUniformLocation(shader_program, "projection");
translation_uniform = glGetUniformLocation(shader_program, "translation"); translation_uniform = glGetUniformLocation(shader_program, "translation");
rotation_uniform = glGetUniformLocation(shader_program, "rotation");
glUniformMatrix4fv(view_uniform, 1, GL_FALSE, (float *) view); glUniformMatrix4fv(view_uniform, 1, GL_FALSE, (float *) view);
glUniformMatrix4fv(projection_uniform, 1, GL_FALSE, (float *) projection); glUniformMatrix4fv(projection_uniform, 1, GL_FALSE, (float *) projection);
@ -276,7 +323,6 @@ void display() {
mat4 translation_matrix; mat4 translation_matrix;
glm_mat4_identity(translation_matrix); glm_mat4_identity(translation_matrix);
// calculate gravity // calculate gravity
for (struct object *target = objects; target != NULL; target = target->next) { for (struct object *target = objects; target != NULL; target = target->next) {
if (target == obj) { if (target == obj) {
@ -301,6 +347,12 @@ void display() {
} }
glm_vec4_add(obj->position, obj->translation_force, obj->position); glm_vec4_add(obj->position, obj->translation_force, obj->position);
// record path
if (record_path(obj) == -1) {
exit(EXIT_FAILURE);
}
glm_translate(translation_matrix, obj->position); glm_translate(translation_matrix, obj->position);
glUniformMatrix4fv(translation_uniform, 1, GL_FALSE, (float *) translation_matrix); glUniformMatrix4fv(translation_uniform, 1, GL_FALSE, (float *) translation_matrix);
@ -308,6 +360,19 @@ void display() {
glBindVertexArray(obj->vao); glBindVertexArray(obj->vao);
glDrawElements(GL_TRIANGLES, obj->indices_num, GL_UNSIGNED_INT, (void *) 0); glDrawElements(GL_TRIANGLES, obj->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);
glDrawArrays(GL_LINE_STRIP, 0, obj->paths_num);
} }
glutSwapBuffers(); glutSwapBuffers();
@ -331,6 +396,40 @@ void keyboard(unsigned char key, int x, int y) {
fprintf(stdout, "Status: successfully reloaded shaders\n"); fprintf(stdout, "Status: successfully reloaded shaders\n");
break; 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;
}
default: default:
break; break;
} }
@ -349,12 +448,48 @@ void mouse(int button, int state, int x, int y) {
} }
} }
int warped_pointer = 0;
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);
fprintf(stdout, "Position of mouse %d,%d\n", x, y);
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);
}
void setup() { void setup() {
// setup default mouse position
glGetIntegerv(GL_VIEWPORT_BIT, screen_viewport);
for (struct object *obj = objects; obj != NULL; obj = obj->next) { for (struct object *obj = objects; obj != NULL; obj = obj->next) {
glGenVertexArrays(1, &obj->vao); glGenVertexArrays(1, &obj->vao);
glGenVertexArrays(1, &obj->pvao);
glGenBuffers(1, &obj->vbo); glGenBuffers(1, &obj->vbo);
glGenBuffers(1, &obj->ebo); glGenBuffers(1, &obj->ebo);
glGenBuffers(1, &obj->nbo); glGenBuffers(1, &obj->nbo);
glGenBuffers(1, &obj->pbo);
glBindVertexArray(obj->vao); glBindVertexArray(obj->vao);
@ -401,11 +536,15 @@ struct object *create_object(float mass, const char *model) {
new_object->indices = NULL; new_object->indices = NULL;
new_object->normals = NULL; new_object->normals = NULL;
new_object->next = NULL; new_object->next = NULL;
new_object->paths = NULL;
new_object->paths_num = 0;
new_object->paths_index = 0;
new_object->paths_max = MAX_PATHS;
glm_vec3_one(new_object->color); glm_vec3_one(new_object->color);
// choose random color // choose random color
for (int i = 0; i < 3; i++) { for (int i = 0; i < 3; i++) {
new_object->color[i] = frand48(); new_object->color[i] = 0.5 + (fabs(frand48()) / 2);
fprintf(stdout, "New color part set: %f\n", new_object->color[i]); fprintf(stdout, "New color part set: %f\n", new_object->color[i]);
} }
@ -444,6 +583,7 @@ int main(int argc, char **argv) {
glutKeyboardFunc(&keyboard); glutKeyboardFunc(&keyboard);
glutMouseFunc(&mouse); glutMouseFunc(&mouse);
glutPassiveMotionFunc(&mouse_motion);
glutDisplayFunc(&display); glutDisplayFunc(&display);
if (load_shaders() != 0) { if (load_shaders() != 0) {
@ -452,55 +592,34 @@ int main(int argc, char **argv) {
} }
// objects // objects
/*for (int i = 0; i < 100; i++) { struct object *a = create_object(1000.0f, "assets/models/sphere.obj");
struct object *planet = create_object(rand()%100, "assets/models/sphere.obj"); struct object *c = create_object(10000000.0f, "assets/models/sphere.obj");
struct object *d = create_object(100000.0f, "assets/models/sphere.obj");
struct object *e = create_object(6969699.0f, "assets/models/sphere.obj");
float distance = -200.0f;
int x_limit = 50; vec4 a_pos = {0.0f, 50.0f, distance, 0.0f};
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); glm_vec4_add(a->position, a_pos, a->position);
vec4 b_pos = {50.0f, -50.0f, distance, 0.0f}; vec4 c_pos = {0.0f, -20.0f, distance, 0.0f};
glm_vec4_add(b->position, b_pos, b->position); glm_vec4_add(c->position, c_pos, c->position);
// vec4 c_pos = {0.0f, -20.0f, distance, 0.0f}; vec4 d_pos = {20.0f, -100.0f, distance, 0.0f};
// glm_vec4_add(c->position, c_pos, c->position); glm_vec4_add(d->position, d_pos, d->position);
//vec4 d_pos = {0.0f, 20.0f, distance, 0.0f}; vec4 e_pos = {-50.0f, 100.0f, distance, 0.0f};
//glm_vec4_add(d->position, d_pos, d->position); glm_vec4_add(e->position, e_pos, e->position);
//struct object *cube = create_object(1000.0f, "assets/models/kub.obj"); float n = 0.05f;
//vec4 cube_location = {-2.0f, 0.0f, -10.0f, 0.0f};
//glm_vec4_add(cube->position, cube_location, cube->position);
float n = 0.1f; vec3 a_boost = {-10*n, 0.0f, 0.0f};
glm_vec3_add(a->translation_force, a_boost, a->translation_force);
//vec3 a_boost = {10*n, 0.0f, 0.0f}; vec3 d_boost = {-2*n, -5*n, 0.0f};
//glm_vec3_add(a->translation_force, a_boost, a->translation_force); glm_vec3_add(d->translation_force, d_boost, d->translation_force);
vec3 b_boost = {-100*n, 0.0f, 0.0f}; vec3 e_boost = {5*n, 5*n, 0.0f};
glm_vec3_add(b->translation_force, b_boost, b->translation_force); glm_vec3_add(e->translation_force, e_boost, e->translation_force);
setup(); setup();