rendlib/rendlib.c

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C
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#include <time.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <cglm/cglm.h>
#include "include/rendlib.h"
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#include "include/camera.h"
#include "include/object.h"
// global variables
int window_width = 960;
int window_height = 540;
char *window_title = "rendlib window";
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struct camera *ac;
float top_movement_speed = 0.4f;
vec3 speed = { 0.0f, 0.0f, 0.0f };
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GLint screen_viewport[4];
char input = 0;
struct object *objects;
unsigned int shader_program;
unsigned int vertex_shader;
unsigned int fragment_shader;
const char *object_vertex_shader_location = "assets/shaders/shader.vert";
const char *object_fragment_shader_location = "assets/shaders/shader.frag";
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void update_screen_viewport(int x, int y, int width, int height) {
GLFWwindow *w = glfwGetCurrentContext();
glfwSetCursorPos(w, (width/2), (height/2));
glViewport(x, y, width, height);
glGetIntegerv(GL_VIEWPORT, screen_viewport);
}
int load_shader(const char *path, unsigned int shader) {
FILE *fp = fopen(path, "r");
if (fp == NULL) {
fprintf(stderr, "error: cannot open file '%s'\n", path);
return -1;
}
fseek(fp, 0L, SEEK_END);
int len = ftell(fp);
if (len == -1) {
fprintf(stderr, "error: cannot fetch length of file '%s'\n", path);
return -1;
}
fseek(fp, 0L, SEEK_SET);
char *fc = (char *) malloc(len);
if (fc == NULL) {
fprintf(stderr, "error: not enough dynamic memory\n");
return -1;
}
memset(fc, 0, len);
int rb = 0;
do {
rb += fread(fc+rb, sizeof(char), len-rb, fp);
if (rb == 0) {
break;
}
} while (rb < len);
fclose(fp);
glShaderSource(shader, 1, (const char **) &fc, &rb);
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;
}
free(fc);
return 0;
}
int load_shaders(void) {
glDeleteProgram(shader_program);
shader_program = glCreateProgram();
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
if (load_shader(object_vertex_shader_location, vertex_shader) == -1) {
return -1;
}
if (load_shader(object_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, "[object program] Shader Compilation Error: %s\n", log);
return -1;
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return 0;
}
void handle_input(void) {
int ret = 0;
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if (input & RENDLIB_INPUT_ESC) {
exit(EXIT_SUCCESS);
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input &= ~RENDLIB_INPUT_ESC;
}
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if (input & RENDLIB_INPUT_REL) {
ret = load_shaders();
if (ret < 0) {
fprintf(stderr, "--error: reloading shaders\n");
exit(EXIT_FAILURE);
}
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input &= ~RENDLIB_INPUT_REL;
}
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if (input & RENDLIB_INPUT_LEFT) {
vec3 side_scalar = {top_movement_speed, top_movement_speed, top_movement_speed };
vec3 camera_side;
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glm_cross(ac->front, ac->up, camera_side);
glm_normalize(camera_side);
glm_vec3_mul(camera_side, side_scalar, camera_side);
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glm_vec3_sub(ac->pos, camera_side, ac->pos);
}
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if (input & RENDLIB_INPUT_RIGHT) {
vec3 side_scalar = {top_movement_speed, top_movement_speed, top_movement_speed };
vec3 camera_side;
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glm_cross(ac->front, ac->up, camera_side);
glm_normalize(camera_side);
glm_vec3_mul(camera_side, side_scalar, camera_side);
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glm_vec3_add(ac->pos, camera_side, ac->pos);
}
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if (input & RENDLIB_INPUT_BACKW) {
vec3 front_scalar = {top_movement_speed, top_movement_speed, top_movement_speed };
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glm_vec3_mul(front_scalar, ac->front, front_scalar);
glm_vec3_sub(ac->pos, front_scalar, ac->pos);
}
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if (input & RENDLIB_INPUT_FORW) {
vec3 front_scalar = {top_movement_speed, top_movement_speed, top_movement_speed };
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glm_vec3_mul(front_scalar, ac->front, front_scalar);
glm_vec3_add(ac->pos, front_scalar, ac->pos);
}
}
void window_size(GLFWwindow *w, int width, int height) {
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update_screen_viewport(0, 0, width, height);
}
void display(void) {
handle_input();
GLFWwindow *w = glfwGetCurrentContext();
GLint translation_uniform;
GLint view_uniform;
GLint projection_uniform;
GLint color_uniform;
GLint scale_uniform;
glClearColor(0.13f, 0.13f, 0.13f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader_program);
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int ret = bake_camera(ac);
if (ret < 0) {
fprintf(stderr, "--error: failed baking camera\n");
return;
}
view_uniform = glGetUniformLocation(shader_program, "view");
projection_uniform = glGetUniformLocation(shader_program, "projection");
translation_uniform = glGetUniformLocation(shader_program, "translation");
color_uniform = glGetUniformLocation(shader_program, "color");
scale_uniform = glGetUniformLocation(shader_program, "scale");
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glUniformMatrix4fv(view_uniform, 1, GL_FALSE, (float *) ac->view);
glUniformMatrix4fv(projection_uniform, 1, GL_FALSE, (float *) ac->projection);
for (struct object *obj = objects; obj != NULL; obj = obj->next) {
mat4 translation_matrix;
glm_mat4_identity(translation_matrix);
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struct model *obj_model = obj->model;
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);
}
glfwSwapBuffers(w);
glfwPollEvents();
}
void rendlib_bake_graphics(void) {
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);
glGenBuffers(1, &obj->vbo);
glGenBuffers(1, &obj->ebo);
glGenBuffers(1, &obj->nbo);
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(GLFWwindow *w, int key, int scancode, int action, int mods) {
if (action == GLFW_PRESS) {
switch (key) {
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case GLFW_KEY_Q:
case GLFW_KEY_ESCAPE:
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input |= RENDLIB_INPUT_ESC;
break;
case GLFW_KEY_R:
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input |= RENDLIB_INPUT_REL;
break;
case GLFW_KEY_A:
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case GLFW_KEY_LEFT:
input |= RENDLIB_INPUT_LEFT;
break;
case GLFW_KEY_D:
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case GLFW_KEY_RIGHT:
input |= RENDLIB_INPUT_RIGHT;
break;
case GLFW_KEY_S:
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case GLFW_KEY_DOWN:
input |= RENDLIB_INPUT_BACKW;
break;
case GLFW_KEY_W:
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case GLFW_KEY_UP:
input |= RENDLIB_INPUT_FORW;
break;
case GLFW_KEY_F11: {
GLFWmonitor *m = glfwGetPrimaryMonitor();
const GLFWvidmode *vm = glfwGetVideoMode(m);
GLFWwindow *w = glfwGetCurrentContext();
glfwSetWindowMonitor(w, m, 0, 0, vm->width, vm->height, vm->refreshRate);
update_screen_viewport(0, 0, vm->width, vm->height);
break;
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}
}
} else if (action == GLFW_RELEASE) {
switch (key) {
case GLFW_KEY_A:
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case GLFW_KEY_LEFT:
input &= ~RENDLIB_INPUT_LEFT;
break;
case GLFW_KEY_D:
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case GLFW_KEY_RIGHT:
input &= ~RENDLIB_INPUT_RIGHT;
break;
case GLFW_KEY_S:
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case GLFW_KEY_DOWN:
input &= ~RENDLIB_INPUT_BACKW;
break;
case GLFW_KEY_W:
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case GLFW_KEY_UP:
input &= ~RENDLIB_INPUT_FORW;
break;
}
}
}
int warped_pointer = 0;
int first_pointer = 1;
void mouse_motion(GLFWwindow *window, double x, double y) {
if (warped_pointer == 1) {
warped_pointer = 0;
return;
}
warped_pointer = 1;
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glGetIntegerv(GL_VIEWPORT, screen_viewport);
GLFWwindow *w = glfwGetCurrentContext();
glfwSetCursorPos(w, (screen_viewport[2]/2), (screen_viewport[3]/2));
if (first_pointer == 1) {
first_pointer = 0;
return;
}
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float offset_x = (float) (x - (screen_viewport[2]/2)) * ac->sensitivity;
float offset_y = (float) (y - (screen_viewport[3]/2)) * ac->sensitivity;
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ac->yaw += offset_x;
ac->pitch -= offset_y;
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if (ac->pitch < -89.9f) {
ac->pitch = -89.9f;
}
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if (ac->pitch > 89.9f) {
ac->pitch = 89.9f;
}
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vec3 view_direction = { cos(glm_rad(ac->yaw)) * cos(glm_rad(ac->pitch)),
sin(glm_rad(ac->pitch)),
sin(glm_rad(ac->yaw)) * cos(glm_rad(ac->pitch))
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};
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glm_normalize_to(view_direction, ac->front);
}
int rendlib_start_window(int argc, char *argv[]) {
int ret = glfwInit();
if (!ret) {
return err_glfw_init;
}
GLFWwindow *w = glfwCreateWindow(window_width, window_height, window_title, NULL, NULL);
if (w == NULL) {
return err_glfw_win;
}
glfwMakeContextCurrent(w);
glfwSetWindowSizeCallback(w, window_size);
glfwSetCursorPosCallback(w, mouse_motion);
glfwSetKeyCallback(w, keyboard);
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glfwSetInputMode(w, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
ret = glewInit();
if (ret != GLEW_OK) {
return err_glew_init;
}
ret = load_shaders();
if (ret < 0) {
return err_shaders_init;
}
return 0;
}
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int setup_default_camera(void) {
ac = create_camera(CAMERA_PERSPECTIVE);
if (ac == NULL) {
return -1;
}
return 0;
}
int rendlib_render(void) {
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if (ac == NULL) {
if (setup_default_camera() < 0) {
return -1;
}
}
rendlib_bake_graphics();
for (;;) {
display();
}
return 0;
}