init: kick-off repository from gravity's SC
source code was taken from my project gravity and modified so I can reuse the renderer in other projects. I will also upgrade it, free it from old bugs, put more effort into learning the math behind rendering, etc.
This commit is contained in:
commit
a176afab7e
6
.gitignore
vendored
Normal file
6
.gitignore
vendored
Normal file
|
@ -0,0 +1,6 @@
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|||
.idea/
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||||
cmake-build-debug/
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||||
build/
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.ccls-cache/
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||||
*.mtl
|
||||
compile_commands.json
|
23
Makefile
Normal file
23
Makefile
Normal file
|
@ -0,0 +1,23 @@
|
|||
CC=gcc
|
||||
CFLAGS=-DFREEGLUT_STATIC -g3
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||||
LFLAGS=-lglfw -L/usr/lib64 -lGLEW -lGL -lX11 -lGLU -lassimp -lm
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||||
LD=ld
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OUT=build
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DEV=dev.c
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||||
|
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all:
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||||
mkdir -p $(OUT)
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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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|
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dev: all
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||||
$(CC) $(CFLAGS) dev.c $(OUT)/rendlib -o $(OUT)/dev $(LFLAGS)
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||||
devall: dev
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$(OUT)/dev
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|
||||
|
||||
clean:
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rm -rf $(OUT)
|
8
README
Normal file
8
README
Normal file
|
@ -0,0 +1,8 @@
|
|||
_ _ _ _
|
||||
___ ___ ___ _| | |_| |_
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||||
| _| -_| | . | | | . |
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|_| |___|_|_|___|_|_|___|
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||||
|
||||
A work in progress rendering library written
|
||||
in C.
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||||
|
2070
assets/models/sphere.obj
Normal file
2070
assets/models/sphere.obj
Normal file
File diff suppressed because it is too large
Load Diff
21
assets/shaders/shader.frag
Normal file
21
assets/shaders/shader.frag
Normal file
|
@ -0,0 +1,21 @@
|
|||
#version 330 core
|
||||
in vec4 frag_pos;
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in vec4 frag_normal;
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||||
in vec3 object_color;
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|
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out vec4 outy;
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||||
|
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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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||||
|
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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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|
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vec4 diffuse = diff * light_color;
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|
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outy = color + diffuse;
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}
|
21
assets/shaders/shader.vert
Normal file
21
assets/shaders/shader.vert
Normal file
|
@ -0,0 +1,21 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 pos;
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||||
layout (location = 1) in vec3 normal;
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||||
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
uniform mat4 translation;
|
||||
uniform mat4 rotation;
|
||||
uniform vec3 color;
|
||||
uniform float scale;
|
||||
|
||||
out vec4 frag_pos;
|
||||
out vec4 frag_normal;
|
||||
out vec3 object_color;
|
||||
|
||||
void main() {
|
||||
gl_Position = projection * view * translation * (vec4(pos.xyz, 1.0) * vec4(scale, scale, scale, 1.0));
|
||||
frag_pos = gl_Position;
|
||||
