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1919712792
...
a48ab901cb
1
.gitignore
vendored
1
.gitignore
vendored
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@ -3,4 +3,3 @@ cmake-build-debug/
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build/
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.ccls-cache/
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*.mtl
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compile_commands.json
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|
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BIN
.imgs/icon.png
BIN
.imgs/icon.png
Binary file not shown.
Before Width: | Height: | Size: 251 KiB |
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@ -1,7 +1,7 @@
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cmake_minimum_required(VERSION 3.25)
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project(gravity C)
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project(ssts C)
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set(SOURCE_FILES gravity.c math.c object.c)
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set(SOURCE_FILES main.c)
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set(HEADER_FILES )
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add_executable(${PROJECT_NAME} ${HEADER_FILES} ${SOURCE_FILES})
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@ -12,7 +12,7 @@ add_custom_target(assets ALL
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${PROJECT_BINARY_DIR}/assets
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COMMENT "Copying assets to build folder")
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add_dependencies(gravity assets)
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add_dependencies(ssts assets)
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# We need a CMAKE_DIR with some code to find external dependencies
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/")
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42
README.md
42
README.md
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@ -1,42 +0,0 @@
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<p align="center">
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<img src=".imgs/icon.png" width="200"/>
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</p>
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# Gravity
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---
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Pet project simulator for interactions between matter built off of OpenGL and C.
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Goals and features:
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- [x] Law of gravitation
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- [x] Object tracing
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- [x] Toggle object tracing
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- [ ] Grid
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- [ ] Toggle Grid
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- [x] Scaling up/down objects
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- [x] Locking camera view to an object
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- [ ] File format for importing scenes
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- [ ] Collision
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- [ ] Soft-bodies and structures
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## Installation
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Gravity uses CMake as its build automation system. To download and run gravity, please follow these steps:
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- Clone the repository `git clone https://github.com/0xdeadbeer/gravity`
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- Create a build directory `mkdir build`
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- Go into the build directory `cd build`
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- Generate build files `cmake ..`
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- Compile project `make all`
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- Run `./gravity`
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- Enjoy
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## Contributions
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We highly encourage playing around with the software and contributing to the project.
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Before opening a pull request, the contributor is expected to open an issue in which they thoroughly describe the issue (or feature) they're solving (or implementing).
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## License
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Gravity is licensed under the GPL-3.0 license. See the `LICENSE` file for more information.
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@ -1,21 +1,15 @@
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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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in vec3 object_color;
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out vec4 output;
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void main() {
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vec4 norm = normalize(frag_normal);
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vec4 ambient = vec4(0.7, 0.7788, 0.46, 1.0);
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vec4 light_color = vec4(0.7, 0.7, 0.7, 1.0);
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vec4 color = vec4(object_color.xyz, 1.0f);
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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, 100.0, 0.0, 1.0);
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vec4 light_direction = normalize(light_location - frag_pos);
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float diff = max(dot(norm.xyz, light_direction.xyz), 0.0);
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vec4 light_location = vec4(0.0, 10.0, 20.0, 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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vec4 diffuse = diff * light_color;
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output = color + diffuse;
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output = ambient * light_color * inverted_dot;
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}
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@ -2,20 +2,15 @@
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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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uniform vec3 color;
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uniform float scale;
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out vec4 frag_pos;
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out vec4 frag_normal;
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out vec3 object_color;
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void main() {
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gl_Position = projection * view * translation * (vec4(pos.xyz, 1.0) * vec4(scale, scale, scale, 1.0));
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gl_Position = projection * view * model * vec4(pos.xyz, 1.0);
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frag_pos = gl_Position;
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frag_normal = translation * vec4(normal.xyz, 1.0);
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object_color = color;
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frag_normal = model * vec4(normal.xyz, 1.0);
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}
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481
gravity.c
481
gravity.c
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@ -1,481 +0,0 @@
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#include <time.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <GL/glew.h>
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#include <GL/freeglut.h>
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#include <cglm/cglm.h>
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#include "math.h"
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#include "object.h"
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// global settings
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float fov = 80.0f; // default fov
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float fov_change = 1.0f;
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vec3 camera_pos = { 0.0f, 0.0f, 0.0f };
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vec3 camera_front = { 0.0f, 0.0f, -1.0f };
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vec3 camera_up = { 0.0f, 1.0f, 0.0f };
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struct object *camera_lock = NULL; // is camera locked to any object?
