feat(center): normalize object size
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71e157e76f
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51bfbd2214
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@ -6,6 +6,7 @@
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# include <stdlib.h>
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# include <assert.h>
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# include <math.h>
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# include <float.h>
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# include <GL/glew.h>
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# include <GLFW/glfw3.h>
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After Width: | Height: | Size: 414 KiB |
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@ -16,26 +16,54 @@
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void center_vertices(t_buf_d *vertices)
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{
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t_vec3 average;
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t_vec3 max = { .x = DBL_MIN, .y = DBL_MIN, .z = DBL_MIN };
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t_vec3 min = { .x = DBL_MAX, .y = DBL_MAX, .z = DBL_MAX };
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for (size_t i = 0; i < vertices->ptr; i++)
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{
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if (i % 3 == 0)
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if (i % 3 == 0) {
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if (vertices->data[i] > max.x)
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max.x = vertices->data[i];
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if (vertices->data[i] < min.x)
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min.x = vertices->data[i];
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average.x += vertices->data[i];
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else if (i % 3 == 1)
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}
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else if (i % 3 == 1) {
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if (vertices->data[i] > max.y)
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max.y = vertices->data[i];
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if (vertices->data[i] < min.y)
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min.y = vertices->data[i];
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average.y += vertices->data[i];
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else if (i % 3 == 2)
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}
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else if (i % 3 == 2) {
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if (vertices->data[i] > max.z)
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max.z = vertices->data[i];
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if (vertices->data[i] < min.z)
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min.z = vertices->data[i];
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average.z += vertices->data[i];
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}
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}
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average.x /= (vertices->ptr / 3);
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average.y /= (vertices->ptr / 3);
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average.z /= (vertices->ptr / 3);
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double max_k = max.x - min.x;
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max_k = max_k > max.y - min.y ? max_k : max.y - min.y;
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max_k = max_k > max.z - min.z ? max_k : max.z - min.z;
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for (size_t i = 0; i < vertices->ptr; i++)
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{
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if (i % 3 == 0)
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if (i % 3 == 0) {
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vertices->data[i] -= average.x;
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else if (i % 3 == 1)
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vertices->data[i] /= max_k;
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}
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else if (i % 3 == 1) {
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vertices->data[i] -= average.y;
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else if (i % 3 == 2)
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vertices->data[i] /= max_k;
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}
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else if (i % 3 == 2) {
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vertices->data[i] -= average.z;
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vertices->data[i] /= max_k;
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}
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}
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}
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}
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40
src/run.c
40
src/run.c
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@ -28,6 +28,8 @@ GLuint has_texture_location;
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//GLuint gCountLocation;
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GLuint index_count;
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int is_good;
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GLuint gSamplerLocation;
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GLuint texture;
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@ -49,15 +51,15 @@ static void RenderSceneCB(t_env *e)
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eye.x = 0;
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eye.y = 0;
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eye.z = 10;
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eye.z = 2;
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up.x = 0;
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up.y = 1;
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up.z = 0;
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target.x = 0;
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target.y = 0;
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target.z = 9;
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target.z = 0;
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t_mat4 proj = mat4_perspective(45.0 * M_PI / 180.0, 800.0 / 600.0, 0.001, 1000);
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t_mat4 proj = mat4_perspective(45.0 * M_PI / 180.0, 800.0 / 600.0, 0.001, 100);
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t_mat4 view = mat4_inverse(mat4_lookat(eye, up, target));
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// t_mat4 model = mat4_rotatey(mat4_rotatex(mat4_identity(), Scale), Scale / 1.3);
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//t_mat4 model = mat4_rotatey(mat4_identity(), Scale);
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@ -71,16 +73,19 @@ static void RenderSceneCB(t_env *e)
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//glUniform1i(gCountLocation, index_count);
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(gSamplerLocation, 0);
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glUniform1i(has_texture_location, is_good);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glVertexAttribPointer(0, 3, GL_DOUBLE, GL_FALSE, 8 * sizeof(double), 0);
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if (is_good) {
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_DOUBLE, GL_FALSE, 8 * sizeof(double), (void *)(3 * sizeof(double)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 3, GL_DOUBLE, GL_FALSE, 8 * sizeof(double), (void *)(5 * sizeof(double)));
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}
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//glBindTexture(GL_TEXTURE_2D, texture);
