Initial commit
commit
e77bbf48de
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@ -0,0 +1,98 @@
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|||
# Created by https://www.toptal.com/developers/gitignore/api/c,cmake,vim
|
||||
# Edit at https://www.toptal.com/developers/gitignore?templates=c,cmake,vim
|
||||
|
||||
### C ###
|
||||
# Prerequisites
|
||||
*.d
|
||||
|
||||
# Object files
|
||||
*.o
|
||||
*.ko
|
||||
*.obj
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||||
*.elf
|
||||
|
||||
# Linker output
|
||||
*.ilk
|
||||
*.map
|
||||
*.exp
|
||||
|
||||
# Precompiled Headers
|
||||
*.gch
|
||||
*.pch
|
||||
|
||||
# Libraries
|
||||
*.lib
|
||||
*.a
|
||||
*.la
|
||||
*.lo
|
||||
|
||||
# Shared objects (inc. Windows DLLs)
|
||||
*.dll
|
||||
*.so
|
||||
*.so.*
|
||||
*.dylib
|
||||
|
||||
# Executables
|
||||
*.exe
|
||||
*.out
|
||||
*.app
|
||||
*.i*86
|
||||
*.x86_64
|
||||
*.hex
|
||||
|
||||
# Debug files
|
||||
*.dSYM/
|
||||
*.su
|
||||
*.idb
|
||||
*.pdb
|
||||
|
||||
# Kernel Module Compile Results
|
||||
*.mod*
|
||||
*.cmd
|
||||
.tmp_versions/
|
||||
modules.order
|
||||
Module.symvers
|
||||
Mkfile.old
|
||||
dkms.conf
|
||||
|
||||
### CMake ###
|
||||
CMakeLists.txt.user
|
||||
CMakeCache.txt
|
||||
CMakeFiles
|
||||
CMakeScripts
|
||||
Testing
|
||||
Makefile
|
||||
cmake_install.cmake
|
||||
install_manifest.txt
|
||||
compile_commands.json
|
||||
CTestTestfile.cmake
|
||||
_deps
|
||||
|
||||
### CMake Patch ###
|
||||
# External projects
|
||||
*-prefix/
|
||||
|
||||
### Vim ###
|
||||
# Swap
|
||||
[._]*.s[a-v][a-z]
|
||||
!*.svg # comment out if you don't need vector files
|
||||
[._]*.sw[a-p]
|
||||
[._]s[a-rt-v][a-z]
|
||||
[._]ss[a-gi-z]
|
||||
[._]sw[a-p]
|
||||
|
||||
# Session
|
||||
Session.vim
|
||||
Sessionx.vim
|
||||
|
||||
# Temporary
|
||||
.netrwhist
|
||||
*~
|
||||
# Auto-generated tag files
|
||||
tags
|
||||
# Persistent undo
|
||||
[._]*.un~
|
||||
|
||||
# End of https://www.toptal.com/developers/gitignore/api/c,cmake,vim
|
||||
|
||||
build/
|
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@ -0,0 +1,36 @@
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|||
cmake_minimum_required(VERSION 3.10)
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|
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project(gline C)
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||||
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||||
set(OpenGL_GL_PREFERENCE "GLVND")
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||||
find_package(GLEW REQUIRED)
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||||
find_package(OpenGL REQUIRED)
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||||
find_package(GLU REQUIRED)
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||||
|
||||
set(GLEW_INCLUDE_PATH "" CACHE PATH "/usr/include/GL")
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||||
set(GLFW_INCLUDE_PATH "" CACHE PATH "/usr/include/GLFW")
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||||
|
||||
set(gline_HEADERS
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||||
src/gline.h
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||||
src/shader.h
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||||
src/linmath.h
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||||
)
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||||
|
||||
set(gline_SOURCES
|
||||
src/gline.c
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||||
src/shader.c
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||||
)
|
||||
|
||||
add_executable(
|
||||
${PROJECT_NAME}
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||||
${gline_HEADERS}
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||||
${gline_SOURCES}
|
||||
)
|
||||
|
||||
target_include_directories(${PROJECT_NAME} PRIVATE ${GLFW_INCLUDE_DIRS})
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||||
target_link_libraries(${PROJECT_NAME} PRIVATE ${OPENGL_LIBRARIES}
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||||
${GLU_LIBRARIES} GLEW::GLEW glfw m)
|
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|
||||
set(CMAKE_BUILD_TYPE Debug)
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|
||||
install(TARGETS ${PROJECT_NAME} RUNTIME DESTINATION bin)
