mirror of https://github.com/mode777/rayjs.git
add lightmapper
This commit is contained in:
parent
aa2c2ecd15
commit
9b69016ce8
|
@ -7,4 +7,7 @@ rayjs.exe
|
||||||
include/generated/
|
include/generated/
|
||||||
.DS_Store
|
.DS_Store
|
||||||
controls_test
|
controls_test
|
||||||
controls_test.exe
|
controls_test.exe
|
||||||
|
debug_interpolation.tga
|
||||||
|
result.tga
|
||||||
|
lightmapper_example
|
||||||
|
|
|
@ -9,3 +9,6 @@
|
||||||
path = thirdparty/raygui
|
path = thirdparty/raygui
|
||||||
url = https://github.com/raysan5/raygui.git
|
url = https://github.com/raysan5/raygui.git
|
||||||
branch = tags/3.6
|
branch = tags/3.6
|
||||||
|
[submodule "thirdparty/lightmapper"]
|
||||||
|
path = thirdparty/lightmapper
|
||||||
|
url = https://github.com/ands/lightmapper.git
|
||||||
|
|
|
@ -4,6 +4,7 @@
|
||||||
"vs.sc.mtl.bin.h": "c",
|
"vs.sc.mtl.bin.h": "c",
|
||||||
"embedded_shader.h": "c",
|
"embedded_shader.h": "c",
|
||||||
"common.h": "c",
|
"common.h": "c",
|
||||||
"raylib.h": "c"
|
"raylib.h": "c",
|
||||||
|
"glad.h": "c"
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -31,6 +31,9 @@ target_include_directories(quickjs
|
||||||
${quickjs_sources_root}
|
${quickjs_sources_root}
|
||||||
)
|
)
|
||||||
|
|
||||||
|
add_library(lightmapper INTERFACE)
|
||||||
|
target_include_directories(lightmapper INTERFACE ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty/lightmapper)
|
||||||
|
|
||||||
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR})
|
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR})
|
||||||
file(GLOB files src/*.c)
|
file(GLOB files src/*.c)
|
||||||
#add_executable(${CMAKE_PROJECT_NAME} MACOSX_BUNDLE ${files})
|
#add_executable(${CMAKE_PROJECT_NAME} MACOSX_BUNDLE ${files})
|
||||||
|
@ -40,6 +43,5 @@ target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE src)
|
||||||
target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE thirdparty/raygui/src)
|
target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE thirdparty/raygui/src)
|
||||||
target_link_libraries(${CMAKE_PROJECT_NAME} quickjs raylib)
|
target_link_libraries(${CMAKE_PROJECT_NAME} quickjs raylib)
|
||||||
|
|
||||||
add_executable(controls_test thirdparty/raygui/examples/controls_test_suite/controls_test_suite.c)
|
add_executable(lightmapper_example src/lightmapper_example.c)
|
||||||
target_include_directories(controls_test PRIVATE thirdparty/raygui/src)
|
target_link_libraries(lightmapper_example raylib lightmapper)
|
||||||
target_link_libraries(controls_test raylib)
|
|
||||||
|
|
|
@ -0,0 +1,564 @@
|
||||||
|
#define _USE_MATH_DEFINES
|
||||||
|
#include <stdlib.h>
|
||||||
|
#include <stdio.h>
|
||||||
|
#include <math.h>
|
||||||
|
#include <assert.h>
|
||||||
|
//#include "glad/glad.h"
|
||||||
|
#define GLAD_MALLOC(sz) malloc(sz)
|
||||||
|
#define GLAD_FREE(sz) free(sz)
|
||||||
|
//#define GLAD_GL_IMPLEMENTATION
|
||||||
|
#include "../thirdparty/raylib/src/external/glad.h"
|
||||||
|
#include "GLFW/glfw3.h"
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#define LIGHTMAPPER_IMPLEMENTATION
|
||||||
|
#define LM_DEBUG_INTERPOLATION
|
||||||
|
#include "lightmapper.h"
|
||||||
