Finish Coordinate Systems

This commit is contained in:
Joseph Ferano 2023-10-23 22:31:48 +07:00
parent f5cfcb9fdc
commit bc5ca68189
5 changed files with 135 additions and 60 deletions

1
.gitignore vendored
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@ -2,3 +2,4 @@
/opengl /opengl
/game/main /game/main
/game/texturepacker /game/texturepacker
/.idea/

58
lib.h
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@ -112,3 +112,61 @@ unsigned int compileShaderProgram(char* vertSrcPath, char* fragSrcPath, char* ge
return program; return program;
} }
float quadVerts[] = {
// Position // Color // UV
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
};
unsigned int quadIndices[] = {
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
float cubeVerts[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
};

112
main.c
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@ -14,6 +14,8 @@
int SCREEN_WIDTH = 1024; int SCREEN_WIDTH = 1024;
int SCREEN_HEIGHT = 768; int SCREEN_HEIGHT = 768;
vec2 direction = {0};
void framebuffer_size_callback(GLFWwindow* window, int width, int height) void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{ {
(void)window; (void)window;
@ -26,6 +28,20 @@ void processInput(GLFWwindow *window)
{ {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
direction[0] = 0;
direction[1] = 0;
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) {
direction[0] = 1;
}
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) {
direction[0] = -1;
}
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
direction[1] = -1;
}
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
direction[1] = 1;
}
} }
int main(void) { int main(void) {
@ -86,39 +102,28 @@ int main(void) {
stbi_image_free(container); stbi_image_free(container);
stbi_image_free(smiley); stbi_image_free(smiley);
float v1[] = { glEnable(GL_DEPTH_TEST);
// Position // Color // UV
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
};
unsigned int indices[] = {
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
GLuint vaos[2]; GLuint vaos[2];
GLuint vbos[2]; GLuint vbos[2];
unsigned int EBO; // unsigned int EBO;
glGenVertexArrays(2, vaos); glGenVertexArrays(2, vaos);
glGenBuffers(1, &EBO); // glGenBuffers(1, &EBO);
glGenBuffers(2, vbos); glGenBuffers(2, vbos);
glBindVertexArray(vaos[0]); glBindVertexArray(vaos[0]);
glBindBuffer(GL_ARRAY_BUFFER, vbos[0]); glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(v1), v1, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVerts), cubeVerts, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); // glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); // glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3*sizeof(float))); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3*sizeof(float)));
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6*sizeof(float))); // glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6*sizeof(float)));
glEnableVertexAttribArray(2); // glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0); glBindVertexArray(0);
@ -129,32 +134,46 @@ int main(void) {
int t2Loc = glGetUniformLocation(shaderProgram, "t2"); int t2Loc = glGetUniformLocation(shaderProgram, "t2");
glUniform1i(t2Loc, 1); glUniform1i(t2Loc, 1);
mat4 trans; mat4 view;
glm_mat4_identity(trans); glm_mat4_identity(view);
// glm_rotate(trans, GLM_PI_2, (vec3){0.0f, 0.0f, 1.0f}); glm_translate(view, (vec3){0.0f, 0.0f, -0.6f});
glm_scale(trans, (vec3){0.5f, 0.5f, 0.5f}); mat4 projection;
glm_mat4_identity(projection);
float aspectRatio = (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT;
glm_perspective(45.0f, aspectRatio, 0.1f, 100.0f, projection);
mat4 trans2; int cubeCount = 10;
glm_mat4_identity(trans2); vec3 cubePositions[cubeCount];
glm_scale(trans2, (vec3){0.1f, 0.1f, 0.1f}); srand(arc4random());
glm_translate(trans2, (vec3){-5.1f, 1.1f, 0.0f}); for (int i = 0; i < cubeCount; i++) {
float x = ((float)rand()/(float)(RAND_MAX)) * 5.0f - 2.5f;
float y = ((float)rand()/(float)(RAND_MAX)) * 5.0f - 2.5f;
float z = ((float)rand()/(float)(RAND_MAX)) * 5.0f - 2.5f;
cubePositions[i][0] = x;
cubePositions[i][1] = y;
cubePositions[i][2] = z;
}
float lastFrame = 0.0f; float lastFrame = 0.0f;
while (!glfwWindowShouldClose(window)) { while (!glfwWindowShouldClose(window)) {
float currentFrame = (float)glfwGetTime(); float currentFrame = (float)glfwGetTime();
float deltaTime = currentFrame - lastFrame; float dt = currentFrame - lastFrame;
lastFrame = currentFrame; lastFrame = currentFrame;
processInput(window); processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// float spin = (sin(timeValue) / 2.0f) + 0.5f; // float spin = (sin(currentFrame) / 2.0f) + 0.5f;
printf("%f\n", deltaTime); // printf("%f\n", deltaTime);
glm_rotate(trans, (float)deltaTime * -1.0f, (vec3){0.0f, 0.0f, 1.0f});
int transLoc = glGetUniformLocation(shaderProgram, "transform"); float speed = 0.5 * dt;
glUniformMatrix4fv(transLoc, 1, GL_FALSE, trans[0]); glm_translate(view, (vec3){direction[0] * speed, 0.0f, direction[1] * speed});
int matrixLocation;
matrixLocation = glGetUniformLocation(shaderProgram, "view");
glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, view[0]);
matrixLocation = glGetUniformLocation(shaderProgram, "projection");
glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, projection[0]);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1); glBindTexture(GL_TEXTURE_2D, texture1);
@ -162,16 +181,19 @@ int main(void) {
glBindTexture(GL_TEXTURE_2D, texture2); glBindTexture(GL_TEXTURE_2D, texture2);
glBindVertexArray(vaos[0]); glBindVertexArray(vaos[0]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
for (int i = 0; i < cubeCount; i++) {
mat4 model;
glm_mat4_identity(model);
glm_scale(model, (vec3){0.1f, 0.1f, 0.1f});
glm_translate(model, cubePositions[i]);
glm_rotate(model, (i+1) * currentFrame, (vec3){1.0f, 1.0f, 0.0f});
mat4 trans2; matrixLocation = glGetUniformLocation(shaderProgram, "model");
glm_mat4_identity(trans2); glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, model[0]);
glm_scale(trans2, (vec3){0.1f, 0.1f, 0.1f});
glm_translate(trans2, (vec3){cos(currentFrame * 4.0f) * 5.0f, glDrawArrays(GL_TRIANGLES, 0, 36);
sin(currentFrame * 4.0f) * 5.0f, }
0.0f});
glUniformMatrix4fv(transLoc, 1, GL_FALSE, trans2[0]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();