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@ -0,0 +1,7 @@
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|||
#version 400
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out vec4 frag_color;
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void main() {
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frag_color = vec4(0.5, 0.0, 0.5, 1.0);
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}
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#version 400
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in vec3 vp;
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void main() {
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gl_Position = vec4(vp, 1.0);
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}
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@ -0,0 +1,72 @@
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|||
#include "gline.h"
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|
||||
int main(int argc, char **argv) {
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||||
if (!glfwInit()) {
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||||
fprintf(stderr, "ERROR: Could not start GLFW\n");
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||||
return 1;
|
||||
}
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
GLFWwindow *window = glfwCreateWindow(640, 480, "Gline", NULL, NULL);
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||||
if (!window) {
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fprintf(stderr, "ERROR: Could not open window\n");
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||||
glfwTerminate();
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||||
return 1;
|
||||
}
|
||||
glfwMakeContextCurrent(window);
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|
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glewExperimental = GL_TRUE;
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glewInit();
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||||
|
||||
const GLubyte *renderer = glGetString(GL_RENDERER);
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const GLubyte *version = glGetString(GL_VERSION);
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||||
printf("Renderer: %s\n", renderer);
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||||
printf("Version: %s\n", version);
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||||
|
||||
glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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float points[] = {0.f, 0.5f, 0.f, 0.5f, -0.5f, 0.f, -0.5f, -0.5f, 0.f};
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GLuint vbo = 0;
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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||||
glBufferData(GL_ARRAY_BUFFER, 9 * sizeof(float), points, GL_STATIC_DRAW);
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|
||||
GLuint vao = 0;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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||||
|
||||
const char *vert_source = shader_read_file("../shaders/vertexshader.vert");
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const char *frag_source = shader_read_file("../shaders/fragmentshader.frag");
|
||||
|
||||
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vs, 1, &vert_source, NULL);
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glCompileShader(vs);
|
||||
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
|
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glShaderSource(fs, 1, &frag_source, NULL);
|
||||
glCompileShader(fs);
|
||||
|
||||
GLuint shader_prog = glCreateProgram();
|
||||
glAttachShader(shader_prog, fs);
|
||||
glAttachShader(shader_prog, vs);
|
||||
glLinkProgram(shader_prog);
|
||||
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glUseProgram(shader_prog);
|
||||
glBindVertexArray(vao);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
glfwPollEvents();
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -0,0 +1,14 @@
|
|||
#ifndef GLINE_H_
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||||
#define GLINE_H_
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||||
|
||||
#include "linmath.h"
|
||||
#include "shader.h"
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <math.h>
