/*
* This file is part of mverse
* Copyright (C) 2022 juanvalencia.xyz
* mverse is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#define STB_IMAGE_IMPLEMENTATION
#include "../include/stb_image.h"
#include "main.h"
#include "linear.h"
#include "shader.h"
#include "obj.h"
#include "camera.h"
static void processCursorPosInput(GLFWwindow *window, struct Camera *camera);
static void processKeyboardInput(GLFWwindow *window, struct Camera *camera, float deltatime);
static void loadCLI(int argc, char *argv[], char **vertexPath, char **fragmentPath);
static void initOpengl(void);
static void initGlfw(void);
static void userError(const char *msg, const char *detail);
static void meshSetUp(Mesh *mesh);
static void meshDraw(unsigned int shader, Mesh mesh);
static void objSetUp(Obj obj);
static void objDraw(unsigned int shader, Obj obj);
static void usage(int status);
static void glfw_key_callback(GLFWwindow *window, int key, int scancode, int action, int mods);
static void glfw_size_callback(GLFWwindow *window, int width, int height);
void
processCursorPosInput(GLFWwindow *window, struct Camera *camera)
{
static int first_mouse = 1;
double xpos, ypos;
int width, height;
static double lastX, lastY;
float xoffset, yoffset;
glfwGetCursorPos(window, &xpos, &ypos);
glfwGetWindowSize(window, &width, &height);
if (first_mouse) {
first_mouse = 0;
lastX = width / 2.0;
lastY = height / 2.0;
}
xoffset = xpos - lastX;
yoffset = ypos - lastY;
lastX = xpos;
lastY = ypos;
cameraProcessMouseMovement(camera, xoffset, yoffset);
}
void
processKeyboardInput(GLFWwindow *window, struct Camera *camera, float deltatime)
{
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
cameraProcessKeyboard(camera, CAMDIR_FORWARD, deltatime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
cameraProcessKeyboard(camera, CAMDIR_BACKWARD, deltatime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
cameraProcessKeyboard(camera, CAMDIR_LEFT, deltatime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
cameraProcessKeyboard(camera, CAMDIR_RIGHT, deltatime);
if (glfwGetKey(window, GLFW_KEY_K) == GLFW_PRESS)
camera->movementSpeed += 0.2;
if (glfwGetKey(window, GLFW_KEY_J) == GLFW_PRESS)
camera->movementSpeed -= 0.2;
}
void
glfw_key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
if (action != GLFW_PRESS) return;
switch (key) {
case GLFW_KEY_ESCAPE:
case GLFW_KEY_Q:
glfwSetWindowShouldClose(window, 1);
break;
case GLFW_KEY_1:
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
case GLFW_KEY_2:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
break;
case GLFW_KEY_3:
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
break;
default:
return;
}
}
void
loadCLI(int argc, char *argv[], char **vertexPath, char **fragmentPath)
{
int opt;
while ((opt = getopt(argc, argv, "hv:f:")) != -1) {
switch (opt) {
case 'h':
usage(0);
break;
case 'v':
*vertexPath = optarg;
break;
case 'f':
*fragmentPath = optarg;
break;
default:
usage(2);
}
}
if (optind >= argc) userError("cli Error", "expected argument after options\n");
else if (!vertexPath) userError("environment Error", "MVERSE_VERTEX not defined");
else if (!fragmentPath) userError("environment Error", "MVERSE_FRAGMENT not defined");
}
void
initGlfw(void)
{
const char *glfwErrno;
if (!glfwInit()) {
glfwGetError(&glfwErrno);
glfwTerminate();
userError("glfwInit() Error", glfwErrno);
}
}
void
initOpengl(void)
{
GLubyte glewErrno = glewInit();
if (glewErrno != GLEW_OK) {
glfwTerminate();
userError("initGlfw() Error", (const char *)glewGetErrorString(glewErrno));
}
}
void
userError(const char *msg, const char *detail)
{
fprintf(stderr, "%s: %s\n", msg, detail);
exit(1);
}
void
glfw_size_callback(GLFWwindow *window, int width, int height)
{
glViewport(0, 0, width, height);
}
void
meshSetUp(Mesh *mesh)
{
glGenVertexArrays(1, &(mesh->VAO));
glGenBuffers(1, &(mesh->VBO));
glGenBuffers(1, &(mesh->EBO));
