329 lines
8.5 KiB
C
329 lines
8.5 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <unistd.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 <assimp/cimport.h>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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unsigned int vao;
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unsigned int vbo;
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unsigned int ebo;
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unsigned int nbo;
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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 *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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unsigned int *indices = NULL;
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float *normals = NULL;
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long vertices_num = 0;
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long indices_num = 0;
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long normals_num = 0;
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// Camera / LookAt
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vec3 camera_position;
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vec3 world_origin;
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vec3 up;
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vec3 right;
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vec3 forward;
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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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// RUD
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free(ftext);
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return 0;
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}
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int load_model(const char *path) {
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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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// 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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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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return -1;
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}
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memcpy(&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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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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return -1;
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}
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memcpy(&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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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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return -1;
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}
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memcpy(&normals[start], normal, sizeof(float)*3);
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}
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}
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aiReleaseImport(scene);
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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(vertex_shader_location, vertex_shader) == -1) {
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return -1;
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}
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if (load_shader(fragment_shader_location, fragment_shader) == -1) {
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return -1;
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}
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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, "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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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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GLint viewport[4]; // viewport: x, y, width, height
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GLint model_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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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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projection_uniform = glGetUniformLocation(shader_program, "projection");
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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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glDrawElements(GL_TRIANGLES, indices_num, GL_UNSIGNED_INT, (void *) 0);
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glutSwapBuffers();
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glutPostRedisplay();
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}
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void keyboard(unsigned char key, int x, int y) {
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switch (key) {
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case '\x1B':
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{
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exit(EXIT_SUCCESS);
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break;
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}
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case 'r':
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case 'R':
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if (load_shaders() != 0) {
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fprintf(stderr, "Error: reloading shaders\n");
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exit(EXIT_FAILURE);
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}
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fprintf(stdout, "Status: successfully reloaded shaders\n");
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break;
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default:
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break;
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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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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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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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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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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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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glEnable(GL_DEPTH_TEST);
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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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glutCreateWindow("Simple Space Time Simulator");
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GLenum err = glewInit();
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if (err != GLEW_OK) {
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fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
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return EXIT_FAILURE;
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}
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fprintf(stdout, "Status: using with GLEW %s\n", glewGetString(GLEW_VERSION));
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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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}
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post_setup();
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glutMainLoop();
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return EXIT_SUCCESS;
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} |