|
||||
#include <stdio.h>
|
||||
#include <unistd.h>
|
||||
|
||||
int main(int argc, char **argv);
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||||
|
||||
#endif
|
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@ -0,0 +1,567 @@
|
|||
#ifndef LINMATH_H
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||||
#define LINMATH_H
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||||
|
||||
#include <math.h>
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||||
#include <string.h>
|
||||
|
||||
#ifdef LINMATH_NO_INLINE
|
||||
#define LINMATH_H_FUNC static
|
||||
#else
|
||||
#define LINMATH_H_FUNC static inline
|
||||
#endif
|
||||
|
||||
#define LINMATH_H_DEFINE_VEC(n) \
|
||||
typedef float vec##n[n]; \
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||||
LINMATH_H_FUNC void vec##n##_add(vec##n r, vec##n const a, vec##n const b) { \
|
||||
int i; \
|
||||
for (i = 0; i < n; ++i) \
|
||||
r[i] = a[i] + b[i]; \
|
||||
} \
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||||
LINMATH_H_FUNC void vec##n##_sub(vec##n r, vec##n const a, vec##n const b) { \
|
||||
int i; \
|
||||
for (i = 0; i < n; ++i) \
|
||||
r[i] = a[i] - b[i]; \
|
||||
} \
|
||||
LINMATH_H_FUNC void vec##n##_scale(vec##n r, vec##n const v, \
|
||||
float const s) { \
|
||||
int i; \
|
||||
for (i = 0; i < n; ++i) \
|
||||
r[i] = v[i] * s; \
|
||||
} \
|
||||
LINMATH_H_FUNC float vec##n##_mul_inner(vec##n const a, vec##n const b) { \
|
||||
float p = 0.f; \
|
||||
int i; \
|
||||
for (i = 0; i < n; ++i) \
|
||||
p += b[i] * a[i]; \
|
||||
return p; \
|
||||
} \
|
||||
LINMATH_H_FUNC float vec##n##_len(vec##n const v) { \
|
||||
return sqrtf(vec##n##_mul_inner(v, v)); \
|
||||
} \
|
||||
LINMATH_H_FUNC void vec##n##_norm(vec##n r, vec##n const v) { \
|
||||
float k = 1.f / vec##n##_len(v); \
|
||||
vec##n##_scale(r, v, k); \
|
||||
} \
|
||||
LINMATH_H_FUNC void vec##n##_min(vec##n r, vec##n const a, vec##n const b) { \
|
||||
int i; \
|
||||
for (i = 0; i < n; ++i) \
|
||||
r[i] = a[i] < b[i] ? a[i] : b[i]; \
|
||||
} \
|
||||
LINMATH_H_FUNC void vec##n##_max(vec##n r, vec##n const a, vec##n const b) { \
|
||||
int i; \
|
||||
for (i = 0; i < n; ++i) \
|
||||
r[i] = a[i] > b[i] ? a[i] : b[i]; \
|
||||
} \
|
||||
LINMATH_H_FUNC void vec##n##_dup(vec##n r, vec##n const src) { \
|
||||
int i; \
|
||||
for (i = 0; i < n; ++i) \
|
||||
r[i] = src[i]; \
|
||||
}
|
||||
|
||||
LINMATH_H_DEFINE_VEC(2)
|
||||
LINMATH_H_DEFINE_VEC(3)
|
||||
LINMATH_H_DEFINE_VEC(4)
|
||||
|
||||
LINMATH_H_FUNC void vec3_mul_cross(vec3 r, vec3 const a, vec3 const b) {
|
||||
r[0] = a[1] * b[2] - a[2] * b[1];
|
||||
r[1] = a[2] * b[0] - a[0] * b[2];
|
||||
r[2] = a[0] * b[1] - a[1] * b[0];
|
||||
}
|
||||
|
||||
LINMATH_H_FUNC void vec3_reflect(vec3 r, vec3 const v, vec3 const n) {
|
||||
float p = 2.f * vec3_mul_inner(v, n);
|
||||
int i;
|
||||
for (i = 0; i < 3; ++i)
|
||||
r[i] = v[i] - p * n[i];
|
||||
}
|
||||
|
||||
LINMATH_H_FUNC void vec4_mul_cross(vec4 r, vec4 const a, vec4 const b) {
|
||||
r[0] = a[1] * b[2] - a[2] * b[1];
|
||||
r[1] = a[2] * b[0] - a[0] * b[2];
|
||||
r[2] = a[0] * b[1] - a[1] * b[0];
|
||||
r[3] = 1.f;
|
||||
}
|
||||
|
||||
LINMATH_H_FUNC void vec4_reflect(vec4 r, vec4 const v, vec4 const n) {
|
||||
float p = 2.f * vec4_mul_inner(v, n);
|
||||
int i;
|
||||
for (i = 0; i < 4; ++i)
|
||||
r[i] = v[i] - p * n[i];
|
||||
}
|
||||
|
||||
typedef vec4 mat4x4[4];
|
||||
LINMATH_H_FUNC void mat4x4_identity(mat4x4 M) {
|
||||
int i, j;
|
||||
for (i = 0; i < 4; ++i)
|
||||
for (j = 0; j < 4; ++j)
|
||||
M[i][j] = i == j ? 1.f : 0.f;
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_dup(mat4x4 M, mat4x4 const N) {
|
||||
int i;
|
||||
for (i = 0; i < 4; ++i)
|
||||
vec4_dup(M[i], N[i]);
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_row(vec4 r, mat4x4 const M, int i) {
|
||||
int k;
|
||||
for (k = 0; k < 4; ++k)
|
||||
r[k] = M[k][i];
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_col(vec4 r, mat4x4 const M, int i) {
|
||||
int k;
|
||||
for (k = 0; k < 4; ++k)
|
||||
r[k] = M[i][k];
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_transpose(mat4x4 M, mat4x4 const N) {
|
||||
// Note: if M and N are the same, the user has to
|
||||
// explicitly make a copy of M and set it to N.
