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2 Commits
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71e157e76f
Author | SHA1 | Date |
---|---|---|
gbrochar | 71e157e76f | |
gbrochar | dadd6998cb |
78
inc/mat4.h
78
inc/mat4.h
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@ -1,15 +1,3 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* mat4.h :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: gbrochar <gbrochar@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2020/12/22 20:35:00 by gbrochar #+# #+# */
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/* Updated: 2020/12/26 09:16:18 by gbrochar ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef MAT4_H
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# define MAT4_H
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@ -17,51 +5,37 @@
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# include "vec3.h"
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# include <math.h>
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typedef struct s_mat4 t_mat4;
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typedef struct s_persp_tool t_persp_tool;
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typedef struct s_mat4 t_mat4;
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typedef struct s_persp_tool t_persp_tool;
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struct s_mat4
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{
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float data[16];
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struct s_mat4 {
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float data[16];
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};
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struct s_persp_tool
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{
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double xmin;
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double xmax;
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double ymin;
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double ymax;
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struct s_persp_tool {
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double xmin;
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double xmax;
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double ymin;
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double ymax;
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};
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t_mat4 mat4_transpose(t_mat4 m);
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t_mat4 mat4_multiply(t_mat4 m, t_mat4 rhs);
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t_mat4 mat4_perspective(
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double fov, double aspect, double near, double far);
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t_mat4 mat4_frustrum(
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t_persp_tool tool, double near, double far);
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t_mat4 mat4_frustrum_tmp(double x, double y, t_vec4 tool);
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t_mat4 mat4_lookat(t_vec3 eye, t_vec3 up, t_vec3 target);
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t_mat4 mat4_lookat_make_mat(
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t_vec3 x, t_vec3 y, t_vec3 z, t_vec3 eye);
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t_vec3 mat4_lookat_make_y(t_vec3 x, t_vec3 z);
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t_vec3 mat4_lookat_make_x(t_vec3 z, t_vec3 up);
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t_vec3 mat4_lookat_make_z(t_vec3 eye, t_vec3 target);
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t_mat4 mat4_identity(void);
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t_mat4 mat4_inverse(t_mat4 m);
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t_mat4 mat4_rotatex(t_mat4 m, double theta);
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t_mat4 mat4_rotatey(t_mat4 m, double theta);
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t_mat4 mat4_rotatez(t_mat4 m, double theta);
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t_mat4 mat4_rotatexyz(t_mat4 m, t_vec3 theta);
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t_mat4 mat4_translate(t_mat4 m, t_vec3 t);
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t_mat4 mat4_scale(t_mat4 m, t_vec3 s);
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t_mat4 mat4_transpose(t_mat4 m);
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t_mat4 mat4_multiply(t_mat4 m, t_mat4 rhs);
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t_mat4 mat4_perspective(double fov, double aspect, double near, double far);
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t_mat4 mat4_frustrum(t_persp_tool tool, double near, double far);
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t_mat4 mat4_lookat(t_vec3 eye, t_vec3 up, t_vec3 target);
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t_mat4 mat4_lookat_make_mat(t_vec3 x, t_vec3 y, t_vec3 z, t_vec3 eye);
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t_vec3 mat4_lookat_make_y(t_vec3 x, t_vec3 z);
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t_vec3 mat4_lookat_make_x(t_vec3 z, t_vec3 up);
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t_vec3 mat4_lookat_make_z(t_vec3 eye, t_vec3 target);
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t_mat4 mat4_identity(void);
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t_mat4 mat4_inverse(t_mat4 m);
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t_mat4 mat4_rotatex(t_mat4 m, double theta);
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t_mat4 mat4_rotatey(t_mat4 m, double theta);
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t_mat4 mat4_rotatez(t_mat4 m, double theta);
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t_mat4 mat4_rotatexyz(t_mat4 m, t_vec3 theta);
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t_mat4 mat4_translate(t_mat4 m, t_vec3 t);
