Main: refactor code
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a48ab901cb
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@ -1,12 +1,13 @@
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#version 330 core
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in vec4 frag_pos;
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in vec4 frag_normal;
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out vec4 output;
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void main() {
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vec4 ambient = vec4(0.0, 0.2, 0.46, 1.0);
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vec4 light_location = vec4(0.0, 10.0, 20.0, 0.0);
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vec4 light_location = vec4(0.0, 5.0, 0.0, 0.0);
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vec4 light_color = vec4(0.1, 0.1, 0.2, 1.0);
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vec4 light_distance = frag_pos - light_location;
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float inverted_dot = -dot(frag_normal.xyz, light_distance.xyz);
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@ -2,15 +2,16 @@
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec3 normal;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat4 translation;
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uniform mat4 rotation;
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out vec4 frag_pos;
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out vec4 frag_normal;
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void main() {
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gl_Position = projection * view * model * vec4(pos.xyz, 1.0);
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gl_Position = projection * view * translation * rotation * vec4(pos.xyz, 1.0);
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frag_pos = gl_Position;
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frag_normal = model * vec4(normal.xyz, 1.0);
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frag_normal = translation * vec4(normal.xyz, 1.0);
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}
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203
main.c
203
main.c
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@ -17,8 +17,8 @@ unsigned int vertex_shader;
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unsigned int fragment_shader;
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// shaders
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const char *vertex_shader_location = "../assets/shaders/shader.vert";
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const char *fragment_shader_location = "../assets/shaders/shader.frag";
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const char *vertex_shader_location = "assets/shaders/shader.vert";
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const char *fragment_shader_location = "assets/shaders/shader.frag";
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// GPU data
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float *vertices = NULL;
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@ -35,6 +35,31 @@ vec3 up;
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vec3 right;
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vec3 forward;
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// structs
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struct object {
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mat4 rotation_matrix;
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mat4 translation_matrix;
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vec3 translation_force;
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vec3 rotation_force;
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float mass;
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void *next;
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float *vertices;
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unsigned int *indices;
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float *normals;
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long vertices_num;
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long indices_num;
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long normals_num;
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unsigned int vao;
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unsigned int vbo; // buffer for vertices
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unsigned int ebo; // buffer for indices
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unsigned int nbo; // buffer for normals
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};
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// global objects information
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struct object* objects = NULL;
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int load_shader(const char *path, unsigned int shader) {
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FILE *fp = fopen(path, "r");
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int len = 0;
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@ -87,16 +112,13 @@ int load_shader(const char *path, unsigned int shader) {
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return 0;
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}
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int load_model(const char *path) {
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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);
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if (scene == NULL) {
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return -1;
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}
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// allocate enough memory
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vertices = (float *) malloc(1);
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for (int mesh_index = 0; mesh_index < scene->mNumMeshes; mesh_index++) {
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struct aiMesh *mesh = scene->mMeshes[mesh_index];
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fprintf(stdout, "Number of vertices in mesh %d: %d\n", mesh_index, mesh->mNumVertices);
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@ -104,43 +126,43 @@ int load_model(const char *path) {
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// fetch vertices
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for (int vertex_index = 0; vertex_index < mesh->mNumVertices; vertex_index++) {
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struct aiVector3D *vertex = &(mesh->mVertices[vertex_index]);
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long start = vertices_num*3;
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long start = obj->vertices_num*3;
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vertices_num++;
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vertices = (float *) realloc(vertices, vertices_num*3*sizeof(float));
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if (vertices == NULL) {
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obj->vertices_num++;
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obj->vertices = (float *) realloc(obj->vertices, obj->vertices_num*3*sizeof(float));
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if (obj->vertices == NULL) {
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return -1;
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}
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memcpy(&vertices[start], vertex, sizeof(float)*3);
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memcpy(&obj->vertices[start], vertex, sizeof(float)*3);
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}
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// fetch indices
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for (int face_index = 0; face_index < mesh->mNumFaces; face_index++) {
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struct aiFace *face = &(mesh->mFaces[face_index]);
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long start = indices_num;
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long start = obj->indices_num;
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indices_num += face->mNumIndices;
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indices = (unsigned int *) realloc(indices, sizeof(unsigned int)*indices_num);
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if (indices == NULL) {
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obj->indices_num += face->mNumIndices;
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obj->indices = (unsigned int *) realloc(obj->indices, sizeof(unsigned int)*obj->indices_num);
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if (obj->indices == NULL) {
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return -1;
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}
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memcpy(&indices[start], face->mIndices, sizeof(unsigned int)*face->mNumIndices);
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memcpy(&obj->indices[start], face->mIndices, sizeof(unsigned int)*face->mNumIndices);
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}
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// fetch normals
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for (int normal_index = 0; normal_index < mesh->mNumVertices; normal_index++) {
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struct aiVector3D *normal = &(mesh->mNormals[normal_index]);
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long start = normals_num*3;
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long start = obj->normals_num*3;
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normals_num++;
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normals = (float *) realloc(normals, normals_num*3*sizeof(float));
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if (normals == NULL) {
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obj->normals_num++;
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obj->normals = (float *) realloc(obj->normals,obj->normals_num*3*sizeof(float));
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if (obj->normals == NULL) {
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return -1;
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}
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memcpy(&normals[start], normal, sizeof(float)*3);
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memcpy(&obj->normals[start], normal, sizeof(float)*3);
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}
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}
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@ -188,48 +210,44 @@ int load_shaders() {
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return 0;
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}
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float deg = 0;
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void display() {
