From ac479c7a69440b39de40d7a99d3ffdae8a4ab88f Mon Sep 17 00:00:00 2001 From: 0xdeadbeer <64986162+0xdeadbeer@users.noreply.github.com> Date: Mon, 16 Oct 2023 20:48:12 +0200 Subject: [PATCH] Main: refactor code --- assets/shaders/shader.frag | 3 +- assets/shaders/shader.vert | 7 +- main.c | 231 +++++++++++++++++++++++-------------- 3 files changed, 151 insertions(+), 90 deletions(-) diff --git a/assets/shaders/shader.frag b/assets/shaders/shader.frag index fb28e52..43a223a 100644 --- a/assets/shaders/shader.frag +++ b/assets/shaders/shader.frag @@ -1,12 +1,13 @@ #version 330 core in vec4 frag_pos; in vec4 frag_normal; + out vec4 output; void main() { vec4 ambient = vec4(0.0, 0.2, 0.46, 1.0); - vec4 light_location = vec4(0.0, 10.0, 20.0, 0.0); + vec4 light_location = vec4(0.0, 5.0, 0.0, 0.0); vec4 light_color = vec4(0.1, 0.1, 0.2, 1.0); vec4 light_distance = frag_pos - light_location; float inverted_dot = -dot(frag_normal.xyz, light_distance.xyz); diff --git a/assets/shaders/shader.vert b/assets/shaders/shader.vert index f5dfd58..2b21210 100644 --- a/assets/shaders/shader.vert +++ b/assets/shaders/shader.vert @@ -2,15 +2,16 @@ layout (location = 0) in vec3 pos; layout (location = 1) in vec3 normal; -uniform mat4 model; uniform mat4 view; uniform mat4 projection; +uniform mat4 translation; +uniform mat4 rotation; out vec4 frag_pos; out vec4 frag_normal; void main() { - gl_Position = projection * view * model * vec4(pos.xyz, 1.0); + gl_Position = projection * view * translation * rotation * vec4(pos.xyz, 1.0); frag_pos = gl_Position; - frag_normal = model * vec4(normal.xyz, 1.0); + frag_normal = translation * vec4(normal.xyz, 1.0); } \ No newline at end of file diff --git a/main.c b/main.c index 8477045..767068e 100644 --- a/main.c +++ b/main.c @@ -17,8 +17,8 @@ unsigned int vertex_shader; unsigned int fragment_shader; // shaders -const char *vertex_shader_location = "../assets/shaders/shader.vert"; -const char *fragment_shader_location = "../assets/shaders/shader.frag"; +const char *vertex_shader_location = "assets/shaders/shader.vert"; +const char *fragment_shader_location = "assets/shaders/shader.frag"; // GPU data float *vertices = NULL; @@ -35,6 +35,31 @@ vec3 up; vec3 right; vec3 forward; +// structs +struct object { + mat4 rotation_matrix; + mat4 translation_matrix; + vec3 translation_force; + vec3 rotation_force; + 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; @@ -87,16 +112,13 @@ int load_shader(const char *path, unsigned int shader) { return 0; } -int load_model(const char *path) { +int load_model_to_object(const char *path, struct object *obj) { const struct aiScene *scene = aiImportFile(path, aiProcess_Triangulate); if (scene == NULL) { return -1; } - // allocate enough memory - vertices = (float *) malloc(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); @@ -104,43 +126,43 @@ int load_model(const char *path) { // fetch vertices for (int vertex_index = 0; vertex_index < mesh->mNumVertices; vertex_index++) { struct aiVector3D *vertex = &(mesh->mVertices[vertex_index]); - long start = vertices_num*3; + long start = obj->vertices_num*3; - vertices_num++; - vertices = (float *) realloc(vertices, vertices_num*3*sizeof(float)); - if (vertices == NULL) { + obj->vertices_num++; + obj->vertices = (float *) realloc(obj->vertices, obj->vertices_num*3*sizeof(float)); + if (obj->vertices == NULL) { return -1; } - memcpy(&vertices[start], vertex, sizeof(float)*3); + memcpy(&obj->vertices[start], vertex, sizeof(float)*3); } // fetch indices for (int face_index = 0; face_index < mesh->mNumFaces; face_index++) { struct aiFace *face = &(mesh->mFaces[face_index]); - long start = indices_num; + long start = obj->indices_num; - indices_num += face->mNumIndices; - indices = (unsigned int *) realloc(indices, sizeof(unsigned int)*indices_num); - if (indices == NULL) { + obj->indices_num += face->mNumIndices; + obj->indices = (unsigned int *) realloc(obj->indices, sizeof(unsigned int)*obj->indices_num); + if (obj->indices == NULL) { return -1; } - memcpy(&indices[start], face->mIndices, sizeof(unsigned int)*face->mNumIndices); + memcpy(&obj->indices[start], face->mIndices, sizeof(unsigned int)*face->mNumIndices); } // fetch normals for (int normal_index = 0; normal_index < mesh->mNumVertices; normal_index++) { struct aiVector3D *normal = &(mesh->mNormals[normal_index]); - long start = normals_num*3; + long start = obj->normals_num*3; - normals_num++; - normals = (float *) realloc(normals, normals_num*3*sizeof(float)); - if (normals == NULL) { + obj->normals_num++; + obj->normals = (float *) realloc(obj->normals,obj->normals_num*3*sizeof(float)); + if (obj->normals == NULL) { return -1; } - memcpy(&normals[start], normal, sizeof(float)*3); + memcpy(&obj->normals[start], normal, sizeof(float)*3); } } @@ -188,48 +210,44 @@ int load_shaders() { return 0; } -float deg = 0; - void display() { - mat4 model; - vec3 model_axis = {1.0f, 1.0f, 0.0f}; mat4 view; - vec3 view_translate = {0.0f, 0.0f, -10.0f}; mat4 projection; - GLint viewport[4]; // viewport: x, y, width, height + vec3 view_translate = {0.0f, 