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t_mat4 mat4_scale(t_mat4 m, t_vec3 s);
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#endif
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144
inc/scop.h
144
inc/scop.h
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@ -1,15 +1,3 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* scop.h :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: gbrochar <gbrochar@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2020/12/22 12:08:22 by gbrochar #+# #+# */
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/* Updated: 2020/12/26 09:16:30 by gbrochar ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef SCOP_H
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# define SCOP_H
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@ -34,10 +22,9 @@
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# define EPSILON 0.000001
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typedef enum e_gl_buf_type t_gl_buf_type;
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typedef enum e_gl_buf_type t_gl_buf_type;
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enum e_gl_buf_type
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{
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enum e_gl_buf_type {
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VERTEX,
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UV,
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NORMAL,
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@ -45,92 +32,83 @@ enum e_gl_buf_type
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OTHER
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};
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typedef struct s_cam t_cam;
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typedef struct s_window t_window;
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typedef struct s_buf_d t_buf_d;
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typedef struct s_buf_ui t_buf_ui;
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typedef struct s_buf_s t_buf_s;
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typedef struct s_obj t_obj;
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typedef struct s_env t_env;
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typedef struct s_cam t_cam;
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typedef struct s_window t_window;
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typedef struct s_buf_d t_buf_d;
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typedef struct s_buf_ui t_buf_ui;
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typedef struct s_buf_s t_buf_s;
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typedef struct s_obj t_obj;
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typedef struct s_env t_env;
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struct s_cam
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{
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double fov;
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double aspect;
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double near;
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double far;
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struct s_cam {
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double fov;
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double aspect;
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double near;
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double far;
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};
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struct s_window
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{
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int width;
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int height;
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struct s_window {
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int width;
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int height;
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};
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struct s_buf_d
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{
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double *data;
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size_t ptr;
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size_t len;
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struct s_buf_d {
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double *data;
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size_t ptr;
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size_t len;
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};
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struct s_buf_ui
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{
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unsigned int *data;
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size_t ptr;
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size_t len;
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struct s_buf_ui {
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unsigned int *data;
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size_t ptr;
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size_t len;
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};
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struct s_obj
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{
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t_buf_d vertices;
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t_buf_d uvs;
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t_buf_d normals;
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t_buf_ui vertices_indices;
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t_buf_ui uvs_indices;
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t_buf_ui normals_indices;
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struct s_obj {
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t_buf_d vertices;
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t_buf_d uvs;
