scop/src/run.c

368 lines
12 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* run.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: gbrochar <gbrochar@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/12/23 19:38:05 by gbrochar #+# #+# */
/* Updated: 2024/04/25 16:33:52 by gbrochar ### ########.fr */
/* */
/* ************************************************************************** */
#include "scop.h"
#include "mat4.h"
#include "vec3.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
GLuint VBO;
//GLuint IBO;
GLuint gScaleLocation;
GLuint gTimeLocation;
GLuint gProjLocation;
GLuint gViewLocation;
GLuint gModelLocation;
GLuint gNormalLocation;
GLuint has_texture_location;
//GLuint gCountLocation;
GLuint index_count;
int is_good;
GLuint gSamplerLocation;
GLuint texture;
const char* pVSFileName = "src/shader.vs";
const char* pFSFileName = "src/shader.fs";
static void RenderSceneCB(t_env *e)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
static float time = 0.0f;
time += 0.01f;
t_vec3 eye;
t_vec3 up;
t_vec3 target;
eye.x = 0;
eye.y = 0;
eye.z = 2;
up.x = 0;
up.y = 1;
up.z = 0;
target.x = 0;
target.y = 0;
target.z = 0;
t_mat4 proj = mat4_perspective(45.0 * M_PI / 180.0, 800.0 / 600.0, 0.001, 100);
t_mat4 view = mat4_inverse(mat4_lookat(eye, up, target));
// t_mat4 model = mat4_rotatey(mat4_rotatex(mat4_identity(), Scale), Scale / 1.3);
//t_mat4 model = mat4_rotatey(mat4_identity(), Scale);
t_mat4 model = mat4_scale(
mat4_rotatexyz(
mat4_translate(mat4_identity(), e->translate), e->rotate), e->scale);
t_mat4 normal = mat4_transpose(mat4_inverse(mat4_multiply(view, model)));
glUniform1f(gTimeLocation, time);
glUniformMatrix4fv(gProjLocation, 1, GL_FALSE, (GLfloat *)proj.data);
glUniformMatrix4fv(gViewLocation, 1, GL_FALSE, (GLfloat *)view.data);
glUniformMatrix4fv(gModelLocation, 1, GL_FALSE, (GLfloat *)model.data);
glUniformMatrix4fv(gNormalLocation, 1, GL_FALSE, (GLfloat *)normal.data);
//glUniform1i(gCountLocation, index_count);
glUniform1i(gSamplerLocation, 0);
glUniform1i(has_texture_location, is_good);
glActiveTexture(GL_TEXTURE0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_DOUBLE, GL_FALSE, 8 * sizeof(double), 0);
if (is_good) {
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)));
}
glDrawArrays(GL_TRIANGLES, 0, index_count);
//glBindTexture(GL_TEXTURE_2D, texture);
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
//glDrawElements(GL_TRIANGLES, index_count * 3, GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
}
static void CreateVertexBuffer(t_env *e)
{
printf("status of different buffers:\n");
printf("vertices len %ld\n", e->object.vertices.ptr);
printf("uv len %ld\n", e->object.uvs.ptr);
printf("normals len %ld\n", e->object.normals.ptr);
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);
is_good = 1;
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];
e->vbo_data[i + 1] = e->object.vertices.data[e->object.vertices_indices.data[i / 8] * 3 + 1];
e->vbo_data[i + 2] = e->object.vertices.data[e->object.vertices_indices.data[i / 8] * 3 + 2];
if (e->object.uvs_indices.ptr == e->object.vertices_indices.ptr && e->object.uvs_indices.data[i / 8] * 2 + 1 < e->object.uvs.ptr) {
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];
} else {
is_good = 0;
}
if (e->object.normals_indices.ptr == e->object.vertices_indices.ptr && e->object.normals_indices.data[i / 8] * 3 + 2 < e->object.normals.ptr) {
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];
} else {
is_good = 0;
}
}
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)
{
*shader = glCreateShader(ShaderType);
if (*shader == 0)
{
fprintf(stderr, "Error creating shader type %d\n", ShaderType);
exit(0);
}
const GLchar* p[1];
p[0] = pShaderText;
GLint Lengths[1];
Lengths[0] = strlen(pShaderText);
glShaderSource(*shader, 1, p, Lengths);
glCompileShader(*shader);
GLint success;
glGetShaderiv(*shader, GL_COMPILE_STATUS, &success);
if (!success)
{
GLchar InfoLog[1024];
glGetShaderInfoLog(*shader, 1024, NULL, InfoLog);
fprintf(stderr, "Error compiling shader type %d: '%s'\n", ShaderType, InfoLog);
exit(1);
}
glAttachShader(ShaderProgram, *shader);
}
static void CompileShaders(t_env *e)
{
e->shader_program = glCreateProgram();
if (e->shader_program == 0)
{
fprintf(stderr, "Error creating shader program\n");
exit(1);
}
char *vs = (char *)malloc(BUFFER_SIZE * sizeof(char));
char *fs = (char *)malloc(BUFFER_SIZE * sizeof(char));
char *buffer = (char *)malloc(BUFFER_SIZE * sizeof(char));
FILE *fp;
vs[0] = '\0';
fs[0] = '\0';
fp = fopen(pVSFileName, "r");
while (fgets(buffer, 4096, fp))
{
buffer[strcspn(buffer, "\n") + 1] = '\0';
strcat(vs, buffer);
}
fclose(fp);
fp = fopen(pFSFileName, "r");
while (fgets(buffer, 4096, fp))
{