0.0f, -3.0f}; + GLint viewport[4]; // viewport: x,y,width,height - GLint model_uniform; + GLint translation_uniform; + GLint rotation_uniform; GLint view_uniform; GLint projection_uniform; glClearColor(0.13f, 0.13f, 0.13f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glGetIntegerv(GL_VIEWPORT, viewport); - - glm_mat4_identity(model); - glm_rotate(model, glm_rad((float)deg), model_axis); - deg += 1; - - model_uniform = glGetUniformLocation(shader_program, "model"); - glUniformMatrix4fv(model_uniform, 1, GL_FALSE, (float *) model); + glUseProgram(shader_program); glm_mat4_identity(view); glm_translate(view, view_translate); - view_uniform = glGetUniformLocation(shader_program, "view"); - glUniformMatrix4fv(view_uniform, 1, GL_FALSE, (float *) view); - glm_mat4_identity(projection); - glm_perspective(glm_rad(45.0f), (float)viewport[2]/(float)viewport[3], 0.01f, 100.0f, projection); + glm_perspective(glm_rad(45.0f), (float) viewport[2]/(float) viewport[3], 0.01f, 100.0f, projection); + view_uniform = glGetUniformLocation(shader_program, "view"); projection_uniform = glGetUniformLocation(shader_program, "projection"); + translation_uniform = glGetUniformLocation(shader_program, "translation"); + rotation_uniform = glGetUniformLocation(shader_program, "rotation"); + + glUniformMatrix4fv(view_uniform, 1, GL_FALSE, (float *) view); glUniformMatrix4fv(projection_uniform, 1, GL_FALSE, (float *) projection); - glUseProgram(shader_program); - glBindVertexArray(vao); + for (struct object *obj = objects; obj != NULL; obj = obj->next) { + glm_translate(obj->translation_matrix, obj->translation_force); + glUniformMatrix4fv(translation_uniform, 1, GL_FALSE, (float *) obj->translation_matrix); + glUniformMatrix4fv(rotation_uniform, 1, GL_FALSE, (float *) obj->rotation_matrix); - glDrawElements(GL_TRIANGLES, indices_num, GL_UNSIGNED_INT, (void *) 0); + glBindVertexArray(obj->vao); + glDrawElements(GL_TRIANGLES, obj->indices_num, GL_UNSIGNED_INT, (void *) 0); + } glutSwapBuffers(); glutPostRedisplay(); @@ -257,50 +275,75 @@ void keyboard(unsigned char key, int x, int y) { } } -int setup() { - if (load_shaders() != 0) { - fprintf(stderr, "Error: loading shaders\n"); - return -1; +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); + + glBindVertexArray(obj->vao); + + glBindBuffer(GL_ARRAY_BUFFER,obj->vbo); + glBufferData(GL_ARRAY_BUFFER,obj->vertices_num*3*sizeof(float),obj->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->normals_num*3*sizeof(float), obj->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->indices_num*sizeof(unsigned int),obj->indices, GL_STATIC_DRAW); + + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } - if (load_model("assets/models/sphere.obj") == -1) { - fprintf(stderr, "Error: loading model\n"); - return -1; - } - - glGenVertexArrays(1, &vao); - glGenBuffers(1, &vbo); - glGenBuffers(1, &ebo); - glGenBuffers(1, &nbo); - - return 0; -} - -void post_setup() { - glBindVertexArray(vao); - - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, 3*vertices_num*sizeof(float), vertices, GL_STATIC_DRAW); - - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*) 0); - glEnableVertexAttribArray(0); - - glBindBuffer(GL_ARRAY_BUFFER, nbo); - glBufferData(GL_ARRAY_BUFFER, 3*normals_num*sizeof(float), normals, GL_STATIC_DRAW); - - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*) 0); - glEnableVertexAttribArray(1); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_num*sizeof(unsigned int), indices, GL_STATIC_DRAW); - - - glBindVertexArray(0); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glEnable(GL_DEPTH_TEST); } +struct object *create_object(float mass, const char *model) { + struct object *new_object = (struct object *) malloc(sizeof(struct object)); + + if (new_object == NULL) { + return NULL; + } + + new_object->mass = mass; + glm_mat4_identity(new_object->translation_matrix); + glm_mat4_identity(new_object->rotation_matrix); + 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; + + if (load_model_to_object(model, new_object) == -1) { + return NULL; + } + + 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) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); @@ -316,12 +359,28 @@ int main(int argc, char **argv) { glutKeyboardFunc(&keyboard); glutDisplayFunc(&display); - if (setup() == -1) { - fprintf(stderr, "Error: Failed to setup\n"); - return -1; + if (load_shaders() != 0) { + fprintf(stderr, "Error: loading shaders\n"); + return EXIT_FAILURE; } - post_setup(); + // objects + struct object *sphere = create_object(10, "assets/models/sphere.obj"); + struct object *kub = create_object(10, "assets/models/kub.obj"); + + vec4 sphere_translate = {-8.0f, 2.0f, -10.0f}; + glm_translate(sphere->translation_matrix, sphere_translate); + + float force[] = {0.05f, -0.02f, 0.0f}; + glm_vec3_make(force, sphere->translation_force); + + vec4 kub_translate = {10.0f, -2.0f, -15.0f}; + glm_translate(kub->translation_matrix, kub_translate); + + vec3 kub_rotation_axis = {1.0f, 0.5f, 0.0f}; + glm_rotate(kub->rotation_matrix, glm_rad(45.0f), kub_rotation_axis); + + setup(); glutMainLoop();