glBindVertexArray(mesh->VAO);
glBindBuffer(GL_ARRAY_BUFFER, mesh->VBO);
glBufferData(GL_ARRAY_BUFFER, mesh->vertexSize * sizeof(Vertex), mesh->vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh->indexSize * sizeof(int), mesh->indices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)offsetof(Vertex, normal));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)offsetof(Vertex, texCoords));
glBindVertexArray(0);
}
void
meshDraw(unsigned int shader, Mesh mesh)
{
glBindVertexArray(mesh.VAO);
glDrawElements(GL_TRIANGLES, mesh.indexSize, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
void
objSetUp(Obj obj)
{
int i;
for (i = 0; i < obj.size; i++)
meshSetUp(obj.mesh + i);
}
void
objDraw(unsigned int shader, Obj obj)
{
int i;
for (i = 0; i < obj.size; i++) {
shaderSetfv(shader, "mtl.ambient", obj.mesh[i].material.ka, glUniform3fv);
shaderSetfv(shader, "mtl.diffuse", obj.mesh[i].material.kd, glUniform3fv);
shaderSetfv(shader, "mtl.specular", obj.mesh[i].material.ks, glUniform3fv);
meshDraw(shader, obj.mesh[i]);
}
}
void
usage(int exitStatus)
{
fprintf(stderr, "Usage: mverse [-h] [-v vertexshader] [-f fragmentshader] objfile\n");
exit(exitStatus);
}
int main(int argc, char *argv[])
{
Obj obj;
GLFWwindow *window;
char *vertexFile, *fragmentFile;
unsigned int shader;
vertexFile = getenv("MVERSE_VERTEX");
fragmentFile = getenv("MVERSE_FRAGMENT");
loadCLI(argc, argv, &vertexFile, &fragmentFile);
argv += optind;
argc -= optind;
obj = objCreate(argv[0]);
// glfw Init
initGlfw();
window = glfwCreateWindow(640, 480, "Mverse", NULL, NULL);
if (!window) {
glfwTerminate();
userError("glfwCreateWindow() Error", "Can't create window");
}
// Window Setup
glfwSetFramebufferSizeCallback(window, glfw_size_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
glfwSetKeyCallback(window, glfw_key_callback);
//glfwSetCursorPosCallback(window, glfw);
glfwMakeContextCurrent(window);
initOpengl();
shader = shaderCreateProgram(vertexFile, fragmentFile);
objSetUp(obj);
struct Camera camera = {
.position = {{0.0, 0.0, 10.0}},
.front = {{0.0, 0.0, 1.0}},
.up = {{0.0, 1.0, 0.0}},
.yaw = -90.0f,
.pitch = 0.0f,
.mouseSensivity = 0.1f,
.movementSpeed = 2.0f
};
Mat4 model, view, proj;
Mat4 T, S, R;
float t0, t, deltatime;
int width, height;
char title[1024];
t0 = 0;
glEnable(GL_DEPTH_TEST);
while (!glfwWindowShouldClose(window)) {
glClearColor(0.2f, 0.2f, 0.2f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// handle input
glfwGetWindowSize(window, &width, &height);
sprintf(title, "mverse: x: %f y: %f z: %f",
camera.front.vector[0] + camera.position.vector[0],
camera.front.vector[1] + camera.position.vector[1],
camera.front.vector[2] + camera.position.vector[2]);
glfwSetWindowTitle(window, title);
t = (float)glfwGetTime();
deltatime = t - t0;
t0 = t;
processKeyboardInput(window, &camera, deltatime);
processCursorPosInput(window, &camera);
// update
view = cameraGetViewMatrix(camera);
proj = linearPerspective(35, (float)width / height, 0.1, 100);
T = linearTranslate(0.0, 0.0, 0.0);
R = linearRotate(0, 1.0, 0.0, 0.0);
S = linearScale(scale, scale, scale);
model = linearMat4Muln(3, T, R, S);
// render
glUseProgram(shader);
shaderSetMatrixfv(shader, "model", model.matrix[0], glUniformMatrix4fv);
shaderSetMatrixfv(shader, "proj", proj.matrix[0], glUniformMatrix4fv);
shaderSetMatrixfv(shader, "view", view.matrix[0], glUniformMatrix4fv);
shaderSetMatrixfv(shader, "rotNormals", R.matrix[0], glUniformMatrix4fv);
shaderSetfv(shader, "viewPos", camera.position.vector, glUniform3fv);
shaderSetfv(shader, "dirLight.direction", vec3(-0.2, -1.0, 0.3), glUniform3fv);
shaderSetfv(shader, "dirLight.ambient", vec3(0.1, 0.1, 0.1), glUniform3fv);
shaderSetfv(shader, "dirLight.diffuse", vec3(0.8, 0.8, 0.8), glUniform3fv);
shaderSetfv(shader, "dirLight.specular", vec3(1.0, 1.0, 1.0), glUniform3fv);
objDraw(shader, obj);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}