|
||||
int i, j;
|
||||
for (j = 0; j < 4; ++j)
|
||||
for (i = 0; i < 4; ++i)
|
||||
M[i][j] = N[j][i];
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_add(mat4x4 M, mat4x4 const a, mat4x4 const b) {
|
||||
int i;
|
||||
for (i = 0; i < 4; ++i)
|
||||
vec4_add(M[i], a[i], b[i]);
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_sub(mat4x4 M, mat4x4 const a, mat4x4 const b) {
|
||||
int i;
|
||||
for (i = 0; i < 4; ++i)
|
||||
vec4_sub(M[i], a[i], b[i]);
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_scale(mat4x4 M, mat4x4 const a, float k) {
|
||||
int i;
|
||||
for (i = 0; i < 4; ++i)
|
||||
vec4_scale(M[i], a[i], k);
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_scale_aniso(mat4x4 M, mat4x4 const a, float x,
|
||||
float y, float z) {
|
||||
vec4_scale(M[0], a[0], x);
|
||||
vec4_scale(M[1], a[1], y);
|
||||
vec4_scale(M[2], a[2], z);
|
||||
vec4_dup(M[3], a[3]);
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_mul(mat4x4 M, mat4x4 const a, mat4x4 const b) {
|
||||
mat4x4 temp;
|
||||
int k, r, c;
|
||||
for (c = 0; c < 4; ++c)
|
||||
for (r = 0; r < 4; ++r) {
|
||||
temp[c][r] = 0.f;
|
||||
for (k = 0; k < 4; ++k)
|
||||
temp[c][r] += a[k][r] * b[c][k];
|
||||
}
|
||||
mat4x4_dup(M, temp);
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_mul_vec4(vec4 r, mat4x4 const M, vec4 const v) {
|
||||
int i, j;
|
||||
for (j = 0; j < 4; ++j) {
|
||||
r[j] = 0.f;
|
||||
for (i = 0; i < 4; ++i)
|
||||
r[j] += M[i][j] * v[i];
|
||||
}
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_translate(mat4x4 T, float x, float y, float z) {
|
||||
mat4x4_identity(T);
|
||||
T[3][0] = x;
|
||||
T[3][1] = y;
|
||||
T[3][2] = z;
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_translate_in_place(mat4x4 M, float x, float y,
|
||||
float z) {
|
||||
vec4 t = {x, y, z, 0};
|
||||
vec4 r;
|
||||
int i;
|
||||
for (i = 0; i < 4; ++i) {
|
||||
mat4x4_row(r, M, i);
|
||||
M[3][i] += vec4_mul_inner(r, t);
|
||||
}
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_from_vec3_mul_outer(mat4x4 M, vec3 const a,
|
||||
vec3 const b) {
|
||||
int i, j;
|
||||
for (i = 0; i < 4; ++i)
|
||||
for (j = 0; j < 4; ++j)
|
||||
M[i][j] = i < 3 && j < 3 ? a[i] * b[j] : 0.f;
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_rotate(mat4x4 R, mat4x4 const M, float x, float y,
|
||||
float z, float angle) {
|
||||
float s = sinf(angle);
|
||||
float c = cosf(angle);
|
||||
vec3 u = {x, y, z};
|
||||
|
||||
if (vec3_len(u) > 1e-4) {
|
||||
vec3_norm(u, u);
|
||||
mat4x4 T;
|
||||
mat4x4_from_vec3_mul_outer(T, u, u);
|
||||
|
||||
mat4x4 S = {{0, u[2], -u[1], 0},
|
||||
