feat: introduce camera interface
This commit is contained in:
parent
5d19366642
commit
950fb4d353
3
Makefile
3
Makefile
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@ -10,7 +10,8 @@ all:
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$(CC) $(CFLAGS) -c rendlib.c -o $(OUT)/rendlib.o $(LFLAGS)
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$(CC) $(CFLAGS) -c math.c -o $(OUT)/math.o $(LFLAGS)
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$(CC) $(CFLAGS) -c object.c -o $(OUT)/object.o $(LFLAGS)
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$(LD) -relocatable $(OUT)/rendlib.o $(OUT)/math.o $(OUT)/object.o -o $(OUT)/rendlib
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$(CC) $(CFLAGS) -c camera.c -o $(OUT)/camera.o $(LFLAGS)
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$(LD) -relocatable $(OUT)/rendlib.o $(OUT)/math.o $(OUT)/object.o $(OUT)/camera.o -o $(OUT)/rendlib
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dev: all
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$(CC) $(CFLAGS) dev.c $(OUT)/rendlib -o $(OUT)/dev $(LFLAGS)
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72
camera.c
Normal file
72
camera.c
Normal file
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@ -0,0 +1,72 @@
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#include <string.h>
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#include <cglm/cam.h>
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#include <GL/glew.h>
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#include "include/camera.h"
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struct camera *create_camera(int type) {
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if (type != CAMERA_PERSPECTIVE &&
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type != CAMERA_ORTHOGONAL) {
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return NULL;
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}
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struct camera *c = malloc(sizeof(struct camera));
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if (c == NULL) {
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return NULL;
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}
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memset(c, 0, sizeof(struct camera));
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c->type = type;
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c->fov = 80.0f;
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c->near_z = 0.01f;
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c->far_z = 1000.0f;
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c->yaw = -90.0f;
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c->pitch = 0.0f;
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c->sensitivity = 0.02f;
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if (c->type == CAMERA_ORTHOGONAL) {
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c->viewport_modifier = 0.5f;
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}
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c->pos[0] = 0.0f;
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c->pos[1] = 0.0f;
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c->pos[2] = 10.0f;
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c->front[0] = 0.0f;
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c->front[1] = 0.0f;
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c->front[2] = -1.0f;
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c->up[0] = 0.0f;
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c->up[1] = 1.0f;
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c->up[2] = 0.0f;
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return c;
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}
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int bake_camera(struct camera *c) {
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glm_mat4_identity(c->view);
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glm_vec3_add(c->pos, c->front, c->center);
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glm_lookat(c->pos, c->center, c->up, c->view);
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glm_mat4_identity(c->projection);
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int screen_viewport[4];
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glGetIntegerv(GL_VIEWPORT, screen_viewport);
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if (c->type == CAMERA_PERSPECTIVE) {
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glm_perspective(glm_rad(c->fov),
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(float) ((float)screen_viewport[2]/(float)screen_viewport[3]),
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c->near_z, c->far_z,
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c->projection);
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} else if (c->type == CAMERA_ORTHOGONAL) {
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float left = -screen_viewport[2]/2 * c->viewport_modifier;
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float right = screen_viewport[2]/2 * c->viewport_modifier;
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float top = screen_viewport[3]/2 * c->viewport_modifier;
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float bottom = -screen_viewport[3]/2 * c->viewport_modifier;
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glm_ortho(left, right, bottom, top, c->near_z, c->far_z, c->projection);
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} else {
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return -1;
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}
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return 0;
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}
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7
dev.c
7
dev.c
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@ -1,6 +1,7 @@
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#include <stdlib.h>
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#include <stdio.h>
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#include "include/rendlib.h"
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#include "include/camera.h"
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#include "include/object.h"
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int main(int argc, char *argv[]) {
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@ -22,6 +23,12 @@ int main(int argc, char *argv[]) {
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return EXIT_FAILURE;
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}
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struct camera *c = create_camera(CAMERA_PERSPECTIVE);
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if (c == NULL) {