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float camera_yaw = -90.0f; // x rotation
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float camera_pitch = 0.0f; // y rotation
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float camera_sensitivity = 0.01f;
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float movement_speed = 2.0f;
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GLint screen_viewport[4]; // viewport: x,y,width,height
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int toggle_tracing = 0; // true or false
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long added_particles = 0;
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// tmp
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struct model *sphere_model;
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// opengl
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unsigned int shader_program;
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unsigned int vertex_shader;
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unsigned int fragment_shader;
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// shaders
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const char *object_vertex_shader_location = "assets/shaders/shader.vert";
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const char *object_fragment_shader_location = "assets/shaders/shader.frag";
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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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char *ftext;
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if (fp == NULL) {
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fprintf(stderr, "Error: Cannot open file '%s'\n", path);
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return -1;
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}
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fseek(fp, 0L, SEEK_END);
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len = ftell(fp);
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if (len == -1) {
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fprintf(stderr, "Error: Cannot fetch length of file '%s'\n", path);
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return -1;
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}
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fseek(fp, 0L, SEEK_SET);
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ftext = (char *) malloc(len);
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if (ftext == NULL) {
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fprintf(stderr, "Error: Cannot allocate enough memory for file's contents '%s'\n", path);
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return -1;
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}
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fread(ftext, sizeof(char), len, fp);
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fclose(fp);
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glShaderSource(shader, 1, (const char **) &ftext, &len);
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glCompileShader(shader);
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int success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (success != GL_TRUE) {
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int log_length;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
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char log[log_length];
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glGetShaderInfoLog(shader, log_length, NULL, log);
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fprintf(stderr, "Shader Compilation Error: %s\n", log);
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return -1;
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}
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free(ftext);
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return 0;
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}
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int load_shaders() {
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glDeleteProgram(shader_program);
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shader_program = glCreateProgram();
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// create and load new shaders
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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if (load_shader(object_vertex_shader_location, vertex_shader) == -1) {
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return -1;
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}
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if (load_shader(object_fragment_shader_location, fragment_shader) == -1) {
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return -1;
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}
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// compile object shader program
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glAttachShader(shader_program, vertex_shader);
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glAttachShader(shader_program, fragment_shader);