|
|
||||||
|
#ifndef M_PI // even with _USE_MATH_DEFINES not always available
|
||||||
|
#define M_PI 3.14159265358979323846
|
||||||
|
#endif
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
float p[3];
|
||||||
|
float t[2];
|
||||||
|
} vertex_t;
|
||||||
|
|
||||||
|
typedef struct
|
||||||
|
{
|
||||||
|
GLuint program;
|
||||||
|
GLint u_lightmap;
|
||||||
|
GLint u_projection;
|
||||||
|
GLint u_view;
|
||||||
|
|
||||||
|
GLuint lightmap;
|
||||||
|
int w, h;
|
||||||
|
Model raylib_model;
|
||||||
|
GLuint vao, vbo, ibo;
|
||||||
|
vertex_t *vertices;
|
||||||
|
unsigned short *indices;
|
||||||
|
unsigned int vertexCount, indexCount;
|
||||||
|
} scene_t;
|
||||||
|
|
||||||
|
static int initScene(scene_t *scene);
|
||||||
|
static void drawScene(scene_t *scene, float *view, float *projection);
|
||||||
|
static void destroyScene(scene_t *scene);
|
||||||
|
|
||||||
|
static int bake(scene_t *scene)
|
||||||
|
{
|
||||||
|
lm_context *ctx = lmCreate(
|
||||||
|
64, // hemisphere resolution (power of two, max=512)
|
||||||
|
0.001f, 100.0f, // zNear, zFar of hemisphere cameras
|
||||||
|
1.0f, 1.0f, 1.0f, // background color (white for ambient occlusion)
|
||||||
|
2, 0.01f, // lightmap interpolation threshold (small differences are interpolated rather than sampled)
|
||||||
|
// check debug_interpolation.tga for an overview of sampled (red) vs interpolated (green) pixels.
|
||||||
|
0.0f); // modifier for camera-to-surface distance for hemisphere rendering.
|
||||||
|
// tweak this to trade-off between interpolated normals quality and other artifacts (see declaration).
|
||||||
|
|
||||||
|
if (!ctx)
|
||||||
|
{
|
||||||
|
fprintf(stderr, "Error: Could not initialize lightmapper.\n");
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
int w = scene->w, h = scene->h;
|
||||||
|
float *data = calloc(w * h * 4, sizeof(float));
|
||||||
|
lmSetTargetLightmap(ctx, data, w, h, 4);
|
||||||
|
|
||||||
|
lmSetGeometry(ctx, NULL, // no transformation in this example
|
||||||
|
LM_FLOAT, (unsigned char*)scene->vertices + offsetof(vertex_t, p), sizeof(vertex_t),
|
||||||
|
LM_NONE , NULL , 0 , // no interpolated normals in this example
|
||||||
|
LM_FLOAT, (unsigned char*)scene->vertices + offsetof(vertex_t, t), sizeof(vertex_t),
|
||||||
|
scene->indexCount, LM_UNSIGNED_SHORT, scene->indices);
|
||||||
|
|
||||||
|
int vp[4];
|
||||||
|
float view[16], projection[16];
|
||||||
|
double lastUpdateTime = 0.0;
|
||||||
|
while (lmBegin(ctx, vp, view, projection))
|
||||||
|
{
|
||||||
|
// render to lightmapper framebuffer
|
||||||
|
glViewport(vp[0], vp[1], vp[2], vp[3]);
|
||||||
|
drawScene(scene, view, projection);
|
||||||
|
|
||||||
|
// display progress every second (printf is expensive)
|
||||||
|
double time = glfwGetTime();
|
||||||
|
if (time - lastUpdateTime > 1.0)
|
||||||
|
{
|
||||||
|
lastUpdateTime = time;
|
||||||
|
printf("\r%6.2f%%", lmProgress(ctx) * 100.0f);
|
||||||
|
fflush(stdout);
|
||||||
|
}
|
||||||
|
|
||||||
|
lmEnd(ctx);
|
||||||
|
}
|
||||||
|
printf("\rFinished baking %d triangles.\n", scene->indexCount / 3);
|
||||||
|
|
||||||
|
lmDestroy(ctx);
|
||||||
|
|
||||||
|