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t_buf_d normals;
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t_buf_ui vertices_indices;
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t_buf_ui uvs_indices;
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t_buf_ui normals_indices;
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};
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struct s_env
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{
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char *file_name;
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t_cam camera;
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t_window window;
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t_obj object;
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GLuint shader_program;
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GLuint vertex_shader;
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GLuint fragment_shader;
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t_vec3 translate;
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t_vec3 rotate;
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t_vec3 scale;
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struct s_env {
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char *file_name;
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t_cam camera;
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t_window window;
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t_obj object;
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double *vbo_data;
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GLuint shader_program;
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GLuint vertex_shader;
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GLuint fragment_shader;
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t_vec3 translate;
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t_vec3 rotate;
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t_vec3 scale;
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};
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int parse(t_env *e, int argc, char **argv);
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void set_params(t_env *e, int argc, char **argv);
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int parse_file(t_env *e);
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int parse(t_env *e, int argc, char **argv);
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void set_params(t_env *e, int argc, char **argv);
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int parse_file(t_env *e);
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int parse_line(t_env *e, char *line);
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t_gl_buf_type parse_gl_buf_type(char *token);
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void parse_triangulate(
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t_buf_ui *indices, int token_count);
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void parse_append_data_tmp(
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t_buf_ui *indices, int vertex_count, unsigned int *data_tmp);
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int parse_line(t_env *e, char *line);
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t_gl_buf_type parse_gl_buf_type(char *token);
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void parse_triangulate(t_buf_ui *indices, int token_count);
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void parse_append_data_tmp(t_buf_ui *indices, int vertex_count, unsigned int *data_tmp);
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int parse_token(
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t_env *e, char *token, t_gl_buf_type gl_buf_type);
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int parse_append_data_d(t_buf_d *buffer, char *token);
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int parse_append_data_ui(t_buf_ui *buffer, char *token);
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int parse_token(t_env *e, char *token, t_gl_buf_type gl_buf_type);
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int parse_append_data_d(t_buf_d *buffer, char *token);
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int parse_append_data_ui(t_buf_ui *buffer, char *token);
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void center_vertices(t_buf_d *vertices);
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void center_vertices(t_buf_d *vertices);
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void free_env(t_env *e);
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void init_window(t_env *e);
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void init_camera(t_env *e);
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void init_object(t_env *e);
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void init_env(t_env *e);
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void free_env(t_env *e);
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void init_window(t_env *e);
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void init_camera(t_env *e);
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void init_object(t_env *e);
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void init_env(t_env *e);
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int run(t_env *e);
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int run(t_env *e);
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#endif
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24
inc/vec3.h
24
inc/vec3.h
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@ -1,25 +1,13 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* vec3.h :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: gbrochar <gbrochar@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2020/12/23 16:14:13 by gbrochar #+# #+# */
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/* Updated: 2020/12/23 16:14:28 by gbrochar ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef VEC3_H
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# define VEC3_H