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glLinkProgram(shader_program);
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int success;
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glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
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if (success != GL_TRUE) {
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int log_length;
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glGetProgramiv(shader_program, GL_INFO_LOG_LENGTH, &log_length);
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char log[log_length];
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glGetProgramInfoLog(shader_program, log_length, NULL, log);
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fprintf(stderr, "[object program] Shader Compilation Error: %s\n", log);
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return -1;
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}
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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return 0;
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}
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void display() {
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mat4 view;
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mat4 projection;
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GLint translation_uniform;
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GLint view_uniform;
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GLint projection_uniform;
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GLint color_uniform;
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GLint scale_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, screen_viewport);
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glUseProgram(shader_program);
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glm_mat4_identity(view);
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vec3 camera_center;
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glm_vec3_add(camera_pos, camera_front, camera_center);
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glm_lookat(camera_pos, camera_center, camera_up, view);
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glm_mat4_identity(projection);
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glm_perspective(glm_rad(fov), (float) screen_viewport[2]/(float) screen_viewport[3], 0.01f, 100000.0f, 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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color_uniform = glGetUniformLocation(shader_program, "color");
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scale_uniform = glGetUniformLocation(shader_program, "scale");
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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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for (struct object *obj = objects; obj != NULL; obj = obj->next) {
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mat4 translation_matrix;
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glm_mat4_identity(translation_matrix);
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struct model *obj_model = obj->model;
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// calculate gravity
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for (struct object *target = objects; target != NULL; target = target->next) {
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if (target == obj) {
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continue;
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}
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vec3 force;
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glm_vec3_zero(force);
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calculate_gravity(obj, target, force);
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||||
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||||
vec4 force_new;
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||||
for (int i = 0; i < 3; i++) {
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||||
force_new[i] = force[i];
|
||||
}
|
||||
force_new[3] = 0.0f;
|
||||
|
||||
float n = obj->mass;
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vec4 scaler = {n,n,n,1.0f};
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glm_vec4_div(force_new, scaler, force_new);
|
||||
|
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glm_vec4_add(force_new, obj->translation_force, obj->translation_force);
|
||||
}
|
||||
|
||||
glm_vec4_add(obj->position, obj->translation_force, obj->position);
|
||||
|
||||
// follow object if camera locked
|
||||
if (camera_lock == obj) {
|
||||
glm_vec3_add(camera_pos, obj->translation_force, camera_pos);
|
||||
}
|
||||
|
||||
// record path
|
||||
if (toggle_tracing == 1) {
|
||||
if (record_path(obj) == -1) {
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
}
|
||||
|
||||
glm_translate(translation_matrix, obj->position);
|
||||
|
||||
glUniformMatrix4fv(translation_uniform, 1, GL_FALSE, (float *) translation_matrix);
