1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
|
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* main.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: charles <charles.cabergs@gmail.com> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/05/09 10:20:09 by charles #+# #+# */
/* Updated: 2020/05/13 17:11:37 by charles ### ########.fr */
/* */
/* ************************************************************************** */
#include "scop.h"
/*
** TODO
** - texture
** - parse vt
** - parse coord index of f
** - transition color/texture
*/
void handle_event(GLFWwindow *window, t_gl_state *state)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
else if (glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS)
{
if (state->polygon_mode_last_time + 0.1 > glfwGetTime())
return ;
if (state->polygon_mode == GL_FILL)
state->polygon_mode = GL_LINE;
else if (state->polygon_mode == GL_LINE)
state->polygon_mode = GL_POINT;
else if (state->polygon_mode == GL_POINT)
state->polygon_mode = GL_FILL;
GL_CALL(glPolygonMode(GL_FRONT_AND_BACK, state->polygon_mode));
state->polygon_mode_last_time = glfwGetTime();
}
else if (glfwGetKey(window, GLFW_KEY_EQUAL) == GLFW_PRESS)
{
state->fov -= M_PI / 100.0f;
if (state->fov <= M_PI_4 / 2)
state->fov = M_PI_4 / 2;
}
else if (glfwGetKey(window, GLFW_KEY_MINUS) == GLFW_PRESS)
{
state->fov += M_PI / 100.0f;
if (state->fov >= M_PI - M_PI_4 / 2)
state->fov = M_PI - M_PI_4 / 2;
}
}
void debugmat(t_ftmmat4 *mat)
{
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
printf("%.2f, ", mat->m[i * 4 + j]);
}
printf("\n");
}
printf("\n");
}
extern bool g_window_resized;
int main(int argc, char **argv)
{
GLFWwindow *window;
t_object object;
t_gl_state state;
if (argc != 2)
{
ft_putstr("Usage: ");
ft_putstr(argv[0]);
ft_putendl(" [obj file]");
return (1);
}
if (parse(argv[1], &object) == -1)
{
ft_putstr("Error: couldn't parse ");
ft_putendl(argv[1]);
return (1);
}
unsigned int texture = texture_new("res/brick.bmp");
float *coords = texture_coord_create(object.vertices, object.vertices_len);
t_ftmmat4 center_trans;
center_mat4_init_translate(¢er_trans, object.vertices, object.vertices_len);
/* debugmat(¢er_trans); */
if (!color_merge_vertices(&object, coords))
{
ft_putstr("Error: couldn't create colors");
return (1);
}
/* for (size_t i = 0; i < object.indices_len * 3; i++) */
/* { */
/* printf("%u, ", object.indices[i++]); */
/* printf("%u, ", object.indices[i++]); */
/* printf("%u\n", object.indices[i]); */
/* } */
/* printf("yo %lu\n", object.indices_len); */
for (size_t i = 0; i < object.vertices_len * 10; i++)
{
printf("% f, ", object.vertices[i++]);
printf("% f, ", object.vertices[i++]);
printf("% f, ", object.vertices[i++]);
printf("% f\tcolor: ", object.vertices[i++]);
printf("% f, ", object.vertices[i++]);
printf("% f, ", object.vertices[i++]);
printf("% f, ", object.vertices[i++]);
printf("% f\ttex: ", object.vertices[i]);
printf("% f", object.vertices[i++]);
printf("% f\n", object.vertices[i]);
}
printf("yo %lu\n", object.vertices_len);
t_ftmmat4 model;
t_ftmmat4 view;
t_ftmmat4 proj;
t_ftmvec3 vec;
ftm_mat4init_eye(&model, 1.0);
/* ftm_mat4translate(&model, 0.0, 0.0, -10.0); */
/* ftm_mat4rotate(&model, ftm_radian(45.0f), ftm_vec3init(&vec, 0.0, 1.0, 0.0)); */
/* ftm_mat4mul(&model, ¢er_trans); */
/* ftm_mat4rotate(&model, M_PI_4, ftm_vec3init(&vec, 0.0, 1.0, 0.0)); */
/* ftm_mat4scale(&model, 1.1, 1.1, 1.1); */
ftm_mat4init_eye(&view, 1.0);
ftm_mat4init_perspective(&proj, M_PI_2 / 2.0, 1.0, 0.1, 100.0);
/* debugmat(&model); */
/* debugmat(&view); */
/* debugmat(&proj); */
if ((window = glfw_init(400, 400)) == NULL
|| gl_state_init(&state, &object) == -1)
return (1);
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
GL_CALL(glBindVertexArray(0));
GL_CALL(glUseProgram(state.shader));
gl_state_set_mvp(&state, &model, &view, &proj);
GL_CALL(glUniform1i(glGetUniformLocation(state.shader, "u_texture"), 0));
GL_CALL(glActiveTexture(GL_TEXTURE0));
/* printf("%u\n", texture); */
/* GL_CALL(glBindTexture(GL_TEXTURE_2D, texture)); */
float deg = 0.0;
while (!glfwWindowShouldClose(window))
{
handle_event(window, &state);
GL_CALL(glClearColor(0.2f, 0.3f, 0.3f, 1.0f));
GL_CALL(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
GL_CALL(glUseProgram(state.shader));
ftm_mat4init_eye(&model, 1.0);
ftm_mat4translate(&model, 0.0, 0.0, -10.0);
ftm_mat4rotate(&model, ftm_radian(deg), ftm_vec3init(&vec, 0.0, 1.0, 0.0));
ftm_mat4mul(&model, ¢er_trans);
deg += 0.4;
int w, h;
glfwGetFramebufferSize(window, &w, &h);
ftm_mat4init_perspective(&proj, state.fov, (float)w / (float)h, 0.1, 100.0);
g_window_resized = false;
gl_state_set_mvp(&state, &model, &view, &proj);
GL_CALL(glBindVertexArray(state.vertex_array));
GL_CALL(glDrawElements(GL_TRIANGLES, object.indices_len * sizeof(unsigned int) * 3, GL_UNSIGNED_INT, (void*)0));
glfwSwapBuffers(window);
glfwPollEvents();
}
gl_state_quit(&state, &object);
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
|