{-u[2], 0, u[0], 0},
|
||||
{u[1], -u[0], 0, 0},
|
||||
{0, 0, 0, 0}};
|
||||
mat4x4_scale(S, S, s);
|
||||
|
||||
mat4x4 C;
|
||||
mat4x4_identity(C);
|
||||
mat4x4_sub(C, C, T);
|
||||
|
||||
mat4x4_scale(C, C, c);
|
||||
|
||||
mat4x4_add(T, T, C);
|
||||
mat4x4_add(T, T, S);
|
||||
|
||||
T[3][3] = 1.f;
|
||||
mat4x4_mul(R, M, T);
|
||||
} else {
|
||||
mat4x4_dup(R, M);
|
||||
}
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_rotate_X(mat4x4 Q, mat4x4 const M, float angle) {
|
||||
float s = sinf(angle);
|
||||
float c = cosf(angle);
|
||||
mat4x4 R = {{1.f, 0.f, 0.f, 0.f},
|
||||
{0.f, c, s, 0.f},
|
||||
{0.f, -s, c, 0.f},
|
||||
{0.f, 0.f, 0.f, 1.f}};
|
||||
mat4x4_mul(Q, M, R);
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_rotate_Y(mat4x4 Q, mat4x4 const M, float angle) {
|
||||
float s = sinf(angle);
|
||||
float c = cosf(angle);
|
||||
mat4x4 R = {{c, 0.f, -s, 0.f},
|
||||
{0.f, 1.f, 0.f, 0.f},
|
||||
{s, 0.f, c, 0.f},
|
||||
{0.f, 0.f, 0.f, 1.f}};
|
||||
mat4x4_mul(Q, M, R);
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_rotate_Z(mat4x4 Q, mat4x4 const M, float angle) {
|
||||
float s = sinf(angle);
|
||||
float c = cosf(angle);
|
||||
mat4x4 R = {{c, s, 0.f, 0.f},
|
||||
{-s, c, 0.f, 0.f},
|
||||
{0.f, 0.f, 1.f, 0.f},
|
||||
{0.f, 0.f, 0.f, 1.f}};
|
||||
mat4x4_mul(Q, M, R);
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_invert(mat4x4 T, mat4x4 const M) {
|
||||
float s[6];
|
||||
float c[6];
|
||||
s[0] = M[0][0] * M[1][1] - M[1][0] * M[0][1];
|
||||
s[1] = M[0][0] * M[1][2] - M[1][0] * M[0][2];
|
||||
s[2] = M[0][0] * M[1][3] - M[1][0] * M[0][3];
|
||||
s[3] = M[0][1] * M[1][2] - M[1][1] * M[0][2];
|
||||
s[4] = M[0][1] * M[1][3] - M[1][1] * M[0][3];
|
||||
s[5] = M[0][2] * M[1][3] - M[1][2] * M[0][3];
|
||||
|
||||
c[0] = M[2][0] * M[3][1] - M[3][0] * M[2][1];
|
||||
c[1] = M[2][0] * M[3][2] - M[3][0] * M[2][2];
|
||||
c[2] = M[2][0] * M[3][3] - M[3][0] * M[2][3];
|
||||
c[3] = M[2][1] * M[3][2] - M[3][1] * M[2][2];
|
||||
c[4] = M[2][1] * M[3][3] - M[3][1] * M[2][3];
|
||||
c[5] = M[2][2] * M[3][3] - M[3][2] * M[2][3];
|
||||
|
||||
/* Assumes it is invertible */
|
||||
float idet = 1.0f / (s[0] * c[5] - s[1] * c[4] + s[2] * c[3] + s[3] * c[2] -
|
||||
s[4] * c[1] + s[5] * c[0]);
|
||||
|
||||
T[0][0] = (M[1][1] * c[5] - M[1][2] * c[4] + M[1][3] * c[3]) * idet;
|
||||
T[0][1] = (-M[0][1] * c[5] + M[0][2] * c[4] - M[0][3] * c[3]) * idet;
|
||||
T[0][2] = (M[3][1] * s[5] - M[3][2] * s[4] + M[3][3] * s[3]) * idet;
|
||||
T[0][3] = (-M[2][1] * s[5] + M[2][2] * s[4] - M[2][3] * s[3]) * idet;
|
||||
|
||||
T[1][0] = (-M[1][0] * c[5] + M[1][2] * c[2] - M[1][3] * c[1]) * idet;