|
||||
|
||||
glUniform3fv(color_uniform, 1, (float *) obj->color);
|
||||
glUniform1f(scale_uniform, obj->scale);
|
||||
|
||||
glBindVertexArray(obj->vao);
|
||||
glDrawElements(GL_TRIANGLES, obj_model->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);
|
||||
glUniform1f(scale_uniform, 1.0f);
|
||||
|
||||
glDrawArrays(GL_LINE_STRIP, 0, obj->paths_num);
|
||||
}
|
||||
|
||||
glutPostRedisplay();
|
||||
glutSwapBuffers();
|
||||
}
|
||||
|
||||
void setup() {
|
||||
// setup default mouse position
|
||||
glGetIntegerv(GL_VIEWPORT, screen_viewport);
|
||||
|
||||
for (struct object *obj = objects; obj != NULL; obj = obj->next) {
|
||||
struct model *obj_model = obj->model;
|
||||
glGenVertexArrays(1, &obj->vao);
|
||||
glGenVertexArrays(1, &obj->pvao);
|
||||
glGenBuffers(1, &obj->vbo);
|
||||
glGenBuffers(1, &obj->ebo);
|
||||
glGenBuffers(1, &obj->nbo);
|
||||
glGenBuffers(1, &obj->pbo);
|
||||
|
||||
glBindVertexArray(obj->vao);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER,obj->vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER,obj_model->vertices_num*3*sizeof(float),obj_model->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_model->normals_num*3*sizeof(float), obj_model->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_model->indices_num*sizeof(unsigned int), obj_model->indices, GL_STATIC_DRAW);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
void keyboard(unsigned char key, int x, int y) {
|
||||
switch (key) {
|
||||
case '\x1B':
|
||||
{
|
||||
exit(EXIT_SUCCESS);
|
||||
break;
|
||||
}
|
||||
case 'r':
|
||||
case 'R':
|
||||
if (load_shaders() != 0) {
|
||||
fprintf(stderr, "Error: reloading shaders\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
fprintf(stdout, "Status: successfully reloaded shaders\n");
|
||||
|
||||
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;
|
||||
}
|
||||
case 't':
|
||||
case 'T':
|
||||
toggle_tracing = !toggle_tracing;
|
||||
if (toggle_tracing == 0) {
|
||||
break;
|
||||
}
|
||||
|
||||
// remove all the recorded paths of objects
|
||||
for (struct object *obj = objects; obj != NULL; obj = obj->next) {
|
||||
obj->paths_num=0;
|
||||
free(obj->paths);
|
||||
obj->paths = NULL;
|
||||
}
|
||||
break;
|
||||
case 'c':
|
||||
case 'C': {
|
||||
added_particles++;
|
||||
fprintf(stdout, "INFO: ADDED PARTICLES COUNT %ld\n", added_particles);
|
||||
struct object *a = create_object(1000000.0f, sphere_model);
|
||||
|
||||
float n = 0.05f;
|
||||
vec4 a_pos = {frand48() * 100, frand48() * 100, -150.0f, 0.0f};
|
||||
glm_vec4_add(a->position, a_pos, a->position);
|
||||
|
||||
//vec3 a_boost = {-10 * n, 0.0f, 0.0f};
|
||||
//glm_vec3_add(a->translation_force, a_boost, a->translation_force);
|
||||
setup();
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void mouse(int button, int state, int x, int y) {
|
||||
switch (button) {
|
||||
case 3:
|
||||
if (fov-fov_change < 0.0f) {
|
||||
break;
|
||||
}
|
||||
|
||||
fov -= fov_change;
|
||||
break;
|
||||
case 4:
|
||||
if (fov+fov_change > 180.0f) {
|
||||
break;
|
||||
}
|
||||
|
||||
fov += fov_change;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
int warped_pointer = 0;
|
||||
int first_pointer = 1;
|
||||
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);
|
||||
|
||||
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;
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
srandom(time(NULL));
|
||||
|
||||
glutInit(&argc, argv);
|
||||
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
|
||||
glutCreateWindow("gravity");
|
||||
|
||||
GLenum err = glewInit();
|
||||
if (err != GLEW_OK) {
|
||||
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
fprintf(stdout, "Status: using with GLEW %s\n", glewGetString(GLEW_VERSION));
|
||||
|
||||
glutKeyboardFunc(&keyboard);
|
||||
glutMouseFunc(&mouse);
|
||||
glutPassiveMotionFunc(&mouse_motion);
|
||||
glutDisplayFunc(&display);
|
||||
|
||||
if (load_shaders() != 0) {
|
||||
fprintf(stderr, "Error: loading shaders\n");
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
// scene setup
|
||||
sphere_model = load_model("assets/models/sphere.obj");
|
||||
if (sphere_model == NULL) {
|
||||
fprintf(stderr, "Error: loading model");
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
struct object *a = create_object(100000000.0f, sphere_model);
|
||||
struct object *b = create_object(100000.0f, sphere_model);
|
||||
struct object *c = create_object(10000000.0f, sphere_model);
|
||||
float distance = -500.0f;
|
||||
|
||||
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 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 = {-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;
|
||||
a->scale = 5.0f;
|
||||
b->scale = 10.0f;
|
||||
// camera_lock = b;
|
||||
|
||||
|
||||
setup();
|
||||
glutMainLoop();
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
}
|
329
main.c
Normal file
329
main.c
Normal file
|
@ -0,0 +1,329 @@
|
|||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <unistd.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>
|
||||
|
||||
unsigned int vao;
|
||||
unsigned int vbo;
|
||||
unsigned int ebo;
|
||||
