From cb348fe1b8cf38cbb2b7dad37441cdf94d153ec7 Mon Sep 17 00:00:00 2001 From: 0xdeadbeer <64986162+0xdeadbeer@users.noreply.github.com> Date: Fri, 10 Nov 2023 23:27:20 +0100 Subject: [PATCH] Repository: refactor the project Created object and math files for operations specific to objects and math. --- CMakeLists.txt | 2 +- assets/shaders/shader.frag | 4 +- gravity.c | 272 +++++-------------------------------- math.c | 42 ++++++ math.h | 10 ++ object.c | 136 +++++++++++++++++++ object.h | 44 ++++++ 7 files changed, 270 insertions(+), 240 deletions(-) create mode 100644 math.c create mode 100644 math.h create mode 100644 object.c create mode 100644 object.h diff --git a/CMakeLists.txt b/CMakeLists.txt index 8bf38d6..e95058d 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -1,7 +1,7 @@ cmake_minimum_required(VERSION 3.25) project(gravity C) -set(SOURCE_FILES gravity.c) +set(SOURCE_FILES gravity.c math.c object.c) set(HEADER_FILES ) add_executable(${PROJECT_NAME} ${HEADER_FILES} ${SOURCE_FILES}) diff --git a/assets/shaders/shader.frag b/assets/shaders/shader.frag index e8b7e4d..b011234 100644 --- a/assets/shaders/shader.frag +++ b/assets/shaders/shader.frag @@ -11,11 +11,11 @@ void main() { vec4 light_color = vec4(0.7, 0.7, 0.7, 1.0); vec4 color = vec4(object_color.xyz, 1.0f); - vec4 light_location = vec4(5.0, 5.0, -10.0, 0.0); + vec4 light_location = vec4(0.0, 100.0, 0.0, 1.0); vec4 light_direction = normalize(light_location - frag_pos); float diff = max(dot(norm.xyz, light_direction.xyz), 0.0); vec4 diffuse = diff * light_color; - output = color; + output = color + diffuse; } diff --git a/gravity.c b/gravity.c index 0f36b01..191c2db 100644 --- a/gravity.c +++ b/gravity.c @@ -1,76 +1,28 @@ #include #include #include -#include -#include #include #include #include #include -#include -#include -#include - -#define MAX_PATHS 1500 - -float frand48(void) { - float number = (float) rand() / (float) (RAND_MAX + 1.0); - float side = rand() % 2; - if (side == 0) { - number = -number; - } - - return number; -} - -// structs -struct object { - vec4 translation_force; - vec4 rotation_force; - vec4 position; - vec4 rotation; - vec3 color; - float mass; - void *next; - - float *paths; - int paths_num; - int paths_max; - - float *vertices; - unsigned int *indices; - float *normals; - long vertices_num; - long indices_num; - long normals_num; - float scale; - - unsigned int vao; // array object for the actual object - unsigned int vbo; // buffer for vertices - unsigned int ebo; // buffer for indices - unsigned int nbo; // buffer for normals - - unsigned int pvao; // array object for paths - unsigned int pbo; // buffer for paths -}; +#include "math.h" +#include "object.h" +// global settings float fov = 80.0f; // default fov float fov_change = 1.0f; -vec3 camera_pos = { 0.0f, 0.0f, 100.0f }; +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; // x rotation -float camera_pitch; // y rotation +float camera_yaw = -90.0f; // x rotation +float camera_pitch = 0.0f; // y rotation float camera_sensitivity = 0.01f; float movement_speed = 2.0f; -float time_speed = 33.0f; -float time_speed_change = 1.0f; - GLint screen_viewport[4]; // viewport: x,y,width,height - int toggle_tracing = 0; // true or false +// opengl unsigned int shader_program; unsigned int vertex_shader; unsigned int fragment_shader; @@ -79,9 +31,6 @@ unsigned int fragment_shader; const char *object_vertex_shader_location = "assets/shaders/shader.vert"; const char *object_fragment_shader_location = "assets/shaders/shader.frag"; -// global objects information -struct object* objects = NULL; - int load_shader(const char *path, unsigned int shader) { FILE *fp = fopen(path, "r"); int len = 0; @@ -133,63 +82,6 @@ int load_shader(const char *path, unsigned int shader) { return 0; } -int load_model_to_object(const char *path, struct object *obj) { - 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]; - - // fetch vertices - for (int vertex_index = 0; vertex_index < mesh->mNumVertices; vertex_index++) { - struct aiVector3D *vertex = &(mesh->mVertices[vertex_index]); - long start = obj->vertices_num*3; - - obj->vertices_num++; - obj->vertices = (float *) realloc(obj->vertices, obj->vertices_num*3*sizeof(float)); - if (obj->vertices == NULL) { - return -1; - } - - 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 = obj->indices_num; - - 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(&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 = obj->normals_num*3; - - obj->normals_num++; - obj->normals = (float *) realloc(obj->normals,obj->normals_num*3*sizeof(float)); - if (obj->normals == NULL) { - return -1; - } - - memcpy(&obj->normals[start], normal, sizeof(float)*3); - } - } - - aiReleaseImport(scene); - return 0; -} - int load_shaders() { glDeleteProgram(shader_program); shader_program = glCreateProgram(); @@ -231,60 +123,6 @@ int load_shaders() { 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 distance_xy = sqrt((distance[0] * distance[0]) + (distance[1] * distance[1])); - float distance_xyz = sqrt((distance_xy * distance_xy) + (distance[2] * distance[2])); - float force_scale = 4.0f; - - float g = 6.67f * 1e-11f; - float top = g * src->mass * target->mass; - - for (int i = 0; i < 3; i++) { - distance[i] = (distance[i] * distance[i] * distance[i]); - } - - for (int i = 0; i < 3; i++) { - if (distance[i] == 0) { - force[i] = 0.0f; - continue; - } - - force[i] = (top / (distance_xyz / (target->position[i] - src->position[i]))) * force_scale; - } -} - -// 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() { mat4 view; mat4 projection; @@ -383,14 +221,13 @@ void display() { glDrawArrays(GL_LINE_STRIP, 0, obj->paths_num); } - glutSwapBuffers(); glutPostRedisplay(); + glutSwapBuffers(); } void setup() { // setup default mouse position glGetIntegerv(GL_VIEWPORT, screen_viewport); - glutWarpPointer(screen_viewport[2]/2, screen_viewport[3]/2); for (struct object *obj = objects; obj != NULL; obj = obj->next) { glGenVertexArrays(1, &obj->vao); @@ -425,55 +262,6 @@ void setup() { 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_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); - new_object->vertices_num = 0; - new_object->indices_num = 0; - new_object->normals_num = 0; - new_object->scale = 1.0f; - new_object->vertices = NULL; - new_object->indices = NULL; - new_object->normals = NULL; - new_object->next = NULL; - new_object->paths = NULL; - new_object->paths_num = 0; - new_object->paths_max = MAX_PATHS; - glm_vec3_one(new_object->color); - - // choose random color - for (int i = 0; i < 3; i++) { - new_object->color[i] = 0.5f + (fabs(frand48()) / 2); - } - - 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; -} - void keyboard(unsigned char key, int x, int y) { switch (key) { case '\x1B': @@ -503,7 +291,7 @@ void keyboard(unsigned char key, int x, int y) { } case 'd': case 'D': { - vec3 side_scalar = {movement_speed, movement_speed, movement_speed}; + vec3 side_scalar = { movement_speed, movement_speed, movement_speed }; vec3 camera_side; glm_cross(camera_front, camera_up, camera_side); glm_normalize(camera_side); @@ -513,14 +301,14 @@ void keyboard(unsigned char key, int x, int y) { } case 's': case 'S': { - vec3 front_scalar = {movement_speed, movement_speed, movement_speed}; + 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}; + 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; @@ -578,7 +366,8 @@ void mouse(int button, int state, int x, int y) { } } -int warped_pointer = 1; +int warped_pointer = 0; +int first_pointer = 1; void mouse_motion(int x, int y) { if (warped_pointer == 1) { warped_pointer = 0; @@ -587,6 +376,12 @@ void mouse_motion(int x, int y) { 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; @@ -633,34 +428,37 @@ int main(int argc, char **argv) { return EXIT_FAILURE; } - // objects - struct object *a = create_object(1.0f, "assets/models/sphere.obj"); - struct object *b = create_object(1000000000.0f, "assets/models/sphere.obj"); - struct object *c = create_object(1.0f, "assets/models/sphere.obj"); - float distance = -200.0f; + // scene setup + struct object *a = create_object(100000000.0f, "assets/models/kub.obj"); + struct object *b = create_object(100000.0f, "assets/models/kub.obj"); + struct object *c = create_object(10000000.0f, "assets/models/sphere.obj"); + float distance = -500.0f; - vec4 a_pos = {0.0f, 50.0f, distance, 0.0f}; + vec4 a_pos = {0.0f, 0.0f, distance, 0.0f}; 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 b_pos = {0.0f, -75.0f, -150.0f, 0.0f}; + // glm_vec4_add(b->position, b_pos, b->position); - vec4 c_pos = {0.0f, -20.0f, distance, 0.0f}; + vec4 c_pos = {-100.0f, -400.0f, distance, 0.0f}; glm_vec4_add(c->position, c_pos, c->position); float n = 0.05f; - vec3 b_boost = {10*n, 0.0f, 0.0f}; + 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); - b->scale = 2.0f; - camera_lock = b; + // b->scale = 2.0f; + a->scale = 5.0f; + b->scale = 10.0f; setup(); - glutMainLoop(); return EXIT_SUCCESS; diff --git a/math.c b/math.c new file mode 100644 index 0000000..a375aba --- /dev/null +++ b/math.c @@ -0,0 +1,42 @@ +#include "math.h" +#include "object.h" +#include + +float frand48(void) { + float number = (float) rand() / (float) (RAND_MAX + 1.0); + float side = rand() % 2; + if (side == 0) { + number = -number; + } + + return number; +} + +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 distance_xy = sqrt((distance[0] * distance[0]) + (distance[1] * distance[1])); + float distance_xyz = sqrt((distance_xy * distance_xy) + (distance[2] * distance[2])); + float force_scale = 4.0f; + + float g = 6.67f * 1e-11f; + float top = g * src->mass * target->mass; + + for (int i = 0; i < 3; i++) { + distance[i] = (distance[i] * distance[i] * distance[i]); + } + + for (int i = 0; i < 3; i++) { + if (distance[i] == 0) { + force[i] = 0.0f; + continue; + } + + force[i] = (top / (distance_xyz / (target->position[i] - src->position[i]))) * force_scale; + } +} + diff --git a/math.h b/math.h new file mode 100644 index 0000000..edac44a --- /dev/null +++ b/math.h @@ -0,0 +1,10 @@ +#ifndef MATH_H +#define MATH_H + +#include "object.h" +#include + +float frand48(void); +void calculate_gravity(struct object *src, struct object *target, vec3 force); + +#endif diff --git a/object.c b/object.c new file mode 100644 index 0000000..09b0863 --- /dev/null +++ b/object.c @@ -0,0 +1,136 @@ +#include "object.h" + +#include "math.h" +#include +#include +#include +#include + +struct object *objects; + +int load_model_to_object(const char *path, struct object *obj) { + const struct aiScene *scene = aiImportFile(path, aiProcess_Triangulate); + + if (scene == NULL) { + fprintf(stderr, "Error: failed importing file from path '%s'", path); + } + + for (int mesh_index = 0; mesh_index < scene->mNumMeshes; mesh_index++) { + struct aiMesh *mesh = scene->mMeshes[mesh_index]; + + // fetch vertices + for (int vertex_index = 0; vertex_index < mesh->mNumVertices; vertex_index++) { + struct aiVector3D *vertex = &(mesh->mVertices[vertex_index]); + long start = obj->vertices_num*3; + + obj->vertices_num++; + obj->vertices = (float *) realloc(obj->vertices, obj->vertices_num*3*sizeof(float)); + if (obj->vertices == NULL) { + return -1; + } + + 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 = obj->indices_num; + + 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(&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 = obj->normals_num*3; + + obj->normals_num++; + obj->normals = (float *) realloc(obj->normals,obj->normals_num*3*sizeof(float)); + if (obj->normals == NULL) { + return -1; + } + + memcpy(&obj->normals[start], normal, sizeof(float)*3); + } + } + + + aiReleaseImport(scene); + return 0; +} + +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++; + goto end; + } + + // pop first element + memmove(obj->paths, &obj->paths[3], (obj->paths_num)*3*sizeof(float)); + +end: + return 0; +} + +struct object *create_object(float mass, const char *model) { + struct object *new_object = (struct object *) calloc(1, sizeof(struct object)); + + if (new_object == NULL) { + fprintf(stderr, "Error: failed allocating memory for a new object\n"); + goto error; + } + + // initialize default values + new_object->mass = mass; + new_object->scale = 1.0f; + new_object->paths_max = MAX_PATHS; + glm_vec4_one(new_object->position); + glm_vec4_one(new_object->rotation); + glm_vec3_one(new_object->color); + + // choose random color + for (int i = 0; i < 3; i++) { + new_object->color[i] = 0.5f + (fabs(frand48()) / 2); + } + + if (load_model_to_object(model, new_object) == -1) { + fprintf(stderr, "Error: failed loading model '%s' to object", model); + goto error; + } + + if (objects == NULL) { + objects = new_object; + goto end; + } + + struct object *object = objects; + while (object->next != NULL) { + object = object->next; + } + + object->next = new_object; + +end: + return new_object; + +error: + return NULL; +} diff --git a/object.h b/object.h new file mode 100644 index 0000000..9bb37a2 --- /dev/null +++ b/object.h @@ -0,0 +1,44 @@ +#ifndef OBJECT_H +#define OBJECT_H + +#include + +#define MAX_PATHS 5500 + +struct object { + vec4 translation_force; + vec4 rotation_force; + vec4 position; + vec4 rotation; + vec3 color; + float mass; + void *next; + + float *paths; + int paths_num; + int paths_max; + + float *vertices; + unsigned int *indices; + float *normals; + long vertices_num; + long indices_num; + long normals_num; + float scale; + + unsigned int vao; // array object for the actual object + unsigned int vbo; // buffer for vertices + unsigned int ebo; // buffer for indices + unsigned int nbo; // buffer for normals + + unsigned int pvao; // array object for paths + unsigned int pbo; // buffer for paths +}; + +extern struct object *objects; + +int load_model_to_object(const char *path, struct object *obj); +int record_path(struct object *obj); +struct object *create_object(float mass, const char *model); + +#endif