|
||||
T[1][1] = (M[0][0] * c[5] - M[0][2] * c[2] + M[0][3] * c[1]) * idet;
|
||||
T[1][2] = (-M[3][0] * s[5] + M[3][2] * s[2] - M[3][3] * s[1]) * idet;
|
||||
T[1][3] = (M[2][0] * s[5] - M[2][2] * s[2] + M[2][3] * s[1]) * idet;
|
||||
|
||||
T[2][0] = (M[1][0] * c[4] - M[1][1] * c[2] + M[1][3] * c[0]) * idet;
|
||||
T[2][1] = (-M[0][0] * c[4] + M[0][1] * c[2] - M[0][3] * c[0]) * idet;
|
||||
T[2][2] = (M[3][0] * s[4] - M[3][1] * s[2] + M[3][3] * s[0]) * idet;
|
||||
T[2][3] = (-M[2][0] * s[4] + M[2][1] * s[2] - M[2][3] * s[0]) * idet;
|
||||
|
||||
T[3][0] = (-M[1][0] * c[3] + M[1][1] * c[1] - M[1][2] * c[0]) * idet;
|
||||
T[3][1] = (M[0][0] * c[3] - M[0][1] * c[1] + M[0][2] * c[0]) * idet;
|
||||
T[3][2] = (-M[3][0] * s[3] + M[3][1] * s[1] - M[3][2] * s[0]) * idet;
|
||||
T[3][3] = (M[2][0] * s[3] - M[2][1] * s[1] + M[2][2] * s[0]) * idet;
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_orthonormalize(mat4x4 R, mat4x4 const M) {
|
||||
mat4x4_dup(R, M);
|
||||
float s = 1.f;
|
||||
vec3 h;
|
||||
|
||||
vec3_norm(R[2], R[2]);
|
||||
|
||||
s = vec3_mul_inner(R[1], R[2]);
|
||||
vec3_scale(h, R[2], s);
|
||||
vec3_sub(R[1], R[1], h);
|
||||
vec3_norm(R[1], R[1]);
|
||||
|
||||
s = vec3_mul_inner(R[0], R[2]);
|
||||
vec3_scale(h, R[2], s);
|
||||
vec3_sub(R[0], R[0], h);
|
||||
|
||||
s = vec3_mul_inner(R[0], R[1]);
|
||||
vec3_scale(h, R[1], s);
|
||||
vec3_sub(R[0], R[0], h);
|
||||
vec3_norm(R[0], R[0]);
|
||||
}
|
||||
|
||||
LINMATH_H_FUNC void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t,
|
||||
float n, float f) {
|
||||
M[0][0] = 2.f * n / (r - l);
|
||||
M[0][1] = M[0][2] = M[0][3] = 0.f;
|
||||
|
||||
M[1][1] = 2.f * n / (t - b);
|
||||
M[1][0] = M[1][2] = M[1][3] = 0.f;
|
||||
|
||||
M[2][0] = (r + l) / (r - l);
|
||||
M[2][1] = (t + b) / (t - b);
|
||||
M[2][2] = -(f + n) / (f - n);
|
||||
M[2][3] = -1.f;
|
||||
|
||||
M[3][2] = -2.f * (f * n) / (f - n);
|
||||
M[3][0] = M[3][1] = M[3][3] = 0.f;
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t,
|
||||
float n, float f) {
|
||||
M[0][0] = 2.f / (r - l);
|
||||
M[0][1] = M[0][2] = M[0][3] = 0.f;
|
||||
|
||||
M[1][1] = 2.f / (t - b);
|
||||
M[1][0] = M[1][2] = M[1][3] = 0.f;
|
||||
|
||||
M[2][2] = -2.f / (f - n);
|
||||
M[2][0] = M[2][1] = M[2][3] = 0.f;
|
||||
|
||||
M[3][0] = -(r + l) / (r - l);
|
||||
M[3][1] = -(t + b) / (t - b);
|
||||
M[3][2] = -(f + n) / (f - n);
|
||||
M[3][3] = 1.f;
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_perspective(mat4x4 m, float y_fov, float aspect,
|
||||
float n, float f) {
|
||||
/* NOTE: Degrees are an unhandy unit to work with.
