Repository: refactor the project

Created object and math files for operations
specific to objects and math.
This commit is contained in:
0xdeadbeer 2023-11-10 23:27:20 +01:00
parent 68f6e2eeb8
commit cb348fe1b8
7 changed files with 270 additions and 240 deletions

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@ -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})

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@ -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;
}

266
gravity.c
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@ -1,76 +1,28 @@
#include <time.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <math.h>
#include <string.h>
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <cglm/cglm.h>
#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#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':
@ -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;

42
math.c Normal file
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@ -0,0 +1,42 @@
#include "math.h"
#include "object.h"
#include <cglm/cglm.h>
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;
}
}

10
math.h Normal file
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@ -0,0 +1,10 @@
#ifndef MATH_H
#define MATH_H
#include "object.h"
#include <cglm/cglm.h>
float frand48(void);
void calculate_gravity(struct object *src, struct object *target, vec3 force);
#endif

136
object.c Normal file
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@ -0,0 +1,136 @@
#include "object.h"
#include "math.h"
#include <math.h>
#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
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;
}

44
object.h Normal file
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@ -0,0 +1,44 @@
#ifndef OBJECT_H
#define OBJECT_H
#include <cglm/cglm.h>
#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