unsigned int nbo;
|
||||
unsigned int shader_program;
|
||||
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";
|
||||
|
||||
// GPU data
|
||||
float *vertices = NULL;
|
||||
unsigned int *indices = NULL;
|
||||
float *normals = NULL;
|
||||
long vertices_num = 0;
|
||||
long indices_num = 0;
|
||||
long normals_num = 0;
|
||||
|
||||
// Camera / LookAt
|
||||
vec3 camera_position;
|
||||
vec3 world_origin;
|
||||
vec3 up;
|
||||
vec3 right;
|
||||
vec3 forward;
|
||||
|
||||
int load_shader(const char *path, unsigned int shader) {
|
||||
FILE *fp = fopen(path, "r");
|
||||
int len = 0;
|
||||
char *ftext;
|
||||
|
||||
if (fp == NULL) {
|
||||
fprintf(stderr, "Error: Cannot open file '%s'\n", path);
|
||||
return -1;
|
||||
}
|
||||
|
||||
fseek(fp, 0L, SEEK_END);
|
||||
len = ftell(fp);
|
||||
|
||||
if (len == -1) {
|
||||
fprintf(stderr, "Error: Cannot fetch length of file '%s'\n", path);
|
||||
return -1;
|
||||
}
|
||||
|
||||
fseek(fp, 0L, SEEK_SET);
|
||||
|
||||
ftext = (char *) malloc(len);
|
||||
if (ftext == NULL) {
|
||||
fprintf(stderr, "Error: Cannot allocate enough memory for file's contents '%s'\n", path);
|
||||
return -1;
|
||||
}
|
||||
|
||||
fread(ftext, sizeof(char), len, fp);
|
||||
fclose(fp);
|
||||
|
||||
glShaderSource(shader, 1, (const char **) &ftext, &len);
|
||||
glCompileShader(shader);
|
||||
|
||||
int success;
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
||||
|
||||
if (success != GL_TRUE) {
|
||||
int log_length;
|
||||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
|
||||
|
||||
char log[log_length];
|
||||
glGetShaderInfoLog(shader, log_length, NULL, log);
|
||||
|
||||
fprintf(stderr, "Shader Compilation Error: %s\n", log);
|
||||
return -1;
|
||||
}
|
||||
|
||||
// RUD
|
||||
free(ftext);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int load_model(const char *path) {
|
||||
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);
|
||||
|
||||
// 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;
|
||||
|
||||
vertices_num++;
|
||||
vertices = (float *) realloc(vertices, vertices_num*3*sizeof(float));
|
||||
if (vertices == NULL) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
memcpy(&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;
|
||||
|
||||
indices_num += face->mNumIndices;
|
||||
indices = (unsigned int *) realloc(indices, sizeof(unsigned int)*indices_num);
|
||||
if (indices == NULL) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
memcpy(&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;
|
||||
|
||||
normals_num++;
|
||||
normals = (float *) realloc(normals, normals_num*3*sizeof(float));
|
||||
if (normals == NULL) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
memcpy(&normals[start], normal, sizeof(float)*3);
|
||||
}
|
||||
}
|
||||
|
||||
aiReleaseImport(scene);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int load_shaders() {
|
||||
glDeleteProgram(shader_program);
|
||||
shader_program = glCreateProgram();
|
||||
|
||||
// create and load new shaders
|
||||
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
if (load_shader(vertex_shader_location, vertex_shader) == -1) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (load_shader(fragment_shader_location, fragment_shader) == -1) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
glAttachShader(shader_program, vertex_shader);
|
||||
glAttachShader(shader_program, fragment_shader);
|
||||
glLinkProgram(shader_program);
|
||||
|
||||
int success;
|
||||
glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
|
||||
|
||||
if (success != GL_TRUE) {
|
||||
int log_length;
|
||||
glGetProgramiv(shader_program, GL_INFO_LOG_LENGTH, &log_length);
|
||||
|
||||
char log[log_length];
|
||||
glGetProgramInfoLog(shader_program, log_length, NULL, log);
|
||||
|
||||
fprintf(stderr, "Shader Compilation Error: %s\n", log);
|
||||
return -1;
|
||||
}
|
||||
|
||||
glDeleteShader(vertex_shader);
|
||||
glDeleteShader(fragment_shader);
|
||||
|
||||
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
|
||||
|
||||
GLint model_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);
|
||||
|
||||
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);
|
||||
|
||||
projection_uniform = glGetUniformLocation(shader_program, "projection");
|
||||
glUniformMatrix4fv(projection_uniform, 1, GL_FALSE, (float *) projection);
|
||||
|
||||
glUseProgram(shader_program);
|
||||
glBindVertexArray(vao);
|
||||
|
||||
glDrawElements(GL_TRIANGLES, indices_num, GL_UNSIGNED_INT, (void *) 0);
|
||||
|
||||
glutSwapBuffers();
|
||||
glutPostRedisplay();
|
||||
}
|
||||
|
||||
void keyboard(unsigned char key, int x, int y) {
|
||||
switch (key) {
|
||||
case '\x1B':
|
||||
{
|
||||
exit(EXIT_SUCCESS);
|
||||
break;
|
||||
}
|
||||
case 'r':
|
||||
case 'R':
|
||||
if (load_shaders() != 0) {
|
||||
fprintf(stderr, "Error: reloading shaders\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
fprintf(stdout, "Status: successfully reloaded shaders\n");
|
||||
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
int setup() {
|
||||
if (load_shaders() != 0) {
|
||||
fprintf(stderr, "Error: loading shaders\n");
|
||||
return -1;