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typedef struct s_vec3 t_vec3;
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typedef struct s_vec3 t_vec3;
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struct s_vec3
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{
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double x;
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double y;
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double z;
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struct s_vec3 {
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double x;
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double y;
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double z;
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};
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#endif
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25
inc/vec4.h
25
inc/vec4.h
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@ -1,26 +1,15 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* vec4.h :+: :+: :+: */
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/* +:+ +:+ +:+ */
|
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/* By: gbrochar <gbrochar@student.42.fr> +#+ +:+ +#+ */
|
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2020/12/23 15:57:23 by gbrochar #+# #+# */
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/* Updated: 2020/12/23 16:00:12 by gbrochar ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef VEC4_H
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# define VEC4_H
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typedef struct s_vec4 t_vec4;
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typedef struct s_vec4 t_vec4;
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struct s_vec4
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struct s_vec4
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{
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double x;
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double y;
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double z;
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double w;
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double x;
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double y;
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double z;
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double w;
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};
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#endif
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Binary file not shown.
After Width: | Height: | Size: 204 KiB |
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@ -13,34 +13,12 @@
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#include "mat4.h"
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#include "vec4.h"
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t_mat4 mat4_frustrum_tmp(double x, double y, t_vec4 tool)
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{
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t_mat4 ret;
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ret.data[0] = x;
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ret.data[4] = 0;
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ret.data[8] = tool.x;
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ret.data[12] = 0;
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ret.data[1] = 0;
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ret.data[5] = y;
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ret.data[9] = tool.y;
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ret.data[13] = 0;
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ret.data[2] = 0;
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ret.data[6] = 0;
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ret.data[10] = tool.z;
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ret.data[14] = tool.w;
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ret.data[3] = 0;
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ret.data[7] = 0;
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ret.data[11] = -1;
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ret.data[15] = 0;
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return (ret);
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}
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t_mat4 mat4_frustrum(t_persp_tool tool, double near, double far)
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{
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double x;
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double y;
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t_vec4 tool2;
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t_mat4 frustrum;
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x = (2.0 * near) / (tool.xmax - tool.xmin);
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y = (2.0 * near) / (tool.ymax - tool.ymin);
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|
@ -48,7 +26,23 @@ t_mat4 mat4_frustrum(t_persp_tool tool, double near, double far)
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tool2.y = (tool.ymax + tool.ymin) / (tool.ymax - tool.ymin);
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tool2.z = -(far + near) / (far - near);
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tool2.w = (-2.0 * far * near) / (far - near);
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return (mat4_frustrum_tmp(x, y, tool2));
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frustrum.data[0] = x;
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frustrum.data[4] = 0;
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frustrum.data[8] = tool2.x;
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frustrum.data[12] = 0;
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frustrum.data[1] = 0;
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frustrum.data[5] = y;
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frustrum.data[9] = tool2.y;
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frustrum.data[13] = 0;