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fprintf(stderr, "--error: creating camera\n");
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return EXIT_FAILURE;
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}
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ret = rendlib_render();
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if (ret < 0) {
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fprintf(stderr, "--error: %d\n", ret);
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32
include/camera.h
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32
include/camera.h
Normal file
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@ -0,0 +1,32 @@
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#ifndef CAMERA_H
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#define CAMERA_H
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#include <cglm/vec3.h>
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#include <cglm/mat4.h>
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#define CAMERA_PERSPECTIVE 0x1
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#define CAMERA_ORTHOGONAL 0x2
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struct camera {
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int type;
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float fov;
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float near_z;
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float far_z;
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float yaw;
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float pitch;
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float sensitivity;
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float viewport_modifier;
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vec3 pos;
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vec3 front;
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vec3 center;
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vec3 up;
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mat4 view;
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mat4 projection;
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};
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struct camera *create_camera(int type);
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int bake_camera(struct camera *c);
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#endif
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@ -5,6 +5,5 @@
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#include <cglm/cglm.h>
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float frand48(void);
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void calculate_gravity(struct object *src, struct object *target, vec3 force);
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#endif
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@ -22,20 +22,13 @@ struct object {
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float mass;
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void *next;
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float *paths;
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int paths_num;
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int paths_max;
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struct model *model;
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float scale;
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unsigned int vao; // array object for the actual object
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unsigned int vbo; // buffer for vertices
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unsigned int ebo; // buffer for indices
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unsigned int nbo; // buffer for normals
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unsigned int pvao; // array object for paths
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unsigned int pbo; // buffer for paths
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unsigned int vao;
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unsigned int vbo; // vertices
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unsigned int ebo; // indices
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unsigned int nbo; // normals
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};
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struct model *load_model(const char *path);
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@ -15,6 +15,7 @@ enum errs {
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err_shaders_init = -4,
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};
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extern struct camera *active_camera;
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extern struct object *objects;
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int rendlib_start_window(int argc, char *argv[]);
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int rendlib_render(void);
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29
math.c
29
math.c
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@ -11,32 +11,3 @@ float frand48(void) {
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return number;
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}
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void calculate_gravity(struct object *src, struct object *target, vec3 force) {
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vec4 v4distance;
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glm_vec4_sub(target->position, src->position, v4distance);
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vec3 v3distance;
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glm_vec3(v4distance, v3distance);
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float distance_xy = sqrt((v3distance[0] * v3distance[0]) + (v3distance[1] * v3distance[1]));
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float distance_xyz = sqrt((distance_xy * distance_xy) + (v3distance[2] * v3distance[2]));
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float force_scale = 4.0f;
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float g = 6.67f * 1e-11f;
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float top = g * src->mass * target->mass;
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for (int i = 0; i < 3; i++) {
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v3distance[i] = (v3distance[i] * v3distance[i] * v3distance[i]);
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}
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for (int i = 0; i < 3; i++) {
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if (v3distance[i] == 0) {
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force[i] = 0.0f;
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continue;
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}