// postprocess texture
|
||||||
|
float *temp = calloc(w * h * 4, sizeof(float));
|
||||||
|
for (int i = 0; i < 16; i++)
|
||||||
|
{
|
||||||
|
lmImageDilate(data, temp, w, h, 4);
|
||||||
|
lmImageDilate(temp, data, w, h, 4);
|
||||||
|
}
|
||||||
|
lmImageSmooth(data, temp, w, h, 4);
|
||||||
|
lmImageDilate(temp, data, w, h, 4);
|
||||||
|
lmImagePower(data, w, h, 4, 1.0f / 2.2f, 0x7); // gamma correct color channels
|
||||||
|
free(temp);
|
||||||
|
|
||||||
|
// save result to a file
|
||||||
|
if (lmImageSaveTGAf("result.tga", data, w, h, 4, 1.0f))
|
||||||
|
printf("Saved result.tga\n");
|
||||||
|
|
||||||
|
// upload result
|
||||||
|
glBindTexture(GL_TEXTURE_2D, scene->lightmap);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_FLOAT, data);
|
||||||
|
free(data);
|
||||||
|
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void error_callback(int error, const char *description)
|
||||||
|
{
|
||||||
|
fprintf(stderr, "Error: %s\n", description);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void fpsCameraViewMatrix(GLFWwindow *window, float *view);
|
||||||
|
static void perspectiveMatrix(float *out, float fovy, float aspect, float zNear, float zFar);
|
||||||
|
|
||||||
|
static void mainLoop(GLFWwindow *window, scene_t *scene)
|
||||||
|
{
|
||||||
|
glfwPollEvents();
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||||
|
bake(scene);
|
||||||
|
|
||||||
|
int w, h;
|
||||||
|
glfwGetFramebufferSize(window, &w, &h);
|
||||||
|
glViewport(0, 0, w, h);
|
||||||
|
|
||||||
|
// camera for glfw window
|
||||||
|
float view[16], projection[16];
|
||||||
|
fpsCameraViewMatrix(window, view);
|
||||||
|
perspectiveMatrix(projection, 45.0f, (float)w / (float)h, 0.01f, 100.0f);
|
||||||
|
|
||||||
|
// draw to screen with a blueish sky
|
||||||
|
glClearColor(0.6f, 0.8f, 1.0f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
drawScene(scene, view, projection);
|
||||||
|
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
}
|
||||||
|
|
||||||
|
int main(int argc, char* argv[])
|
||||||
|
{
|
||||||
|
glfwSetErrorCallback(error_callback);
|
||||||
|
|
||||||
|
if (!glfwInit())
|
||||||
|
{
|
||||||
|
fprintf(stderr, "Could not initialize GLFW.\n");
|
||||||
|
return EXIT_FAILURE;
|
||||||
|
}
|
||||||
|
|
||||||
|
glfwWindowHint(GLFW_RED_BITS, 8);
|
||||||
|
glfwWindowHint(GLFW_GREEN_BITS, 8);
|
||||||
|
glfwWindowHint(GLFW_BLUE_BITS, 8);
|
||||||
|
glfwWindowHint(GLFW_ALPHA_BITS, 8);
|
||||||
|
glfwWindowHint(GLFW_DEPTH_BITS, 32);
|
||||||
|
glfwWindowHint(GLFW_STENCIL_BITS, GLFW_DONT_CARE);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
|
||||||
|
glfwWindowHint(GLFW_SAMPLES, 4);
|
||||||
|
|
||||||
|
GLFWwindow *window = glfwCreateWindow(1024, 768, "Lightmapping Example", NULL, NULL);
|
||||||
|
if (!window)
|
||||||
|
{
|
||||||
|
fprintf(stderr, "Could not create window.\n");
|
||||||
|
glfwTerminate();
|
||||||
|
return EXIT_FAILURE;
|
||||||
|
}
|
||||||
|
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
gladLoadGL((GLADloadfunc)glfwGetProcAddress);
|
||||||
|
glfwSwapInterval(1);
|
||||||
|
|
||||||
|
scene_t scene = {0};
|
||||||
|
if (!initScene(&scene))
|
||||||
|
{
|
||||||
|
fprintf(stderr, "Could not initialize scene.\n");
|
||||||
|
glfwDestroyWindow(window);
|
||||||
|
glfwTerminate();
|
||||||
|
return EXIT_FAILURE;
|
||||||
|
}
|
||||||
|
|
||||||
|
printf("Ambient Occlusion Baking Example.\n");
|
||||||
|
printf("Use your mouse and the W, A, S, D, E, Q keys to navigate.\n");
|
||||||
|
printf("Press SPACE to start baking one light bounce!\n");
|
||||||
|
printf("This will take a few seconds and bake a lightmap illuminated by:\n");
|
||||||
|
printf("1. The mesh itself (initially black)\n");
|
||||||
|
printf("2. A white sky (1.0f, 1.0f, 1.0f)\n");
|
||||||
|
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
mainLoop(window, &scene);
|
||||||
|
}
|
||||||
|
|
||||||
|
destroyScene(&scene);
|
||||||
|
glfwDestroyWindow(window);
|
||||||
|
glfwTerminate();
|
||||||
|
return EXIT_SUCCESS;
|
||||||
|
}
|
||||||
|
|
||||||
|
// helpers ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
static int loadSimpleObjFile(const char *filename, vertex_t **vertices, unsigned int *vertexCount, unsigned short **indices, unsigned int *indexCount);
|
||||||
|
static GLuint loadProgram(const char *vp, const char *fp, const char **attributes, int attributeCount);
|
||||||
|
|
||||||
|
static int initScene(scene_t *scene)
|
||||||
|
{
|
||||||
|
// load mesh
|
||||||
|
scene->raylib_model = LoadModel("thirdparty/lightmapper/example/gazebo.obj");
|
||||||
|
//scene->vertices = myModel.meshes[0].
|
||||||
|
if (!loadSimpleObjFile("thirdparty/lightmapper/example/gazebo.obj", &scene->vertices, &scene->vertexCount, &scene->indices, &scene->indexCount))
|
||||||
|
{
|
||||||
|
fprintf(stderr, "Error loading obj file\n");
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
glGenVertexArrays(1, &scene->vao);
|
||||||
|
glBindVertexArray(scene->vao);
|
||||||
|
|
||||||
|
glGenBuffers(1, &scene->vbo);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, scene->vbo);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, scene->vertexCount * sizeof(vertex_t), scene->vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glGenBuffers(1, &scene->ibo);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, scene->ibo);
|
||||||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, scene->indexCount * sizeof(unsigned short), scene->indices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (void*)offsetof(vertex_t, p));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (void*)offsetof(vertex_t, t));
|
||||||
|
|
||||||
|
// create lightmap texture
|
||||||
|
scene->w = 654;
|
||||||
|
scene->h = 654;
|
||||||
|
glGenTextures(1, &scene->lightmap);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, scene->lightmap);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
unsigned char emissive[] = { 0, 0, 0, 255 };
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, emissive);
|
||||||
|
|
||||||
|
// load shader
|
||||||
|
const char *vp =
|
||||||
|
"#version 150 core\n"
|
||||||
|
"in vec3 a_position;\n"
|
||||||
|
"in vec2 a_texcoord;\n"
|
||||||
|
"uniform mat4 u_view;\n"
|
||||||
|
"uniform mat4 u_projection;\n"
|
||||||
|
"out vec2 v_texcoord;\n"
|
||||||
|
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
"gl_Position = u_projection * (u_view * vec4(a_position, 1.0));\n"
|
||||||
|
"v_texcoord = a_texcoord;\n"
|
||||||
|
"}\n";
|
||||||
|
|
||||||
|
const char *fp =
|
||||||
|
"#version 150 core\n"
|
||||||
|
"in vec2 v_texcoord;\n"
|
||||||
|
"uniform sampler2D u_lightmap;\n"
|
||||||
|
"out vec4 o_color;\n"
|
||||||
|
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
"o_color = vec4(texture(u_lightmap, v_texcoord).rgb, gl_FrontFacing ? 1.0 : 0.0);\n"
|
||||||
|
"}\n";
|
||||||
|
|
||||||
|
const char *attribs[] =
|
||||||
|
{
|
||||||
|
"a_position",
|
||||||
|
"a_texcoord"
|
||||||
|
};
|
||||||
|
|
||||||
|
scene->program = loadProgram(vp, fp, attribs, 2);
|
||||||
|
if (!scene->program)
|
||||||
|
{
|
||||||
|
fprintf(stderr, "Error loading shader\n");
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
scene->u_view = glGetUniformLocation(scene->program, "u_view");
|
||||||
|
scene->u_projection = glGetUniformLocation(scene->program, "u_projection");
|
||||||
|
scene->u_lightmap = glGetUniformLocation(scene->program, "u_lightmap");
|
||||||
|
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void drawScene(scene_t *scene, float *view, float *projection)
|
||||||
|
{
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
glUseProgram(scene->program);
|
||||||
|
glUniform1i(scene->u_lightmap, 0);
|
||||||
|
glUniformMatrix4fv(scene->u_projection, 1, GL_FALSE, projection);
|
||||||
|
glUniformMatrix4fv(scene->u_view, 1, GL_FALSE, view);
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D, scene->lightmap);
|
||||||
|
|
||||||
|
glBindVertexArray(scene->vao);
|
||||||
|
glDrawElements(GL_TRIANGLES, scene->indexCount, GL_UNSIGNED_SHORT, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void destroyScene(scene_t *scene)
|
||||||
|
{
|
||||||
|
free(scene->vertices);
|
||||||
|
free(scene->indices);
|
||||||
|
glDeleteVertexArrays(1, &scene->vao);
|
||||||
|
glDeleteBuffers(1, &scene->vbo);
|
||||||
|
glDeleteBuffers(1, &scene->ibo);
|
||||||
|
glDeleteTextures(1, &scene->lightmap);
|
||||||
|
glDeleteProgram(scene->program);
|
||||||
|
}
|
||||||
|
|
||||||
|
static int loadSimpleObjFile(const char *filename, vertex_t **vertices, unsigned int *vertexCount, unsigned short **indices, unsigned int *indexCount)
|
||||||
|
{
|
||||||
|
FILE *file = fopen(filename, "rt");
|
||||||
|
if (!file)
|
||||||
|
return 0;
|
||||||
|
char line[1024];
|
||||||
|
|
||||||
|
// first pass
|
||||||
|
unsigned int np = 0, nn = 0, nt = 0, nf = 0;
|
||||||
|
while (!feof(file))
|
||||||
|
{
|
||||||
|
fgets(line, 1024, file);
|
||||||
|
if (line[0] == '#') continue;
|
||||||
|
if (line[0] == 'v')
|
||||||
|
{
|
||||||
|
if (line[1] == ' ') { np++; continue; }
|
||||||
|
if (line[1] == 'n') { nn++; continue; }
|
||||||
|
if (line[1] == 't') { nt++; continue; }
|
||||||
|
assert(!"unknown vertex attribute");
|
||||||
|
}
|
||||||
|
if (line[0] == 'f') { nf++; continue; }
|
||||||
|
assert(!"unknown identifier");
|
||||||
|
}
|
||||||
|
assert(np && np == nn && np == nt && nf); // only supports obj files without separately indexed vertex attributes
|
||||||
|
|
||||||
|
// allocate memory
|
||||||
|
*vertexCount = np;
|
||||||
|
*vertices = calloc(np, sizeof(vertex_t));
|
||||||
|
*indexCount = nf * 3;
|
||||||
|
*indices = calloc(nf * 3, sizeof(unsigned short));
|
||||||
|
|
||||||
|
// second pass
|
||||||
|
fseek(file, 0, SEEK_SET);
|
||||||
|
unsigned int cp = 0, cn = 0, ct = 0, cf = 0;
|
||||||
|
while (!feof(file))
|
||||||
|
{
|
||||||
|
fgets(line, 1024, file);
|
||||||
|
if (line[0] == '#') continue;
|
||||||
|
if (line[0] == 'v')
|
||||||
|
{
|
||||||
|
if (line[1] == ' ') { float *p = (*vertices)[cp++].p; char *e1, *e2; p[0] = (float)strtod(line + 2, &e1); p[1] = (float)strtod(e1, &e2); p[2] = (float)strtod(e2, 0); continue; }
|
||||||
|
if (line[1] == 'n') { /*float *n = (*vertices)[cn++].n; char *e1, *e2; n[0] = (float)strtod(line + 3, &e1); n[1] = (float)strtod(e1, &e2); n[2] = (float)strtod(e2, 0);*/ continue; } // no normals needed
|
||||||
|
if (line[1] == 't') { float *t = (*vertices)[ct++].t; char *e1; t[0] = (float)strtod(line + 3, &e1); t[1] = (float)strtod(e1, 0); continue; }
|
||||||
|
assert(!"unknown vertex attribute");
|
||||||
|
}
|
||||||
|
if (line[0] == 'f')
|
||||||
|
{
|
||||||
|
unsigned short *tri = (*indices) + cf;
|
||||||
|
cf += 3;
|
||||||
|
char *e1, *e2, *e3 = line + 1;
|
||||||
|
for (int i = 0; i < 3; i++)
|
||||||
|
{
|
||||||
|
unsigned long pi = strtoul(e3 + 1, &e1, 10);
|
||||||
|
assert(e1[0] == '/');
|
||||||
|
unsigned long ti = strtoul(e1 + 1, &e2, 10);
|
||||||
|
assert(e2[0] == '/');
|
||||||
|
unsigned long ni = strtoul(e2 + 1, &e3, 10);
|
||||||
|
assert(pi == ti && pi == ni);
|
||||||
|
tri[i] = (unsigned short)(pi - 1);
|
||||||
|
}
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
assert(!"unknown identifier");
|
||||||
|
}
|
||||||
|
|
||||||
|
fclose(file);
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
static GLuint loadShader(GLenum type, const char *source)
|
||||||
|
{
|
||||||
|
GLuint shader = glCreateShader(type);
|
||||||
|
if (shader == 0)
|
||||||
|
{
|
||||||
|
fprintf(stderr, "Could not create shader!\n");
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
glShaderSource(shader, 1, &source, NULL);
|
||||||
|
glCompileShader(shader);
|
||||||
|
GLint compiled;
|
||||||
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
|
||||||
|
if (!compiled)
|
||||||
|
{
|
||||||
|
fprintf(stderr, "Could not compile shader!\n");
|
||||||
|
GLint infoLen = 0;
|
||||||
|
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
|
||||||
|
if (infoLen)
|
||||||
|
{
|
||||||
|
char* infoLog = (char*)malloc(infoLen);
|
||||||
|
glGetShaderInfoLog(shader, infoLen, NULL, infoLog);
|
||||||
|
fprintf(stderr, "%s\n", infoLog);
|
||||||
|
free(infoLog);
|
||||||
|
}
|
||||||
|
glDeleteShader(shader);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
return shader;
|
||||||
|
}
|
||||||
|
static GLuint loadProgram(const char *vp, const char *fp, const char **attributes, int attributeCount)
|
||||||
|
{
|
||||||
|
GLuint vertexShader = loadShader(GL_VERTEX_SHADER, vp);
|
||||||
|
if (!vertexShader)
|
||||||
|
return 0;
|
||||||
|
GLuint fragmentShader = loadShader(GL_FRAGMENT_SHADER, fp);
|
||||||
|
if (!fragmentShader)
|
||||||
|
{
|
||||||
|
glDeleteShader(vertexShader);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
GLuint program = glCreateProgram();
|
||||||
|
if (program == 0)
|
||||||
|
{
|
||||||
|
fprintf(stderr, "Could not create program!\n");
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
glAttachShader(program, vertexShader);
|
||||||
|
glAttachShader(program, fragmentShader);
|
||||||
|
|
||||||
|
for (int i = 0; i < attributeCount; i++)
|
||||||
|
glBindAttribLocation(program, i, attributes[i]);
|
||||||
|
|
||||||
|
glLinkProgram(program);
|
||||||
|
glDeleteShader(vertexShader);
|
||||||
|
glDeleteShader(fragmentShader);
|
||||||
|
GLint linked;
|
||||||
|
glGetProgramiv(program, GL_LINK_STATUS, &linked);
|
||||||
|
if (!linked)
|
||||||
|
{
|
||||||
|
fprintf(stderr, "Could not link program!\n");
|
||||||
|
GLint infoLen = 0;
|
||||||
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLen);
|
||||||
|
if (infoLen)
|
||||||
|
{
|
||||||
|
char* infoLog = (char*)malloc(sizeof(char) * infoLen);
|
||||||
|
glGetProgramInfoLog(program, infoLen, NULL, infoLog);
|
||||||
|
fprintf(stderr, "%s\n", infoLog);
|
||||||
|
free(infoLog);
|
||||||
|
}
|
||||||
|
glDeleteProgram(program);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
return program;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void multiplyMatrices(float *out, float *a, float *b)
|
||||||
|
{
|
||||||
|
for (int y = 0; y < 4; y++)
|
||||||
|
for (int x = 0; x < 4; x++)
|
||||||
|
out[y * 4 + x] = a[x] * b[y * 4] + a[4 + x] * b[y * 4 + 1] + a[8 + x] * b[y * 4 + 2] + a[12 + x] * b[y * 4 + 3];
|
||||||
|
}
|
||||||
|
static void translationMatrix(float *out, float x, float y, float z)
|
||||||
|
{
|
||||||
|
out[ 0] = 1.0f; out[ 1] = 0.0f; out[ 2] = 0.0f; out[ 3] = 0.0f;
|
||||||
|
out[ 4] = 0.0f; out[ 5] = 1.0f; out[ 6] = 0.0f; out[ 7] = 0.0f;
|
||||||
|
out[ 8] = 0.0f; out[ 9] = 0.0f; out[10] = 1.0f; out[11] = 0.0f;
|
||||||
|
out[12] = x; out[13] = y; out[14] = z; out[15] = 1.0f;
|
||||||
|
}
|
||||||
|
static void rotationMatrix(float *out, float angle, float x, float y, float z)
|
||||||
|
{
|
||||||
|
angle *= (float)M_PI / 180.0f;
|
||||||
|
float c = cosf(angle), s = sinf(angle), c2 = 1.0f - c;
|
||||||
|
out[ 0] = x*x*c2 + c; out[ 1] = y*x*c2 + z*s; out[ 2] = x*z*c2 - y*s; out[ 3] = 0.0f;
|
||||||
|
out[ 4] = x*y*c2 - z*s; out[ 5] = y*y*c2 + c; out[ 6] = y*z*c2 + x*s; out[ 7] = 0.0f;
|
||||||
|
out[ 8] = x*z*c2 + y*s; out[ 9] = y*z*c2 - x*s; out[10] = z*z*c2 + c; out[11] = 0.0f;
|
||||||
|
out[12] = 0.0f; out[13] = 0.0f; out[14] = 0.0f; out[15] = 1.0f;
|
||||||
|
}
|
||||||
|
static void transformPosition(float *out, float *m, float *p)
|
||||||
|
{
|
||||||
|
float d = 1.0f / (m[3] * p[0] + m[7] * p[1] + m[11] * p[2] + m[15]);
|
||||||
|
out[2] = d * (m[2] * p[0] + m[6] * p[1] + m[10] * p[2] + m[14]);
|
||||||
|
out[1] = d * (m[1] * p[0] + m[5] * p[1] + m[ 9] * p[2] + m[13]);
|
||||||
|
out[0] = d * (m[0] * p[0] + m[4] * p[1] + m[ 8] * p[2] + m[12]);
|
||||||
|
}
|
||||||
|
static void transposeMatrix(float *out, float *m)
|
||||||
|
{
|
||||||
|
out[ 0] = m[0]; out[ 1] = m[4]; out[ 2] = m[ 8]; out[ 3] = m[12];
|
||||||
|
out[ 4] = m[1]; out[ 5] = m[5]; out[ 6] = m[ 9]; out[ 7] = m[13];
|
||||||
|
out[ 8] = m[2]; out[ 9] = m[6]; out[10] = m[10]; out[11] = m[14];
|
||||||
|
out[12] = m[3]; out[13] = m[7]; out[14] = m[11]; out[15] = m[15];
|
||||||
|
}
|
||||||
|
static void perspectiveMatrix(float *out, float fovy, float aspect, float zNear, float zFar)
|
||||||
|
{
|
||||||
|
float f = 1.0f / tanf(fovy * (float)M_PI / 360.0f);
|
||||||
|
float izFN = 1.0f / (zNear - zFar);
|
||||||
|
out[ 0] = f / aspect; out[ 1] = 0.0f; out[ 2] = 0.0f; out[ 3] = 0.0f;
|
||||||
|
out[ 4] = 0.0f; out[ 5] = f; out[ 6] = 0.0f; out[ 7] = 0.0f;
|
||||||
|
out[ 8] = 0.0f; out[ 9] = 0.0f; out[10] = (zFar + zNear) * izFN; out[11] = -1.0f;
|
||||||
|
out[12] = 0.0f; out[13] = 0.0f; out[14] = 2.0f * zFar * zNear * izFN; out[15] = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void fpsCameraViewMatrix(GLFWwindow *window, float *view)
|
||||||
|
{
|
||||||
|
// initial camera config
|
||||||
|
static float position[] = { 0.0f, 0.3f, 1.5f };
|
||||||
|
static float rotation[] = { 0.0f, 0.0f };
|
||||||
|
|
||||||
|
// mouse look
|
||||||
|
static double lastMouse[] = { 0.0, 0.0 };
|
||||||
|
double mouse[2];
|
||||||
|
glfwGetCursorPos(window, &mouse[0], &mouse[1]);
|
||||||
|
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
rotation[0] += (float)(mouse[1] - lastMouse[1]) * -0.2f;
|
||||||
|
rotation[1] += (float)(mouse[0] - lastMouse[0]) * -0.2f;
|
||||||
|
}
|
||||||
|
lastMouse[0] = mouse[0];
|
||||||
|
lastMouse[1] = mouse[1];
|
||||||
|
|
||||||
|
float rotationY[16], rotationX[16], rotationYX[16];
|
||||||
|
rotationMatrix(rotationX, rotation[0], 1.0f, 0.0f, 0.0f);
|
||||||
|
rotationMatrix(rotationY, rotation[1], 0.0f, 1.0f, 0.0f);
|
||||||
|
multiplyMatrices(rotationYX, rotationY, rotationX);
|
||||||
|
|
||||||
|
// keyboard movement (WSADEQ)
|
||||||
|
float speed = (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) ? 0.1f : 0.01f;
|
||||||
|
float movement[3] = {0};
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) movement[2] -= speed;
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) movement[2] += speed;
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) movement[0] -= speed;
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) movement[0] += speed;
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) movement[1] -= speed;
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) movement[1] += speed;
|
||||||
|
|
||||||
|
float worldMovement[3];
|
||||||
|
transformPosition(worldMovement, rotationYX, movement);
|
||||||
|
position[0] += worldMovement[0];
|
||||||
|
position[1] += worldMovement[1];
|
||||||
|
position[2] += worldMovement[2];
|
||||||
|
|
||||||
|
// construct view matrix
|
||||||
|
float inverseRotation[16], inverseTranslation[16];
|
||||||
|
transposeMatrix(inverseRotation, rotationYX);
|
||||||
|
translationMatrix(inverseTranslation, -position[0], -position[1], -position[2]);
|
||||||
|
multiplyMatrices(view, inverseRotation, inverseTranslation); // = inverse(translation(position) * rotationYX);
|
||||||
|
}
|
|
@ -0,0 +1 @@
|
||||||
|
Subproject commit 4fd3bf4e2c07263f85d5d875ebdef061bc512dd4
|
Loading…
Reference in New Issue