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frustrum.data[2] = 0;
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frustrum.data[6] = 0;
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frustrum.data[10] = tool2.z;
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frustrum.data[14] = tool2.w;
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frustrum.data[3] = 0;
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frustrum.data[7] = 0;
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frustrum.data[11] = -1;
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frustrum.data[15] = 0;
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return frustrum;
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}
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t_mat4 mat4_perspective(
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|
@ -60,5 +54,6 @@ t_mat4 mat4_perspective(
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tool.ymin = -tool.ymax;
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tool.xmin = tool.ymin * aspect;
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tool.xmax = tool.ymax * aspect;
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return (mat4_frustrum(tool, near, far));
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return mat4_frustrum(tool, near, far);
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}
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|
|
64
src/run.c
64
src/run.c
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@ -18,13 +18,14 @@
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#include "stb_image.h"
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|
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GLuint VBO;
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GLuint IBO;
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//GLuint IBO;
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GLuint gScaleLocation;
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GLuint gScaleIntLocation;
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GLuint gTimeLocation;
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GLuint gProjLocation;
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GLuint gViewLocation;
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GLuint gModelLocation;
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GLuint gCountLocation;
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GLuint has_texture_location;
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//GLuint gCountLocation;
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GLuint index_count;
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|
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GLuint gSamplerLocation;
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|
@ -38,9 +39,9 @@ static void RenderSceneCB(t_env *e)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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|
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glEnable(GL_DEPTH_TEST);
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static float Scale = 0.0f;
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static float time = 0.0f;
|
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|
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Scale += 0.01f;
|
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time += 0.01f;
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|
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t_vec3 eye;
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t_vec3 up;
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|
@ -63,25 +64,28 @@ static void RenderSceneCB(t_env *e)
|
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t_mat4 model = mat4_scale(
|
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mat4_rotatexyz(
|
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mat4_translate(mat4_identity(), e->translate), e->rotate), e->scale);
|
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glUniform1f(gScaleIntLocation, Scale);
|
||||
glUniform1f(gTimeLocation, time);
|
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glUniformMatrix4fv(gProjLocation, 1, GL_FALSE, (GLfloat *)proj.data);
|
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glUniformMatrix4fv(gViewLocation, 1, GL_FALSE, (GLfloat *)view.data);
|
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glUniformMatrix4fv(gModelLocation, 1, GL_FALSE, (GLfloat *)model.data);
|
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glUniform1i(gCountLocation, index_count);
|
||||
//glUniform1i(gCountLocation, index_count);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glUniform1i(gSamplerLocation, 0);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glVertexAttribPointer(0, 3, GL_DOUBLE, GL_FALSE, 0, 0);
|
||||
glVertexAttribPointer(0, 3, GL_DOUBLE, GL_FALSE, 8 * sizeof(double), 0);
|
||||
|
||||
//layout text
|
||||
//glVertexAttribPointer(2, 2, GL_DOUBLE, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_DOUBLE, GL_FALSE, 8 * sizeof(double), (void *)(3 * sizeof(double)));
|
||||
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 3, GL_DOUBLE, GL_FALSE, 8 * sizeof(double), (void *)(5 * sizeof(double)));
|
||||
//glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
|
||||
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
|
||||
|
||||
glDrawElements(GL_TRIANGLES, index_count, GL_UNSIGNED_INT, 0);
|
||||
//glDrawElements(GL_TRIANGLES, index_count * 3, GL_UNSIGNED_INT, 0);
|
||||
glDrawArrays(GL_TRIANGLES, 0, index_count);
|
||||
|
||||
glDisableVertexAttribArray(0);
|
||||
}
|
||||
|
@ -95,12 +99,30 @@ static void CreateVertexBuffer(t_env *e)
|
|||
printf("vertices indices len %ld\n", e->object.vertices_indices.ptr);
|
||||
printf("uvs indices len %ld\n", e->object.uvs_indices.ptr);
|
||||
printf("normals indices len %ld\n", e->object.normals_indices.ptr);
|
||||
|
||||
e->vbo_data = (double *)malloc(e->object.vertices_indices.ptr * 8 * sizeof(double));
|
||||
for (size_t i = 0; i < e->object.vertices_indices.ptr * 8; i += 8) {
|
||||
e->vbo_data[i] = e->object.vertices.data[e->object.vertices_indices.data[i / 8] * 3] * 0.3;