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force[i] = (top / (distance_xyz / (target->position[i] - src->position[i]))) * force_scale;
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}
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}
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146
object.c
146
object.c
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@ -6,96 +6,91 @@
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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struct model *load_model(const char *path) {
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struct model *new_model = (struct model *) calloc(1, sizeof(struct model));
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const struct aiScene *scene = aiImportFile(path, aiProcess_Triangulate);
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static int load_vertices(struct model *m, struct aiMesh *ms) {
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m->vertices_num = ms->mNumVertices;
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int len = m->vertices_num * sizeof(struct aiVector3D);
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m->vertices = malloc(len);
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if (m->vertices == NULL) {
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return -1;
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}
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memset(m->vertices, 0, len);
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memcpy(m->vertices, ms->mVertices, len);
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return 0;
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}
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static int load_indices(struct model *m, struct aiMesh *ms) {
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for (int face_index = 0; face_index < ms->mNumFaces; face_index++) {
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struct aiFace *face = &(ms->mFaces[face_index]);
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long start = m->indices_num;
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m->indices_num += face->mNumIndices;
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m->indices = (unsigned int *) realloc(m->indices, sizeof(unsigned int)*m->indices_num);
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if (m->indices == NULL) {
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return -1;
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}
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memcpy(&m->indices[start], face->mIndices, sizeof(unsigned int)*face->mNumIndices);
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}
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return 0;
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}
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static int load_normals(struct model *m, struct aiMesh *ms) {
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m->normals_num = ms->mNumVertices;
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int len = m->vertices_num * sizeof(struct aiVector3D);
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m->normals = malloc(len);
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if (m->vertices == NULL) {
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return -1;
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}
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memset(m->normals, 0, len);
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memcpy(m->normals, ms->mNormals, len);
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return 0;
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}
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struct model *load_model(const char *path) {
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int ret = 0;
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struct model *nm = malloc(sizeof(struct model));
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if (nm == NULL) {
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return NULL;
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}
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memset(nm, 0, sizeof(struct model));
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const struct aiScene *scene = aiImportFile(path, aiProcess_Triangulate);
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if (scene == NULL) {
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fprintf(stderr, "Error: failed importing file from path '%s'", path);
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free(nm);
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return NULL;
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}
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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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// 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 = new_model->vertices_num*3;
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new_model->vertices_num++;
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new_model->vertices = (float *) realloc(new_model->vertices, new_model->vertices_num*3*sizeof(float));
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if (new_model->vertices == NULL) {
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fprintf(stderr, "Error: failed allocating memory for vertices\n");
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goto error;
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}
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memcpy(&new_model->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 = new_model->indices_num;
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new_model->indices_num += face->mNumIndices;
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new_model->indices = (unsigned int *) realloc(new_model->indices, sizeof(unsigned int)*new_model->indices_num);
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if (new_model->indices == NULL) {
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fprintf(stderr, "Error: failed allocating memory for indices\n");
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goto error;
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}
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memcpy(&new_model->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 = new_model->normals_num*3;
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new_model->normals_num++;
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new_model->normals = (float *) realloc(new_model->normals, new_model->normals_num*3*sizeof(float));
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if (new_model->normals == NULL) {
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fprintf(stderr, "Error: failed allocating memory for normals\n");
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goto error;
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}
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memcpy(&new_model->normals[start], normal, sizeof(float)*3);
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}
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}
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return new_model;
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error:
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ret = load_vertices(nm, mesh);
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if (ret < 0) {
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free(nm);
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aiReleaseImport(scene);
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free(new_model->vertices);
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free(new_model->indices);
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free(new_model->normals);
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free(new_model);
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return NULL;
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}
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int record_path(struct object *obj) {
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if (obj->paths_num <= obj->paths_max) {
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obj->paths = (float *) reallocarray(obj->paths, (obj->paths_num+1)*3, sizeof(float));
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}
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if (obj->paths == NULL) {
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fprintf(stderr, "Error: failed allocating memory for paths of object\n");
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return -1;
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ret = load_indices(nm, mesh);
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if (ret < 0) {
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free(nm->vertices);
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free(nm);
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aiReleaseImport(scene);
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return NULL;
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}
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memcpy(obj->paths+(obj->paths_num*3), obj->position, 3*sizeof(float));
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if (obj->paths_num < obj->paths_max) {
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obj->paths_num++;
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goto end;
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ret = load_normals(nm, mesh);
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if (ret < 0) {
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free(nm->vertices);
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free(nm->indices);
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free(nm);
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aiReleaseImport(scene);
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return NULL;
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}
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}
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// pop first element
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memmove(obj->paths, &obj->paths[3], (obj->paths_num)*3*sizeof(float));
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end:
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return 0;
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return nm;
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}
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struct object *create_object(struct object **o, float mass, struct model *model) {
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@ -107,7 +102,6 @@ struct object *create_object(struct object **o, float mass, struct model *model)
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no->mass = mass;
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no->scale = 1.0f;
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no->paths_max = MAX_PATHS;
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no->model = model;
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glm_vec4_one(no->position);
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glm_vec3_one(no->color);
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149
rendlib.c
149
rendlib.c
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@ -6,7 +6,7 @@
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#include <GLFW/glfw3.h>
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#include <cglm/cglm.h>
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#include "include/rendlib.h"
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#include "include/math.h"
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#include "include/camera.h"
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#include "include/object.h"
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// global variables
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@ -14,31 +14,19 @@ int window_width = 960;
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int window_height = 540;
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char *window_title = "rendlib window";
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float fov = 90.0f;
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float camera_yaw = -90.0f;
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float camera_pitch = 0.0f;
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float camera_sensitivity = 0.02f;
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float top_movement_speed = 0.2f;
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vec3 camera_pos = { 0.0f, 0.0f, 50.0f };
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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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vec3 speed = { 0.0f, 0.0f, 0.0f };
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struct object *camera_lock = NULL;
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GLint screen_viewport[4];
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struct camera *ac;
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// tmp input
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float top_movement_speed = 0.4f;
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vec3 speed = { 0.0f, 0.0f, 0.0f };
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GLint screen_viewport[4];
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char input = 0;
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// tmp
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struct model *sphere_model;