frag_normal = translation * vec4(normal.xyz, 1.0);
|
||||
object_color = color;
|
||||
}
|
34
dev.c
Normal file
34
dev.c
Normal file
|
@ -0,0 +1,34 @@
|
|||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include "include/rendlib.h"
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||||
#include "include/object.h"
|
||||
|
||||
int main(int argc, char *argv[]) {
|
||||
int ret = rendlib_start_window(argc, argv);
|
||||
if (ret < 0) {
|
||||
fprintf(stderr, "--error: %d\n", ret);
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
struct model *m = load_model("assets/models/sphere.obj");
|
||||
if (m == NULL) {
|
||||
fprintf(stderr, "--error: loading model\n");
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
struct object *o = create_object(&objects, 100.0f, m);
|
||||
if (o == NULL) {
|
||||
fprintf(stderr, "--error: creating object\n");
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
ret = rendlib_render();
|
||||
if (ret < 0) {
|
||||
fprintf(stderr, "--error: %d\n", ret);
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
fprintf(stdout, "--rendering\n");
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
}
|
10
include/math.h
Normal file
10
include/math.h
Normal file
|
@ -0,0 +1,10 @@
|
|||
#ifndef MATH_H
|
||||
#define MATH_H
|
||||
|
||||
#include "object.h"
|
||||
#include <cglm/cglm.h>
|
||||
|
||||
float frand48(void);
|
||||
void calculate_gravity(struct object *src, struct object *target, vec3 force);
|
||||
|
||||
#endif
|
45
include/object.h
Normal file
45
include/object.h
Normal file
|
@ -0,0 +1,45 @@
|
|||
#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 {
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||||
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
|
||||
};
|
||||
|
||||
struct model *load_model(const char *path);
|
||||
int record_path(struct object *obj);
|
||||
struct object *create_object(struct object **o, float mass, struct model *model);
|
||||
|
||||
#endif
|
15
include/rendlib.h
Normal file
15
include/rendlib.h
Normal file
|
@ -0,0 +1,15 @@
|
|||
#ifndef RENDLIB_H
|
||||
#define RENDLIB_H
|
||||
|
||||
enum errs {
|
||||
err_glfw_init = -1,
|
||||
err_glfw_win = -2,
|
||||
err_glew_init = -3,
|
||||
err_shaders_init = -4,
|
||||
};
|
||||
|
||||
extern struct object *objects;
|
||||
int rendlib_start_window(int argc, char *argv[]);
|
||||
int rendlib_render(void);
|
||||
|
||||
#endif
|
42
math.c
Normal file
42
math.c
Normal file
|
@ -0,0 +1,42 @@
|
|||
#include "math.h"
|
||||
#include "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]));
|
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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;
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
129
object.c
Normal file
129
object.c
Normal file
|
@ -0,0 +1,129 @@
|
|||
#include "include/object.h"
|
||||
|
||||
#include "include/math.h"
|
||||
#include <math.h>
|
||||
#include <assimp/cimport.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
|
||||
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(struct object **o, float mass, struct model *model) {
|
||||
struct object *no = malloc(sizeof(struct object));
|
||||
if (no == NULL) {
|
||||
return NULL;
|
||||
}
|
||||
memset(no, 0, sizeof(struct object));
|
||||
|
||||
no->mass = mass;
|
||||
no->scale = 1.0f;
|
||||
no->paths_max = MAX_PATHS;
|
||||
no->model = model;
|
||||
glm_vec4_one(no->position);
|
||||
glm_vec3_one(no->color);
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
no->color[i] = 0.5f + (fabs(frand48()) / 2);
|
||||
}
|
||||
|
||||
if (*o == NULL) {
|
||||
*o = no;
|
||||
return no;
|
||||
}
|
||||
|
||||
struct object *previous_object = *o;
|
||||
no->next = previous_object;
|
||||
*o = no;
|
||||
|
||||
return no;
|
||||
}
|
473
rendlib.c
Normal file
473
rendlib.c
Normal file
|
@ -0,0 +1,473 @@
|
|||
#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"
|
||||
#include "include/math.h"
|
||||
#include "include/object.h"
|
||||
|
||||
// global variables
|
||||
int window_width = 960;
|
||||
int window_height = 540;
|
||||
char *window_title = "rendlib window";
|
||||
|
||||
// global settings
|
||||
float fov = 80.0f; // default fov
|
||||
float fov_change = 1.0f;
|
||||
vec3 camera_pos = { 0.0f, 0.0f, 20.0f };
|
||||
vec3 camera_front = { 0.0f, 0.0f, -1.0f };
|
||||
vec3 camera_up = { 0.0f, 1.0f, 0.0f };
|
||||
struct object *camera_lock = NULL; // is camera locked to any object?