|
||||
e->vbo_data[i + 1] = e->object.vertices.data[e->object.vertices_indices.data[i / 8] * 3 + 1] * 0.3;
|
||||
e->vbo_data[i + 2] = e->object.vertices.data[e->object.vertices_indices.data[i / 8] * 3 + 2] * 0.3;
|
||||
e->vbo_data[i + 3] = e->object.uvs.data[e->object.uvs_indices.data[i / 8] * 2];
|
||||
e->vbo_data[i + 4] = e->object.uvs.data[e->object.uvs_indices.data[i / 8] * 2 + 1];
|
||||
e->vbo_data[i + 5] = e->object.normals.data[e->object.normals_indices.data[i / 8] * 3];
|
||||
e->vbo_data[i + 6] = e->object.normals.data[e->object.normals_indices.data[i / 8] * 3 + 1];
|
||||
e->vbo_data[i + 7] = e->object.normals.data[e->object.normals_indices.data[i / 8] * 3 + 2];
|
||||
}
|
||||
|
||||
glGenBuffers(1, &VBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, e->object.vertices_indices.ptr * 8 * sizeof(double), e->vbo_data, GL_STATIC_DRAW);
|
||||
printf("Buffer created with success !\n");
|
||||
/* glGenBuffers(1, &VBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, e->object.vertices.ptr * sizeof(double), e->object.vertices.data, GL_STATIC_DRAW);
|
||||
glGenBuffers(1, &IBO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, e->object.vertices_indices.ptr * sizeof(int), e->object.vertices_indices.data, GL_STATIC_DRAW);
|
||||
*/
|
||||
}
|
||||
|
||||
static void AddShader(GLuint ShaderProgram, const char* pShaderText, GLenum ShaderType, GLuint *shader)
|
||||
|
@ -190,13 +212,13 @@ static void CompileShaders(t_env *e)
|
|||
glUseProgram(e->shader_program);
|
||||
|
||||
// gScaleLocation = glGetUniformLocation(e->shader_program, "gScale");
|
||||
gScaleIntLocation = glGetUniformLocation(e->shader_program, "time");
|
||||
gTimeLocation = glGetUniformLocation(e->shader_program, "time");
|
||||
gProjLocation = glGetUniformLocation(e->shader_program, "proj");
|
||||
gViewLocation = glGetUniformLocation(e->shader_program, "view");
|
||||
gModelLocation = glGetUniformLocation(e->shader_program, "model");
|
||||
gSamplerLocation = glGetUniformLocation(e->shader_program, "ourTexture");
|
||||
// assert(gScaleLocation != 0xFFFFFFFF);
|
||||
assert(gScaleIntLocation != 0xFFFFFFFF);
|
||||
assert(gTimeLocation != 0xFFFFFFFF);
|
||||
assert(gProjLocation != 0xFFFFFFFF);
|
||||
assert(gViewLocation != 0xFFFFFFFF);
|
||||
assert(gModelLocation != 0xFFFFFFFF);
|
||||
|
@ -243,17 +265,17 @@ void key_callback(GLFWwindow *window, int key, int scancode, int action, int m
|
|||
if (key == GLFW_KEY_H && (action == GLFW_PRESS || action == GLFW_REPEAT))
|
||||
e->rotate.z -= 0.03;
|
||||
if (key == GLFW_KEY_U && (action == GLFW_PRESS || action == GLFW_REPEAT))
|
||||
e->scale.x += 0.03;
|
||||
e->scale.x *= 1.03;
|
||||
if (key == GLFW_KEY_J && (action == GLFW_PRESS || action == GLFW_REPEAT))
|
||||
e->scale.x -= 0.03;
|
||||
e->scale.x *= 0.97;
|
||||
if (key == GLFW_KEY_I && (action == GLFW_PRESS || action == GLFW_REPEAT))
|
||||
e->scale.y += 0.03;
|
||||
e->scale.y *= 1.03;
|
||||
if (key == GLFW_KEY_K && (action == GLFW_PRESS || action == GLFW_REPEAT))
|
||||
e->scale.y -= 0.03;
|
||||
e->scale.y *= 0.97;
|
||||
if (key == GLFW_KEY_O && (action == GLFW_PRESS || action == GLFW_REPEAT))
|
||||
e->scale.z += 0.03;
|
||||
e->scale.z *= 1.03;
|
||||
if (key == GLFW_KEY_L && (action == GLFW_PRESS || action == GLFW_REPEAT))
|
||||
e->scale.z -= 0.03;
|
||||
e->scale.z *= 0.97;
|
||||
(void)scancode;
|
||||
(void)mods;
|
||||
}
|
||||
|
@ -300,7 +322,7 @@ int run(t_env *e)
|
|||
|
||||
int tex_width, tex_height, nrChannels;
|
||||
|
||||
unsigned char *tex_data = stbi_load("resources/fox.jpg", &tex_width, &tex_height, &nrChannels, 0);
|
||||
unsigned char *tex_data = stbi_load("resources/racer.jpg", &tex_width, &tex_height, &nrChannels, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, GL_RGB, GL_UNSIGNED_BYTE, tex_data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
stbi_image_free(tex_data);
|
||||
|
|
|
@ -5,6 +5,9 @@ uniform sampler2D ourTexture;
|
|||
|
||||
out vec4 FragColor;
|
||||
flat in int vID;
|
||||
in vec2 texCoord;
|
||||
in vec3 position;
|
||||
in vec3 normal;
|
||||
|
||||
|
||||
float rand(float n)
|
||||
|
@ -15,7 +18,11 @@ float rand(float n)
|
|||
void main()
|
||||
{
|
||||
vec3 color = vec3(rand(float(vID + int(time))), rand(float(vID + int(time))), rand(float(vID + int(time))));
|
||||
FragColor = vec4(color * 0.001 + texture(ourTexture, gl_FragCoord.xy / vec2(480., 360.)).rgb, 1.0);
|
||||
//FragColor = vec4(color * 0.1 + texture(ourTexture, gl_FragCoord.xy).rgb, 1.0);
|
||||
//FragColor = vec4(color * 0.01 + texture2D(ourTexture, gl_FragCoord.xy / vec2(480., 360.)).rgb, 1.0);
|
||||
vec3 n = normalize(vec3(50. * cos(time), 50., 50. * sin(time)) - position);
|
||||
//vec3 n = normalize(vec3(0., 50., 0.) - position);
|
||||
float phong = 0.2 + 0.8 * max(0., dot(n, normalize(normal)));
|
||||
float specular = pow(max(dot(reflect(n, normalize(normal)), normalize(vec3(0, 0, -9) - position)), 0.), 10.);
|
||||
FragColor = vec4(color * 0.001 + texture(ourTexture, texCoord).rgb * phong + vec3(1.) * specular, 1.);
|
||||
//FragColor = vec4(color * 0.001 + vec3(0.5) * phong + vec3(1.) * specular, 1.);
|
||||
//FragColor = vec4(color * 0.001 + normal, 1.);
|
||||
}
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
#version 330
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
layout (location = 1) in vec2 Uvs;
|
||||
layout (location = 2) in vec3 Normal;
|
||||
|
||||
uniform float gScale;
|
||||
uniform mat4 view;
|
||||
|
@ -8,10 +10,20 @@ uniform mat4 proj;
|
|||
uniform mat4 model;
|
||||
|
||||
flat out int vID;
|
||||
out vec2 texCoord;
|
||||
out vec3 position;
|
||||
out vec3 normal;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = proj * view * model * vec4(Position, 1.0);
|
||||
vec4 test = proj * view * model * vec4(Position, 1.0);
|
||||
gl_Position = test;
|
||||
// gl_Position = vec4(gScale * Position.x,gScale * Position.y, gScale * Position.z, 1.0);
|
||||
vID = gl_VertexID;
|
||||
texCoord = Uvs;
|
||||
|
||||
mat4 normalMat = transpose(inverse(view * model));
|
||||
|
||||
position = Position;
|
||||
normal = (normalMat * vec4(Normal, 1.)).xyz;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue