diff options
author | jvech <jmvalenciae@unal.edu.co> | 2022-08-29 15:35:03 -0500 |
---|---|---|
committer | jvech <jmvalenciae@unal.edu.co> | 2022-08-29 15:35:03 -0500 |
commit | 61edf5b3a7eee3b4ff6db3664e638b17bf91ebc1 (patch) | |
tree | 5116bb20d5bf49afbb1bfb22b5f5cfb77ee39fb5 | |
parent | d7bd9a3dbd3486a4b0615dc9f30a890ff6d04ec6 (diff) |
feat: Camera and movement implemented
-rw-r--r-- | TODO | 2 | ||||
-rw-r--r-- | src/linear.c | 110 | ||||
-rw-r--r-- | src/linear.h | 48 | ||||
-rw-r--r-- | src/main.c | 119 |
4 files changed, 178 insertions, 101 deletions
@@ -7,7 +7,7 @@ General - define a format for 3D objects - Render a set of vertices loaded from a file -- Implement Camera movement +* Implement Camera movement Linear - Implement the Inverse function of mat4 diff --git a/src/linear.c b/src/linear.c index 4a4c958..c38c297 100644 --- a/src/linear.c +++ b/src/linear.c @@ -4,12 +4,12 @@ #include <stdarg.h> #include <math.h> -mat4 -linearLookAt(vec3 position, vec3 target, vec3 world_up) +Mat4 +linearLookAt(Vec3 position, Vec3 target, Vec3 world_up) { - mat4 out = linearMat4Identity(1.0); - mat4 translate; - vec3 cam_dir, cam_right, cam_up; + Mat4 out = linearMat4Identity(1.0); + Mat4 translate; + Vec3 cam_dir, cam_right, cam_up; /* position - target */ cam_dir = linearVec3Add(position, linearVec3ScalarMulp(target, -1.0)); cam_dir = linearVec3Normalize(cam_dir); @@ -31,13 +31,13 @@ linearLookAt(vec3 position, vec3 target, vec3 world_up) return linearMat4Mul(out, translate); } -mat4 +Mat4 linearPerspective(float FoV, float ratio, float near, float far) { - mat4 out = linearMat4Fill(0.0); + Mat4 out = linearMat4Fill(0.0); float FoV_radians = FoV * M_PI / 180; - float width = near * tanf(FoV_radians); - float height = near * tanf(FoV_radians) * ratio; + float width = near * tanf(FoV_radians) * ratio; + float height = near * tanf(FoV_radians); out.matrix[0][0] = near / width; out.matrix[1][1] = near / height; @@ -47,43 +47,43 @@ linearPerspective(float FoV, float ratio, float near, float far) return out; } -mat4 +Mat4 linearTranslate(float T_x, float T_y, float T_z) { - mat4 out = linearMat4Identity(1.0); + Mat4 out = linearMat4Identity(1.0); out.matrix[0][3] = T_x; out.matrix[1][3] = T_y; out.matrix[2][3] = T_z; return out; } -mat4 -linearTranslatev(vec3 T) +Mat4 +linearTranslatev(Vec3 T) { return linearTranslate(T.vector[0], T.vector[1], T.vector[2]); } -mat4 +Mat4 linearScale(float S_x, float S_y, float S_z) { - mat4 out = linearMat4Identity(1.0); + Mat4 out = linearMat4Identity(1.0); out.matrix[0][0] = S_x; out.matrix[1][1] = S_y; out.matrix[2][2] = S_z; return out; } -mat4 -linearScalev(vec3 S) +Mat4 +linearScalev(Vec3 S) { return linearScale(S.vector[0], S.vector[1], S.vector[2]); } -mat4 -linearRotatev(float degree, vec3 R_xyz) +Mat4 +linearRotatev(float degree, Vec3 R_xyz) { - mat4 out = linearMat4Identity(1.0); - vec3 R_xyz_normalized = linearVec3Normalize(R_xyz); + Mat4 out = linearMat4Identity(1.0); + Vec3 R_xyz_normalized = linearVec3Normalize(R_xyz); float radians = degree * M_PI/180.0; float Rx = R_xyz_normalized.vector[0]; float Ry = R_xyz_normalized.vector[1]; @@ -105,17 +105,17 @@ linearRotatev(float degree, vec3 R_xyz) return out; } -mat4 +Mat4 linearRotate(float degree, float Rx, float Ry, float Rz) { return linearRotatev(degree, linearVec3(Rx, Ry, Rz)); } -mat4 +Mat4 linearMat4Fill(float value) { int i, j; - mat4 out; + Mat4 out; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { out.matrix[i][j] = value; @@ -124,11 +124,11 @@ linearMat4Fill(float value) return out; } -mat4 +Mat4 linearMat4Identity(float value) { int i, j; - mat4 out; + Mat4 out; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { if (i == j) out.matrix[i][j] = value; @@ -138,10 +138,10 @@ linearMat4Identity(float value) return out; } -mat4 -linearMat4Transpose(mat4 x) +Mat4 +linearMat4Transpose(Mat4 x) { - mat4 out; + Mat4 out; int i, j; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { @@ -151,10 +151,10 @@ linearMat4Transpose(mat4 x) return out; } -mat4 -linearMat4Mul(mat4 x1, mat4 x2) +Mat4 +linearMat4Mul(Mat4 x1, Mat4 x2) { - mat4 out; + Mat4 out; int i, j, k; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { @@ -166,10 +166,10 @@ linearMat4Mul(mat4 x1, mat4 x2) return out; } -mat4 +Mat4 linearMat4Muln(int n, ...) { - mat4 out; + Mat4 out; if (n <= 0) { fprintf(stderr, "linearMat4Muln() Error: the specified number of args must be a positive integer greater than 0\n"); @@ -177,21 +177,21 @@ linearMat4Muln(int n, ...) va_list(ap); va_start(ap, n); - out = va_arg(ap, mat4); + out = va_arg(ap, Mat4); int i; for (i = 1; i < n; i++) { - out = linearMat4Mul(out, va_arg(ap, mat4)); + out = linearMat4Mul(out, va_arg(ap, Mat4)); } va_end(ap); return out; } -mat4 -linearMat4Add(mat4 x1, mat4 x2) +Mat4 +linearMat4Add(Mat4 x1, Mat4 x2) { int i, j; - mat4 out; + Mat4 out; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { out.matrix[i][j] = x1.matrix[i][j] + x2.matrix[i][j]; @@ -201,15 +201,15 @@ linearMat4Add(mat4 x1, mat4 x2) } float -linearMat4Det(mat4 x) +linearMat4Det(Mat4 x) { return 0.0; } -vec3 -linearVec3ScalarMulp(vec3 x, float scalar) +Vec3 +linearVec3ScalarMulp(Vec3 x, float scalar) { - vec3 out; + Vec3 out; int i; for (i = 0; i < 3; i++) { out.vector[i] = scalar * x.vector[i]; @@ -217,20 +217,20 @@ linearVec3ScalarMulp(vec3 x, float scalar) return out; } -vec3 +Vec3 linearVec3(float x, float y, float z) { - vec3 out; + Vec3 out; out.vector[0] = x; out.vector[1] = y; out.vector[2] = z; return out; } -vec3 -linearVec3Add(vec3 x, vec3 y) +Vec3 +linearVec3Add(Vec3 x, Vec3 y) { - vec3 out; + Vec3 out; int i; for (i = 0; i < 3; i++) { out.vector[i] = x.vector[i] + y.vector[i]; @@ -238,10 +238,10 @@ linearVec3Add(vec3 x, vec3 y) return out; } -vec3 -linearVec3Normalize(vec3 x) +Vec3 +linearVec3Normalize(Vec3 x) { - vec3 out; + Vec3 out; float norm = sqrtf(linearVec3DotProduct(x, x)); int i; if (norm == 0) return x; @@ -251,10 +251,10 @@ linearVec3Normalize(vec3 x) return out; } -vec3 -linearVec3CrossProduct(vec3 x, vec3 y) +Vec3 +linearVec3CrossProduct(Vec3 x, Vec3 y) { - vec3 out; + Vec3 out; out.vector[0] = x.vector[1] * y.vector[2] - x.vector[2] * y.vector[1]; out.vector[1] = - x.vector[0] * y.vector[2] + x.vector[2] * y.vector[0]; out.vector[2] = x.vector[0] * y.vector[1] - x.vector[1] * y.vector[0]; @@ -262,7 +262,7 @@ linearVec3CrossProduct(vec3 x, vec3 y) } float -linearVec3DotProduct(vec3 x, vec3 y) +linearVec3DotProduct(Vec3 x, Vec3 y) { float out = 0; int i; diff --git a/src/linear.h b/src/linear.h index c5f40aa..4ed2298 100644 --- a/src/linear.h +++ b/src/linear.h @@ -7,34 +7,34 @@ typedef struct { float matrix[4][4]; -} mat4; +} Mat4; typedef struct { float vector[3]; -} vec3; +} Vec3; -mat4 linearTranslatev(vec3 translate_vector); -mat4 linearRotatev(float degree, vec3 rotation_axis); -mat4 linearScalev(vec3 scale_vector); -mat4 linearTranslate(float translate_x, float translate_y, float translate_z); -mat4 linearScale(float scale_x, float scale_y, float