|
||||
* linmath.h uses radians for everything! */
|
||||
float const a = 1.f / tanf(y_fov / 2.f);
|
||||
|
||||
m[0][0] = a / aspect;
|
||||
m[0][1] = 0.f;
|
||||
m[0][2] = 0.f;
|
||||
m[0][3] = 0.f;
|
||||
|
||||
m[1][0] = 0.f;
|
||||
m[1][1] = a;
|
||||
m[1][2] = 0.f;
|
||||
m[1][3] = 0.f;
|
||||
|
||||
m[2][0] = 0.f;
|
||||
m[2][1] = 0.f;
|
||||
m[2][2] = -((f + n) / (f - n));
|
||||
m[2][3] = -1.f;
|
||||
|
||||
m[3][0] = 0.f;
|
||||
m[3][1] = 0.f;
|
||||
m[3][2] = -((2.f * f * n) / (f - n));
|
||||
m[3][3] = 0.f;
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_look_at(mat4x4 m, vec3 const eye, vec3 const center,
|
||||
vec3 const up) {
|
||||
/* Adapted from Android's OpenGL Matrix.java. */
|
||||
/* See the OpenGL GLUT documentation for gluLookAt for a description */
|
||||
/* of the algorithm. We implement it in a straightforward way: */
|
||||
|
||||
/* TODO: The negation of of can be spared by swapping the order of
|
||||
* operands in the following cross products in the right way. */
|
||||
vec3 f;
|
||||
vec3_sub(f, center, eye);
|
||||
vec3_norm(f, f);
|
||||
|
||||
vec3 s;
|
||||
vec3_mul_cross(s, f, up);
|
||||
vec3_norm(s, s);
|
||||
|
||||
vec3 t;
|
||||
vec3_mul_cross(t, s, f);
|
||||
|
||||
m[0][0] = s[0];
|
||||
m[0][1] = t[0];
|
||||
m[0][2] = -f[0];
|
||||
m[0][3] = 0.f;
|
||||
|
||||
m[1][0] = s[1];
|
||||
m[1][1] = t[1];
|
||||
m[1][2] = -f[1];
|
||||
m[1][3] = 0.f;
|
||||
|
||||
m[2][0] = s[2];
|
||||
m[2][1] = t[2];
|
||||
m[2][2] = -f[2];
|
||||
m[2][3] = 0.f;
|
||||
|
||||
m[3][0] = 0.f;
|
||||
m[3][1] = 0.f;
|
||||
m[3][2] = 0.f;
|
||||
m[3][3] = 1.f;
|
||||
|
||||
mat4x4_translate_in_place(m, -eye[0], -eye[1], -eye[2]);
|
||||
}
|
||||
|
||||
typedef float quat[4];
|
||||
#define quat_add vec4_add
|
||||
#define quat_sub vec4_sub
|
||||
#define quat_norm vec4_norm
|
||||
#define quat_scale vec4_scale
|
||||
#define quat_mul_inner vec4_mul_inner
|
||||
|
||||
LINMATH_H_FUNC void quat_identity(quat q) {
|
||||
q[0] = q[1] = q[2] = 0.f;
|
||||
q[3] = 1.f;
|
||||
}
|
||||
LINMATH_H_FUNC void quat_mul(quat r, quat const p, quat const q) {
|
||||
vec3 w, tmp;
|
||||
|
||||
vec3_mul_cross(tmp, p, q);
|
||||
vec3_scale(w, p, q[3]);
|
||||
vec3_add(tmp, tmp, w);
|
||||
vec3_scale(w, q, p[3]);
|
||||
vec3_add(tmp, tmp, w);
|
||||
|
||||
vec3_dup(r, tmp);
|
||||
r[3] = p[3] * q[3] - vec3_mul_inner(p, q);
|
||||
}
|
||||
LINMATH_H_FUNC void quat_conj(quat r, quat const q) {
|
||||
int i;
|
||||
for (i = 0; i < 3; ++i)
|
||||
r[i] = -q[i];
|
||||
r[3] = q[3];
|
||||
}
|
||||
LINMATH_H_FUNC void quat_rotate(quat r, float angle, vec3 const axis) {
|
||||
vec3 axis_norm;
|
||||
vec3_norm(axis_norm, axis);
|
||||
float s = sinf(angle / 2);
|
||||
float c = cosf(angle / 2);
|
||||
vec3_scale(r, axis_norm, s);
|
||||
r[3] = c;
|
||||
}
|
||||
LINMATH_H_FUNC void quat_mul_vec3(vec3 r, quat const q, vec3 const v) {
|
||||
/*
|
||||
* Method by Fabian 'ryg' Giessen (of Farbrausch)
|
||||
t = 2 * cross(q.xyz, v)
|
||||
v' = v + q.w * t + cross(q.xyz, t)
|
||||
*/
|
||||