buffer[strcspn(buffer, "\n") + 1] = '\0';
strcat(fs, buffer);
}
fclose(fp);
AddShader(e->shader_program, vs, GL_VERTEX_SHADER, &(e->vertex_shader));
AddShader(e->shader_program, fs, GL_FRAGMENT_SHADER, &(e->fragment_shader));
GLint Success = 0;
GLchar ErrorLog[1024] = { 0 };
glLinkProgram(e->shader_program);
glGetProgramiv(e->shader_program, GL_LINK_STATUS, &Success);
if (Success == 0)
{
glGetProgramInfoLog(e->shader_program, sizeof(ErrorLog), NULL, ErrorLog);
fprintf(stderr, "Error linking shader program : '%s'\n", ErrorLog);
exit(1);
}
glValidateProgram(e->shader_program);
glGetProgramiv(e->shader_program, GL_VALIDATE_STATUS, &Success);
if (!Success)
{
glGetProgramInfoLog(e->shader_program, sizeof(ErrorLog), NULL, ErrorLog);
fprintf(stderr, "Invalid shader program '%s'\n", ErrorLog);
exit(1);
}
glUseProgram(e->shader_program);
// gScaleLocation = glGetUniformLocation(e->shader_program, "gScale");
gTimeLocation = glGetUniformLocation(e->shader_program, "time");
gProjLocation = glGetUniformLocation(e->shader_program, "proj");
gViewLocation = glGetUniformLocation(e->shader_program, "view");
gModelLocation = glGetUniformLocation(e->shader_program, "model");
gNormalLocation = glGetUniformLocation(e->shader_program, "normalMat");
gSamplerLocation = glGetUniformLocation(e->shader_program, "ourTexture");
has_texture_location = glGetUniformLocation(e->shader_program, "has_texture");
// assert(gScaleLocation != 0xFFFFFFFF);
assert(gTimeLocation != 0xFFFFFFFF);
assert(gProjLocation != 0xFFFFFFFF);
assert(gViewLocation != 0xFFFFFFFF);
assert(gModelLocation != 0xFFFFFFFF);
free(buffer);
free(vs);
free(fs);
}
void free_shaders(t_env *e)
{
glDetachShader(e->shader_program, e->vertex_shader);
glDetachShader(e->shader_program, e->fragment_shader);
glDeleteShader(e->vertex_shader);
glDeleteShader(e->fragment_shader);
glUseProgram(0);
glDeleteProgram(e->shader_program);
}
void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
t_env *e = (t_env *)glfwGetWindowUserPointer(window);
if (key == GLFW_KEY_Q && (action == GLFW_PRESS || action == GLFW_REPEAT))
e->translate.x += 0.03;
if (key == GLFW_KEY_A && (action == GLFW_PRESS || action == GLFW_REPEAT))
e->translate.x -= 0.03;
if (key == GLFW_KEY_W && (action == GLFW_PRESS || action == GLFW_REPEAT))
e->translate.y += 0.03;
if (key == GLFW_KEY_S && (action == GLFW_PRESS || action == GLFW_REPEAT))
e->translate.y -= 0.03;
if (key == GLFW_KEY_E && (action == GLFW_PRESS || action == GLFW_REPEAT))
e->translate.z += 0.03;
if (key == GLFW_KEY_D && (action == GLFW_PRESS || action == GLFW_REPEAT))
e->translate.z -= 0.03;
if (key == GLFW_KEY_R && (action == GLFW_PRESS || action == GLFW_REPEAT))
e->rotate.x += 0.03;
if (key == GLFW_KEY_F && (action == GLFW_PRESS || action == GLFW_REPEAT))
e->rotate.x -= 0.03;
if (key == GLFW_KEY_T && (action == GLFW_PRESS || action == GLFW_REPEAT))
e->rotate.y += 0.03;
if (key == GLFW_KEY_G && (action == GLFW_PRESS || action == GLFW_REPEAT))
e->rotate.y -= 0.03;
if (key == GLFW_KEY_Y && (action == GLFW_PRESS || action == GLFW_REPEAT))
e->rotate.z += 0.03;
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 *= 1.03;
if (key == GLFW_KEY_J && (action == GLFW_PRESS || action == GLFW_REPEAT))
e->scale.x *= 0.97;
if (key == GLFW_KEY_I && (action == GLFW_PRESS || action == GLFW_REPEAT))
e->scale.y *= 1.03;
if (key == GLFW_KEY_K && (action == GLFW_PRESS || action == GLFW_REPEAT))
e->scale.y *= 0.97;
if (key == GLFW_KEY_O && (action == GLFW_PRESS || action == GLFW_REPEAT))
e->scale.z *= 1.03;
if (key == GLFW_KEY_L && (action == GLFW_PRESS || action == GLFW_REPEAT))
e->scale.z *= 0.97;
(void)scancode;
(void)mods;
}
int run(t_env *e)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return (FAILURE);
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
glfwSetWindowUserPointer(window, e);
glfwSetKeyCallback(window, key_callback);
if (!window)
{
glfwTerminate();
return (FAILURE);
}
glfwMakeContextCurrent(window);
index_count = e->object.vertices_indices.ptr;
printf("%ld\n", e->object.vertices.ptr);
printf("%ld\n", e->object.vertices_indices.ptr);
GLenum res = glewInit();
if (res != GLEW_OK)
{
fprintf(stderr, "Error : '%s'\n", glewGetErrorString(res));
exit (1);
}
printf("GL version: %s\n", glGetString(GL_VERSION));
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
CreateVertexBuffer(e);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int tex_width, tex_height, nrChannels;
unsigned char *tex_data = stbi_load("resources/fox.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);
CompileShaders(e);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
RenderSceneCB(e);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
free_shaders(e);
glfwTerminate();
return (SUCCESS);
}