scale_z); -mat4 linearRotate(float degree, float rotate_x, float rotate_y, float rotate_z); -mat4 linearPerspective(float FoV, float ratio, float near, float far); -mat4 linearLookAt(vec3 position, vec3 target, vec3 up); +Mat4 linearTranslatev(Vec3 translate_vector); +Mat4 linearRotatev(float degree, Vec3 rotation_axis); +Mat4 linearScalev(Vec3 scale_vector); +Mat4 linearTranslate(float translate_x, float translate_y, float translate_z); +Mat4 linearScale(float scale_x, float scale_y, float scale_z); +Mat4 linearRotate(float degree, float rotate_x, float rotate_y, float rotate_z); +Mat4 linearPerspective(float FoV, float ratio, float near, float far); +Mat4 linearLookAt(Vec3 position, Vec3 target, Vec3 up); -mat4 linearMat4Fill(float value); -mat4 linearMat4Identity(float value); -mat4 linearMat4Mul(mat4 x1, mat4 x2); -mat4 linearMat4Muln(int n, ...); -mat4 linearMat4Transpose(mat4 x); -mat4 linearMat4Inv(mat4 x); //TODO -mat4 linearMat4Add(mat4 x1, mat4 x2); //TODO -float linearMat4Det(mat4 x); //TODO +Mat4 linearMat4Fill(float value); +Mat4 linearMat4Identity(float value); +Mat4 linearMat4Mul(Mat4 x1, Mat4 x2); +Mat4 linearMat4Muln(int n, ...); +Mat4 linearMat4Transpose(Mat4 x); +Mat4 linearMat4Inv(Mat4 x); //TODO +Mat4 linearMat4Add(Mat4 x1, Mat4 x2); //TODO +float linearMat4Det(Mat4 x); //TODO -vec3 linearVec3(float x, float y, float z); -vec3 linearVec3Normalize(vec3 vector); -vec3 linearVec3Add(vec3 vector1, vec3 vector2); -vec3 linearVec3ScalarMulp(vec3 vector, float scalar); -vec3 linearVec3CrossProduct(vec3 vector1, vec3 vector2); -float linearVec3DotProduct(vec3 vector1, vec3 vector2); +Vec3 linearVec3(float x, float y, float z); +Vec3 linearVec3Normalize(Vec3 vector); +Vec3 linearVec3Add(Vec3 vector1, Vec3 vector2); +Vec3 linearVec3ScalarMulp(Vec3 vector, float scalar); +Vec3 linearVec3CrossProduct(Vec3 vector1, Vec3 vector2); +float linearVec3DotProduct(Vec3 vector1, Vec3 vector2); #endif @@ -13,6 +13,12 @@ #include "linear.h" #include "shader.h" +struct Camera { + Vec3 position; + Vec3 front; + Vec3 up; +}; + float vertices[] = { -0.5,-0.5,-0.5, 1.0, 1.0, 1.0, 0.5,-0.5,-0.5, 1.0, 1.0, 0.0, @@ -47,8 +53,7 @@ unsigned int indices[] = { static void userError(const char *msg, const char *detail); static void glfw_size_callback(GLFWwindow *window, int width, int height); static void processInput(GLFWwindow *window); - -static void linearPrintMat4(mat4 x); +static Mat4 processCameraInput(GLFWwindow *window, struct Camera *cameraObj, float deltaTime); void userError(const char *msg, const char *detail) @@ -78,17 +83,81 @@ processInput(GLFWwindow *window) glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); } -void -linearPrintMat4(mat4 x) +Mat4 +processCameraInput(GLFWwindow *window, struct Camera *camObj, float deltaTime) { - int i, j; - for (i = 0; i < 4; i++) { - for (j = 0; j < 4; j++) { - printf("%f ", x.matrix[i][j]); - } - printf("\n"); + /* + * Keyboard Input + */ + Vec3 tmp; + float speed = 2.0f * deltaTime; + if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) { + // pos = pos + front * speed + tmp = linearVec3ScalarMulp(camObj->front, speed); + camObj->position = linearVec3Add(camObj->position, tmp); + } + if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) { + // pos = pos + front * (-speed) + tmp = linearVec3ScalarMulp(camObj->front, -speed); + camObj->position = linearVec3Add(camObj->position, tmp); + } + if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) { + // pos = pos + unit|(up x