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struct object *objects;
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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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@ -103,7 +91,6 @@ int load_shaders(void) {
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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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@ -115,7 +102,6 @@ int load_shaders(void) {
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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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@ -159,31 +145,31 @@ void handle_input(void) {
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if (input & RENDLIB_INPUT_LEFT) {
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vec3 side_scalar = {top_movement_speed, top_movement_speed, top_movement_speed };
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vec3 camera_side;
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glm_cross(camera_front, camera_up, camera_side);
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glm_cross(ac->front, ac->up, camera_side);
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glm_normalize(camera_side);
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glm_vec3_mul(camera_side, side_scalar, camera_side);
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glm_vec3_sub(camera_pos, camera_side, camera_pos);
|
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glm_vec3_sub(ac->pos, camera_side, ac->pos);
|
||||
}
|
||||
|
||||
if (input & RENDLIB_INPUT_RIGHT) {
|
||||
vec3 side_scalar = {top_movement_speed, top_movement_speed, top_movement_speed };
|
||||
vec3 camera_side;
|
||||
glm_cross(camera_front, camera_up, camera_side);
|
||||
glm_cross(ac->front, ac->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);
|
||||
glm_vec3_add(ac->pos, camera_side, ac->pos);
|
||||
}
|
||||
|
||||
if (input & RENDLIB_INPUT_BACKW) {
|
||||
vec3 front_scalar = {top_movement_speed, top_movement_speed, top_movement_speed };
|
||||
glm_vec3_mul(front_scalar, camera_front, front_scalar);
|
||||
glm_vec3_sub(camera_pos, front_scalar, camera_pos);
|
||||
glm_vec3_mul(front_scalar, ac->front, front_scalar);
|
||||
glm_vec3_sub(ac->pos, front_scalar, ac->pos);
|
||||
}
|
||||
|
||||
if (input & RENDLIB_INPUT_FORW) {
|
||||
vec3 front_scalar = {top_movement_speed, top_movement_speed, top_movement_speed };
|
||||
glm_vec3_mul(front_scalar, camera_front, front_scalar);
|
||||
glm_vec3_add(camera_pos, front_scalar, camera_pos);
|
||||
glm_vec3_mul(front_scalar, ac->front, front_scalar);
|
||||
glm_vec3_add(ac->pos, front_scalar, ac->pos);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -195,9 +181,6 @@ void display(void) {
|
|||
handle_input();
|
||||
GLFWwindow *w = glfwGetCurrentContext();
|
||||
|
||||
mat4 view;
|
||||
mat4 projection;
|
||||
|
||||
GLint translation_uniform;
|
||||
GLint view_uniform;
|
||||
GLint projection_uniform;
|
||||
|
@ -208,13 +191,11 @@ void display(void) {
|
|||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glUseProgram(shader_program);
|
||||
|
||||
glm_mat4_identity(view);
|
||||
vec3 camera_center;
|
||||
glm_vec3_add(camera_pos, camera_front, camera_center);
|
||||
glm_lookat(camera_pos, camera_center, camera_up, view);
|
||||
|
||||
glm_mat4_identity(projection);
|
||||
glm_perspective(glm_rad(fov), (float) screen_viewport[2]/(float) screen_viewport[3], 0.01f, 100000.0f, projection);
|
||||
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");
|
||||
|
@ -222,44 +203,14 @@ void display(void) {
|
|||
color_uniform = glGetUniformLocation(shader_program, "color");
|
||||
scale_uniform = glGetUniformLocation(shader_program, "scale");
|
||||
|
||||
glUniformMatrix4fv(view_uniform, 1, GL_FALSE, (float *) view);
|
||||
glUniformMatrix4fv(projection_uniform, 1, GL_FALSE, (float *) projection);
|
||||
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);
|
||||
|
||||
struct model *obj_model = obj->model;
|
||||
|
||||
// calculate gravity
|
||||
for (struct object *target = objects; target != NULL; target = target->next) {
|
||||
if (target == obj) {
|
||||
continue;
|
||||
}
|
||||
|
||||
vec3 force;
|
||||
glm_vec3_zero(force);
|
||||
calculate_gravity(obj, target, force);
|
||||
|
||||
vec4 force_new;
|
||||
for (int i = 0; i < 3; i++) {
|
||||
force_new[i] = force[i];
|
||||
}
|
||||
force_new[3] = 0.0f;
|
||||
|
||||
float n = obj->mass;
|
||||
vec4 scaler = {n,n,n,1.0f};
|
||||
glm_vec4_div(force_new, scaler, force_new);
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
glm_translate(translation_matrix, obj->position);
|
||||
|
||||
glUniformMatrix4fv(translation_uniform, 1, GL_FALSE, (float *) translation_matrix);
|
||||
|
@ -269,41 +220,21 @@ void display(void) {
|
|||
|
||||
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();*/
|
||||
glfwSwapBuffers(w);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
void rendlib_bake_graphics(void) {
|
||||
// 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);
|
||||
|
||||
|
@ -406,25 +337,24 @@ void mouse_motion(GLFWwindow *window, double x, double y) {
|
|||
return;
|
||||
}
|
||||
|
||||
float offset_x = (float) (x - (screen_viewport[2]/2)) * camera_sensitivity;
|
||||
float offset_y = (float) (y - (screen_viewport[3]/2)) * camera_sensitivity;
|
||||
float offset_x = (float) (x - (screen_viewport[2]/2)) * ac->sensitivity;
|
||||
float offset_y = (float) (y - (screen_viewport[3]/2)) * ac->sensitivity;
|
||||
|
||||
camera_yaw += offset_x;
|
||||
camera_pitch -= offset_y;
|
||||
ac->yaw += offset_x;
|
||||
ac->pitch -= offset_y;
|
||||
|
||||
// limit view rotation
|
||||
if (camera_pitch < -89.9f) {
|
||||
camera_pitch = -89.9f;
|
||||
if (ac->pitch < -89.9f) {
|
||||
ac->pitch = -89.9f;
|
||||
}
|
||||
if (camera_pitch > 89.9f) {
|
||||
camera_pitch = 89.9f;
|
||||
if (ac->pitch > 89.9f) {
|
||||
ac->pitch = 89.9f;
|
||||
}
|
||||
|
||||
vec3 view_direction = { cos(glm_rad(camera_yaw)) * cos(glm_rad(camera_pitch)),
|
||||
sin(glm_rad(camera_pitch)),
|
||||
sin(glm_rad(camera_yaw)) * cos(glm_rad(camera_pitch))
|
||||
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))
|
||||
};
|
||||
glm_normalize_to(view_direction, camera_front);
|
||||
glm_normalize_to(view_direction, ac->front);
|
||||
}
|
||||
|
||||
int rendlib_start_window(int argc, char *argv[]) {
|
||||
|
@ -457,7 +387,20 @@ int rendlib_start_window(int argc, char *argv[]) {
|
|||
return 0;
|
||||
}
|
||||
|
||||
int setup_default_camera(void) {
|
||||
ac = create_camera(CAMERA_PERSPECTIVE);
|
||||
if (ac == NULL) {
|
||||
return -1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int rendlib_render(void) {
|
||||
if (ac == NULL) {
|
||||
if (setup_default_camera() < 0) {
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
rendlib_bake_graphics();
|
||||
for (;;) {
|
||||
display();
|
||||
|
|
Loading…
Reference in New Issue
Block a user