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@ -1,15 +1,12 @@
#version 330 core #version 330 core
in vec3 vPos;
in vec3 vCol;
in vec2 tCoord; in vec2 tCoord;
out vec4 FragColor; out vec4 FragColor;
uniform sampler2D t1; uniform sampler2D t1;
uniform sampler2D t2; uniform sampler2D t2;
uniform float mixAmount;
void main() { void main() {
vec2 flipped = vec2(-tCoord.x, tCoord.y); // vec2 flipped = vec2(-tCoord.x, tCoord.y);
FragColor = mix(texture(t1, tCoord), texture(t2, tCoord), 0.3); FragColor = mix(texture(t1, tCoord), texture(t2, tCoord), 0.3);
} }

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@ -1,17 +1,14 @@
#version 330 core #version 330 core
layout (location = 0) in vec3 aPos; layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor; layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in vec2 aTexCoord;
out vec3 vPos;
out vec3 vCol;
out vec2 tCoord; out vec2 tCoord;
uniform float offset;
uniform mat4 transform; uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() { void main() {
gl_Position = transform * vec4(aPos, 1.0); gl_Position = projection * view * model * vec4(aPos, 1.0);
vPos = aPos;
vCol = aColor;
tCoord = aTexCoord; tCoord = aTexCoord;
} }