front)| * (speed) + tmp = linearVec3CrossProduct(camObj->front, camObj->up); + tmp = linearVec3Normalize(tmp); + tmp = linearVec3ScalarMulp(tmp, speed); + camObj->position = linearVec3Add(camObj->position, tmp); + } + if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) { + // pos = pos + unit|(up x front)| * (-speed) + tmp = linearVec3CrossProduct(camObj->front, camObj->up); + tmp = linearVec3Normalize(tmp); + tmp = linearVec3ScalarMulp(tmp, -speed); + camObj->position = linearVec3Add(camObj->position, tmp); + } + + /* + * Mouse Input + */ + + static int firstMouse = 1; + float sensibility = 0.1f; + static float yaw = 90.0; + static float pitch = 0.0; + + double xpos, ypos; + static double lastX, lastY; + float xoffset, yoffset; + glfwGetCursorPos(window, &xpos, &ypos); + + if (firstMouse) { + firstMouse = 0; + lastX = xpos; + lastY = ypos; } - printf("\n"); + + xoffset = (xpos - lastX) * sensibility; + yoffset = (ypos - lastY) * sensibility; + lastX = xpos; + lastY = ypos; + + yaw += xoffset; + pitch += yoffset; + + if (pitch > 89.0) pitch = 89.0f; + else if (pitch < -89.0) pitch = -89.0f; + float rpitch = M_PI / 180 * pitch; + float ryaw = M_PI / 180 * yaw; + + tmp = linearVec3( + cosf(ryaw) * cosf(-rpitch), + sinf(-rpitch), + sinf(ryaw) * cosf(-rpitch)); + camObj->front = linearVec3Normalize(tmp); + + return linearLookAt(camObj->position, + linearVec3Add(camObj->front, camObj->position), + camObj->up); } int main() @@ -110,6 +179,7 @@ int main() glfwSetFramebufferSizeCallback(window, glfw_size_callback); glfwMakeContextCurrent(window); + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); GLubyte glewErrno = glewInit(); if (glewErrno != GLEW_OK) { @@ -143,11 +213,18 @@ int main() unsigned int shaderProgram = shaderCreateProgram("shaders/vertex.vsh", "shaders/fragment.fsh"); + struct Camera mainCamera; + mainCamera.position = linearVec3(0.0, 0.0, -3.0); + mainCamera.front = linearVec3(0.0, 0.0, 0.0); + mainCamera.up = linearVec3(0.0, 1.0, 0.0); + unsigned int modelLoc, viewLoc, projLoc; - mat4 model, view, proj; - mat4 T, S, R; + Mat4 model, view, proj; + Mat4 T, S, R; - float t; + float dt, t, t0; + int width, height; + t0 = 0; while (!glfwWindowShouldClose(window)) { processInput(window); @@ -155,18 +232,19 @@ int main() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); t = (float)glfwGetTime(); + dt = t - t0; + t0 = t; + T = linearTranslate(0.0, 0.0, 0.0); R = linearRotate(180 * t / M_PI, 0.0, 1.0, 0.0); S = linearScale(1.0, 1.0, 1.0); model = linearMat4Muln(3, T, R, S); - T = linearTranslate(0.0, -0.0, -80); - R = linearRotate(60, 1, 0, 0); - - view = linearMat4Muln(2, T, R); + view = processCameraInput(window, &mainCamera, dt); - proj = linearPerspective(35, 4 / 3.0, 0.1, 100); + glfwGetWindowSize(window, &width, &height); + proj = linearPerspective(35, width / (float)height, 0.1, 100); glUseProgram(shaderProgram); glBindVertexArray(VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); @@ -176,10 +254,9 @@ int main() projLoc = glGetUniformLocation(shaderProgram, "proj"); glUniformMatrix4fv(modelLoc, 1, GL_TRUE, model.matrix[0]); - glDrawElements(GL_TRIANGLES, sizeof(indices) / sizeof(int), GL_UNSIGNED_INT, 0); glUniformMatrix4fv(viewLoc, 1, GL_TRUE, view.matrix[0]); - glDrawElements(GL_TRIANGLES, sizeof(indices) / sizeof(int), GL_UNSIGNED_INT, 0); glUniformMatrix4fv(projLoc, 1, GL_TRUE, proj.matrix[0]); + glDrawElements(GL_TRIANGLES, sizeof(indices) / sizeof(int), GL_UNSIGNED_INT, 0); glfwSwapBuffers(window); |