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
glutInit(&argc, argv);
|
||||
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
|
||||
glutCreateWindow("Simple Space Time Simulator");
|
||||
GLenum err = glewInit();
|
||||
if (err != GLEW_OK) {
|
||||
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
fprintf(stdout, "Status: using with GLEW %s\n", glewGetString(GLEW_VERSION));
|
||||
|
||||
glutKeyboardFunc(&keyboard);
|
||||
glutDisplayFunc(&display);
|
||||
|
||||
if (setup() == -1) {
|
||||
fprintf(stderr, "Error: Failed to setup\n");
|
||||
return -1;
|
||||
}
|
||||
|
||||
post_setup();
|
||||
|
||||
glutMainLoop();
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
}
|
42
math.c
42
math.c
|
@ -1,42 +0,0 @@
|
|||
#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 v4distance;
|
||||
glm_vec4_sub(target->position, src->position, v4distance);
|
||||
|
||||
vec3 v3distance;
|
||||
glm_vec3(v4distance, v3distance);
|
||||
|
||||
float distance_xy = sqrt((v3distance[0] * v3distance[0]) + (v3distance[1] * v3distance[1]));
|
||||
float distance_xyz = sqrt((distance_xy * distance_xy) + (v3distance[2] * v3distance[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++) {
|
||||
v3distance[i] = (v3distance[i] * v3distance[i] * v3distance[i]);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (v3distance[i] == 0) {
|
||||
force[i] = 0.0f;
|
||||
continue;
|
||||
}
|
||||
|
||||
force[i] = (top / (distance_xyz / (target->position[i] - src->position[i]))) * force_scale;
|
||||
}
|
||||
}
|
||||
|
10
math.h
10
math.h
|
@ -1,10 +0,0 @@
|
|||
#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
|
196
object.c
196
object.c
|
@ -1,196 +0,0 @@
|
|||
#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;
|
||||
}*/
|
||||
|
||||
struct model *load_model(const char *path) {
|
||||
struct model *new_model = (struct model *) calloc(1, sizeof(struct model));
|
||||
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 = new_model->vertices_num*3;
|
||||
|
||||
new_model->vertices_num++;
|
||||
new_model->vertices = (float *) realloc(new_model->vertices, new_model->vertices_num*3*sizeof(float));
|
||||
if (new_model->vertices == NULL) {
|
||||
fprintf(stderr, "Error: failed allocating memory for vertices\n");
|
||||
goto error;
|
||||
}
|
||||
|
||||
memcpy(&new_model->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 = new_model->indices_num;
|
||||
|
||||
new_model->indices_num += face->mNumIndices;
|
||||
new_model->indices = (unsigned int *) realloc(new_model->indices, sizeof(unsigned int)*new_model->indices_num);
|
||||
if (new_model->indices == NULL) {
|
||||
fprintf(stderr, "Error: failed allocating memory for indices\n");
|
||||
goto error;
|
||||
}
|
||||
|
||||
memcpy(&new_model->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 = new_model->normals_num*3;
|
||||
|
||||
new_model->normals_num++;
|
||||
new_model->normals = (float *) realloc(new_model->normals, new_model->normals_num*3*sizeof(float));
|
||||
if (new_model->normals == NULL) {
|
||||
fprintf(stderr, "Error: failed allocating memory for normals\n");
|
||||
goto error;
|
||||
}
|
||||
|
||||
memcpy(&new_model->normals[start], normal, sizeof(float)*3);
|
||||
}
|
||||
}
|
||||
|
||||
return new_model;
|
||||
|
||||
error:
|
||||
aiReleaseImport(scene);
|
||||
free(new_model->vertices);
|
||||
free(new_model->indices);
|
||||
free(new_model->normals);
|
||||
free(new_model);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
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, struct model *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;
|
||||
new_object->model = model;
|
||||
glm_vec4_one(new_object->position);
|
||||
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 (objects == NULL) {
|
||||
objects = new_object;
|
||||
goto end;
|
||||
}
|
||||
|
||||
struct object *previous_object = objects;
|
||||
new_object->next = previous_object;
|
||||
objects = new_object;
|
||||
|
||||
end:
|
||||
return new_object;
|
||||
|
||||
error:
|
||||
return NULL;
|
||||
}
|
48
object.h
48
object.h
|
@ -1,48 +0,0 @@
|
|||
#ifndef OBJECT_H
|
||||
#define OBJECT_H
|
||||
|
||||
#include <cglm/cglm.h>
|
||||
|
||||
#define MAX_PATHS 2000
|
||||
|
||||
struct model {
|
||||
float *vertices;
|
||||
unsigned int *indices;
|
||||
float *normals;
|
||||
|
||||
long vertices_num;
|
||||
long indices_num;
|
||||
long normals_num;
|
||||
};
|
||||
|
||||
struct object {
|
||||
vec4 translation_force;
|
||||
vec4 position;
|
||||
vec3 color;
|
||||
float mass;
|
||||
void *next;
|
||||
|
||||
float *paths;
|
||||
int paths_num;
|
||||
int paths_max;
|
||||
|
||||
struct model *model;
|
||||
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);
|
||||
struct model *load_model(const char *path);
|
||||
int record_path(struct object *obj);
|
||||
struct object *create_object(float mass, struct model *model);
|
||||
|
||||
#endif
|
|
@ -1,4 +0,0 @@
|
|||
#mass,model_filename,x_pos,y_pos,z_pos,x_boost,y_boost,z_boost
|
||||
1.0,"sphere.obj",0.0,-50.0,-150.0,-0.5,0.0,-0.5
|
||||
10000000.0,"sphere.obj",0.0,-20.0,-200.0,0.05,0.05,0.05
|
||||
|
Loading…
Reference in New Issue
Block a user