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mat4 model;
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vec3 model_axis = {1.0f, 1.0f, 0.0f};
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mat4 view;
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vec3 view_translate = {0.0f, 0.0f, -10.0f};
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mat4 projection;
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vec3 view_translate = {0.0f, 0.0f, -3.0f};
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GLint viewport[4]; // viewport: x,y,width,height
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GLint model_uniform;
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GLint translation_uniform;
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GLint rotation_uniform;
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GLint view_uniform;
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GLint projection_uniform;
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glClearColor(0.13f, 0.13f, 0.13f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glGetIntegerv(GL_VIEWPORT, viewport);
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glm_mat4_identity(model);
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glm_rotate(model, glm_rad((float)deg), model_axis);
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deg += 1;
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model_uniform = glGetUniformLocation(shader_program, "model");
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glUniformMatrix4fv(model_uniform, 1, GL_FALSE, (float *) model);
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glUseProgram(shader_program);
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glm_mat4_identity(view);
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glm_translate(view, view_translate);
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view_uniform = glGetUniformLocation(shader_program, "view");
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glUniformMatrix4fv(view_uniform, 1, GL_FALSE, (float *) view);
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glm_mat4_identity(projection);
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glm_perspective(glm_rad(45.0f), (float) viewport[2]/(float) viewport[3], 0.01f, 100.0f, 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");
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rotation_uniform = glGetUniformLocation(shader_program, "rotation");
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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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glUseProgram(shader_program);
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glBindVertexArray(vao);
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for (struct object *obj = objects; obj != NULL; obj = obj->next) {
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glm_translate(obj->translation_matrix, obj->translation_force);
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glUniformMatrix4fv(translation_uniform, 1, GL_FALSE, (float *) obj->translation_matrix);
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glUniformMatrix4fv(rotation_uniform, 1, GL_FALSE, (float *) obj->rotation_matrix);
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glDrawElements(GL_TRIANGLES, indices_num, GL_UNSIGNED_INT, (void *) 0);
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glBindVertexArray(obj->vao);
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glDrawElements(GL_TRIANGLES, obj->indices_num, GL_UNSIGNED_INT, (void *) 0);
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}
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glutSwapBuffers();
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glutPostRedisplay();
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@ -257,50 +275,75 @@ void keyboard(unsigned char key, int x, int y) {
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}
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}
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int setup() {
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if (load_shaders() != 0) {
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fprintf(stderr, "Error: loading shaders\n");
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return -1;
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}
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void setup() {
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for (struct object *obj = objects; obj != NULL; obj = obj->next) {
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glGenVertexArrays(1, &obj->vao);
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glGenBuffers(1, &obj->vbo);
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glGenBuffers(1, &obj->ebo);
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glGenBuffers(1, &obj->nbo);
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if (load_model("assets/models/sphere.obj") == -1) {
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fprintf(stderr, "Error: loading model\n");
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return -1;
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}
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glBindVertexArray(obj->vao);
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glGenBuffers(1, &ebo);
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glGenBuffers(1, &nbo);
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return 0;
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}
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void post_setup() {
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, 3*vertices_num*sizeof(float), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER,obj->vbo);
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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);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, nbo);
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glBufferData(GL_ARRAY_BUFFER, 3*normals_num*sizeof(float), normals, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, obj->nbo);
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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);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_num*sizeof(unsigned int), indices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,obj->ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,obj->indices_num*sizeof(unsigned int),obj->indices, GL_STATIC_DRAW);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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glEnable(GL_DEPTH_TEST);
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}
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struct object *create_object(float mass, const char *model) {
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struct object *new_object = (struct object *) malloc(sizeof(struct object));
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if (new_object == NULL) {
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return NULL;
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}
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new_object->mass = mass;
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glm_mat4_identity(new_object->translation_matrix);
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glm_mat4_identity(new_object->rotation_matrix);
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new_object->vertices_num = 0;
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new_object->indices_num = 0;
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new_object->normals_num = 0;
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new_object->vertices = NULL;
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new_object->indices = NULL;
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new_object->normals = NULL;
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new_object->next = NULL;
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if (load_model_to_object(model, new_object) == -1) {
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return NULL;
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}
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if (objects == NULL) {
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objects = new_object;
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return new_object;
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}
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struct object *obj = objects;
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while (obj->next != NULL) {
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obj = obj->next;
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}
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obj->next = new_object;
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return new_object;
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}
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int main(int argc, char **argv) {
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
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glutKeyboardFunc(&keyboard);
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glutDisplayFunc(&display);
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if (setup() == -1) {
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fprintf(stderr, "Error: Failed to setup\n");
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return -1;
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if (load_shaders() != 0) {
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fprintf(stderr, "Error: loading shaders\n");
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return EXIT_FAILURE;
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}
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post_setup();
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// objects
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struct object *sphere = create_object(10, "assets/models/sphere.obj");
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struct object *kub = create_object(10, "assets/models/kub.obj");
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vec4 sphere_translate = {-8.0f, 2.0f, -10.0f};
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glm_translate(sphere->translation_matrix, sphere_translate);
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float force[] = {0.05f, -0.02f, 0.0f};
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glm_vec3_make(force, sphere->translation_force);
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vec4 kub_translate = {10.0f, -2.0f, -15.0f};
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glm_translate(kub->translation_matrix, kub_translate);
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vec3 kub_rotation_axis = {1.0f, 0.5f, 0.0f};
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glm_rotate(kub->rotation_matrix, glm_rad(45.0f), kub_rotation_axis);
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setup();
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glutMainLoop();
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