rendlib/rendlib.c
Kevin Jerebica a176afab7e 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.
2024-10-08 00:15:42 +02:00

474 lines
13 KiB
C

#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;
}