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//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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@ -99,17 +104,25 @@ static void CreateVertexBuffer(t_env *e)
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printf("vertices indices len %ld\n", e->object.vertices_indices.ptr);
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printf("uvs indices len %ld\n", e->object.uvs_indices.ptr);
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printf("normals indices len %ld\n", e->object.normals_indices.ptr);
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is_good = 1;
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e->vbo_data = (double *)malloc(e->object.vertices_indices.ptr * 8 * sizeof(double));
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for (size_t i = 0; i < e->object.vertices_indices.ptr * 8; i += 8) {
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e->vbo_data[i] = e->object.vertices.data[e->object.vertices_indices.data[i / 8] * 3] * 0.3;
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e->vbo_data[i + 1] = e->object.vertices.data[e->object.vertices_indices.data[i / 8] * 3 + 1] * 0.3;
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e->vbo_data[i + 2] = e->object.vertices.data[e->object.vertices_indices.data[i / 8] * 3 + 2] * 0.3;
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e->vbo_data[i + 3] = e->object.uvs.data[e->object.uvs_indices.data[i / 8] * 2];
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e->vbo_data[i + 4] = e->object.uvs.data[e->object.uvs_indices.data[i / 8] * 2 + 1];
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e->vbo_data[i + 5] = e->object.normals.data[e->object.normals_indices.data[i / 8] * 3];
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e->vbo_data[i + 6] = e->object.normals.data[e->object.normals_indices.data[i / 8] * 3 + 1];
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e->vbo_data[i + 7] = e->object.normals.data[e->object.normals_indices.data[i / 8] * 3 + 2];
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e->vbo_data[i] = e->object.vertices.data[e->object.vertices_indices.data[i / 8] * 3];
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e->vbo_data[i + 1] = e->object.vertices.data[e->object.vertices_indices.data[i / 8] * 3 + 1];
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e->vbo_data[i + 2] = e->object.vertices.data[e->object.vertices_indices.data[i / 8] * 3 + 2];
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if (e->object.uvs_indices.ptr == e->object.vertices_indices.ptr && e->object.uvs_indices.data[i / 8] * 2 + 1 < e->object.uvs.ptr) {
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e->vbo_data[i + 3] = e->object.uvs.data[e->object.uvs_indices.data[i / 8] * 2];
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e->vbo_data[i + 4] = e->object.uvs.data[e->object.uvs_indices.data[i / 8] * 2 + 1];
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} else {
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is_good = 0;
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}
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if (e->object.normals_indices.ptr == e->object.vertices_indices.ptr && e->object.normals_indices.data[i / 8] * 3 + 2 < e->object.normals.ptr) {
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e->vbo_data[i + 5] = e->object.normals.data[e->object.normals_indices.data[i / 8] * 3];
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e->vbo_data[i + 6] = e->object.normals.data[e->object.normals_indices.data[i / 8] * 3 + 1];
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e->vbo_data[i + 7] = e->object.normals.data[e->object.normals_indices.data[i / 8] * 3 + 2];
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} else {
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is_good = 0;
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}
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}
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glGenBuffers(1, &VBO);
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@ -217,6 +230,7 @@ static void CompileShaders(t_env *e)
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gViewLocation = glGetUniformLocation(e->shader_program, "view");
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gModelLocation = glGetUniformLocation(e->shader_program, "model");
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gSamplerLocation = glGetUniformLocation(e->shader_program, "ourTexture");
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has_texture_location = glGetUniformLocation(e->shader_program, "has_texture");
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// assert(gScaleLocation != 0xFFFFFFFF);
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assert(gTimeLocation != 0xFFFFFFFF);
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assert(gProjLocation != 0xFFFFFFFF);
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@ -322,7 +336,7 @@ int run(t_env *e)
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int tex_width, tex_height, nrChannels;
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unsigned char *tex_data = stbi_load("resources/racer.jpg", &tex_width, &tex_height, &nrChannels, 0);
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unsigned char *tex_data = stbi_load("resources/blue.jpg", &tex_width, &tex_height, &nrChannels, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, GL_RGB, GL_UNSIGNED_BYTE, tex_data);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(tex_data);
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@ -2,6 +2,7 @@
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uniform float time;
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uniform sampler2D ourTexture;
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uniform int has_texture;
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out vec4 FragColor;
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flat in int vID;
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@ -18,11 +19,15 @@ float rand(float n)
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void main()
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{
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vec3 color = vec3(rand(float(vID + int(time))), rand(float(vID + int(time))), rand(float(vID + int(time))));
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vec3 n = normalize(vec3(50. * cos(time), 50., 50. * sin(time)) - position);
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//vec3 n = normalize(vec3(0., 50., 0.) - position);
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vec3 n = normalize(vec3(10. * cos(time), 10., 10. * sin(time)) - position);
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float phong = 0.2 + 0.8 * max(0., dot(n, normalize(normal)));
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float specular = pow(max(dot(reflect(n, normalize(normal)), normalize(vec3(0, 0, -9) - position)), 0.), 10.);
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FragColor = vec4(color * 0.001 + texture(ourTexture, texCoord).rgb * phong + vec3(1.) * specular, 1.);
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//FragColor = vec4(color * 0.001 + vec3(0.5) * phong + vec3(1.) * specular, 1.);
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//FragColor = vec4(color * 0.001 + normal, 1.);
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float specular = pow(max(dot(reflect(n, normalize(normal)), normalize(vec3(0, 0, -2) - position)), 0.), 10.);
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if (has_texture == 1) {
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FragColor = vec4(texture(ourTexture, texCoord).rgb * phong + vec3(1.) * specular, 1.);
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//FragColor = vec4(texCoord.xyx / 2. * phong + vec3(1.) * specular, 1.);
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}
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else {
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FragColor = vec4(color, 1.);
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}
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//FragColor = vec4(color * 0.001 + normal, 1.);
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}
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