|
||||
float camera_yaw = -90.0f; // x rotation
|
||||
float camera_pitch = 0.0f; // y rotation
|
||||
float camera_sensitivity = 0.01f;
|
||||
float top_movement_speed = 0.2f;
|
||||
vec3 speed = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
GLint screen_viewport[4]; // viewport: x,y,width,height
|
||||
int toggle_tracing = 0; // true or false
|
||||
long added_particles = 0;
|
||||
|
||||
// tmp input
|
||||
int inputs[8] = {0,0,0,0,0,0,};
|
||||
|
||||
// tmp
|
||||
struct model *sphere_model;
|
||||
struct object *objects;
|
||||
|
||||
// opengl
|
||||
unsigned int shader_program;
|
||||
unsigned int vertex_shader;
|
||||
unsigned int fragment_shader;
|
||||
|
||||
// shaders
|
||||
const char *object_vertex_shader_location = "assets/shaders/shader.vert";
|
||||
const char *object_fragment_shader_location = "assets/shaders/shader.frag";
|
||||
|
||||
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();
|
||||
|
||||
// create and load new shaders
|
||||
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;
|
||||
}
|
||||
|
||||
// compile object shader program
|
||||
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;
|
||||
if (inputs[0]) {
|
||||
exit(EXIT_SUCCESS);
|
||||
inputs[0] = 0;
|
||||
}
|
||||
|
||||
if (inputs[1]) {
|
||||
ret = load_shaders();
|
||||
if (ret < 0) {
|
||||
fprintf(stderr, "--error: reloading shaders\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
inputs[1] = 0;
|
||||
}
|
||||
|
||||
if (inputs[2]) {
|
||||
vec3 side_scalar = {top_movement_speed, top_movement_speed, top_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);
|
||||
}
|
||||
|
||||
if (inputs[3]) {
|
||||
vec3 side_scalar = {top_movement_speed, top_movement_speed, top_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);
|
||||
}
|
||||
|
||||
if (inputs[4]) {
|
||||
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);
|
||||
}
|
||||
|
||||
if (inputs[5]) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
void window_size(GLFWwindow *w, int width, int height) {
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
void display(void) {
|
||||
handle_input();
|
||||
GLFWwindow *w = glfwGetCurrentContext();
|
||||
|
||||
mat4 view;
|
||||
mat4 projection;
|
||||
|
||||
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);
|
||||
glGetIntegerv(GL_VIEWPORT, screen_viewport);
|
||||
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);
|
||||
|
||||
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");
|
||||
|
||||
glUniformMatrix4fv(view_uniform, 1, GL_FALSE, (float *) view);
|
||||
glUniformMatrix4fv(projection_uniform, 1, GL_FALSE, (float *) 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);
|
||||
}
|
||||
|
||||
// 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();*/
|
||||
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);
|
||||
|
||||
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) {
|
||||
case GLFW_KEY_ESCAPE:
|
||||
inputs[0] = 1;
|
||||
break;
|
||||
case GLFW_KEY_R:
|
||||
inputs[1] = 1;
|
||||
break;
|
||||
case GLFW_KEY_A:
|
||||
inputs[2] = 1;
|
||||
break;
|
||||
case GLFW_KEY_D:
|
||||
inputs[3] = 1;
|
||||
break;
|
||||
case GLFW_KEY_S:
|
||||
inputs[4] = 1;
|
||||
break;
|
||||
case GLFW_KEY_W:
|
||||
inputs[5] = 1;
|
||||
break;
|
||||
}
|
||||
|
||||
} else if (action == GLFW_RELEASE) {
|
||||
switch (key) {
|
||||
case GLFW_KEY_A:
|
||||
inputs[2] = 0;
|
||||
break;
|
||||
case GLFW_KEY_D:
|
||||
inputs[3] = 0;
|
||||
break;
|
||||
case GLFW_KEY_S:
|
||||
inputs[4] = 0;
|
||||
break;
|
||||
case GLFW_KEY_W:
|
||||
inputs[5] = 0;
|
||||
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(GLFWwindow *window, double x, double y) {
|
||||
if (warped_pointer == 1) {
|
||||
warped_pointer = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
warped_pointer = 1;
|
||||
GLFWwindow *w = glfwGetCurrentContext();
|
||||
glfwSetCursorPos(w, (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 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);
|
||||
|
||||
ret = glewInit();
|
||||
if (ret != GLEW_OK) {
|
||||
return err_glew_init;
|
||||
}
|
||||
|
||||
ret = load_shaders();
|
||||
if (ret < 0) {
|
||||
return err_shaders_init;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int rendlib_render(void) {
|
||||
rendlib_bake_graphics();
|
||||
for (;;) {
|
||||
display();
|
||||
}
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue
Block a user