vec3 t;
|
||||
vec3 q_xyz = {q[0], q[1], q[2]};
|
||||
vec3 u = {q[0], q[1], q[2]};
|
||||
|
||||
vec3_mul_cross(t, q_xyz, v);
|
||||
vec3_scale(t, t, 2);
|
||||
|
||||
vec3_mul_cross(u, q_xyz, t);
|
||||
vec3_scale(t, t, q[3]);
|
||||
|
||||
vec3_add(r, v, t);
|
||||
vec3_add(r, r, u);
|
||||
}
|
||||
LINMATH_H_FUNC void mat4x4_from_quat(mat4x4 M, quat const q) {
|
||||
float a = q[3];
|
||||
float b = q[0];
|
||||
float c = q[1];
|
||||
float d = q[2];
|
||||
float a2 = a * a;
|
||||
float b2 = b * b;
|
||||
float c2 = c * c;
|
||||
float d2 = d * d;
|
||||
|
||||
M[0][0] = a2 + b2 - c2 - d2;
|
||||
M[0][1] = 2.f * (b * c + a * d);
|
||||
M[0][2] = 2.f * (b * d - a * c);
|
||||
M[0][3] = 0.f;
|
||||
|
||||
M[1][0] = 2 * (b * c - a * d);
|
||||
M[1][1] = a2 - b2 + c2 - d2;
|
||||
M[1][2] = 2.f * (c * d + a * b);
|
||||
M[1][3] = 0.f;
|
||||
|
||||
M[2][0] = 2.f * (b * d + a * c);
|
||||
M[2][1] = 2.f * (c * d - a * b);
|
||||
M[2][2] = a2 - b2 - c2 + d2;
|
||||
M[2][3] = 0.f;
|
||||
|
||||
M[3][0] = M[3][1] = M[3][2] = 0.f;
|
||||
M[3][3] = 1.f;
|
||||
}
|
||||
|
||||
LINMATH_H_FUNC void mat4x4o_mul_quat(mat4x4 R, mat4x4 const M, quat const q) {
|
||||
/* XXX: The way this is written only works for orthogonal matrices. */
|
||||
/* TODO: Take care of non-orthogonal case. */
|
||||
quat_mul_vec3(R[0], q, M[0]);
|
||||
quat_mul_vec3(R[1], q, M[1]);
|
||||
quat_mul_vec3(R[2], q, M[2]);
|
||||
|
||||
R[3][0] = R[3][1] = R[3][2] = 0.f;
|
||||
R[0][3] = M[0][3];
|
||||
R[1][3] = M[1][3];
|
||||
R[2][3] = M[2][3];
|
||||
R[3][3] = M[3][3]; // typically 1.0, but here we make it general
|
||||
}
|
||||
LINMATH_H_FUNC void quat_from_mat4x4(quat q, mat4x4 const M) {
|
||||
float r = 0.f;
|
||||
int i;
|
||||
|
||||
int perm[] = {0, 1, 2, 0, 1};
|
||||
int *p = perm;
|
||||
|
||||
for (i = 0; i < 3; i++) {
|
||||
float m = M[i][i];
|
||||
if (m < r)
|
||||
continue;
|
||||
m = r;
|
||||
p = &perm[i];
|
||||
}
|
||||
|
||||
r = sqrtf(1.f + M[p[0]][p[0]] - M[p[1]][p[1]] - M[p[2]][p[2]]);
|
||||
|
||||
if (r < 1e-6) {
|
||||
q[0] = 1.f;
|
||||
q[1] = q[2] = q[3] = 0.f;
|
||||
return;
|
||||
}
|
||||
|
||||
q[0] = r / 2.f;
|
||||
q[1] = (M[p[0]][p[1]] - M[p[1]][p[0]]) / (2.f * r);
|
||||
q[2] = (M[p[2]][p[0]] - M[p[0]][p[2]]) / (2.f * r);
|
||||
q[3] = (M[p[2]][p[1]] - M[p[1]][p[2]]) / (2.f * r);
|
||||
}
|
||||
|
||||
LINMATH_H_FUNC void mat4x4_arcball(mat4x4 R, mat4x4 const M, vec2 const _a,
|
||||
vec2 const _b, float s) {
|
||||
vec2 a;
|
||||
memcpy(a, _a, sizeof(a));
|
||||
vec2 b;
|
||||
memcpy(b, _b, sizeof(b));
|
||||
|
||||
float z_a = 0.;
|
||||
float z_b = 0.;
|
||||
|
||||
if (vec2_len(a) < 1.) {
|
||||
z_a = sqrtf(1. - vec2_mul_inner(a, a));
|
||||
} else {
|
||||
vec2_norm(a, a);
|
||||
}
|
||||
|
||||
if (vec2_len(b) < 1.) {
|
||||
z_b = sqrtf(1. - vec2_mul_inner(b, b));
|
||||
} else {
|
||||
vec2_norm(b, b);
|
||||
}
|
||||
|
||||
vec3 a_ = {a[0], a[1], z_a};
|
||||
vec3 b_ = {b[0], b[1], z_b};
|
||||
|
||||
vec3 c_;
|
||||
vec3_mul_cross(c_, a_, b_);
|
||||
|
||||
float const angle = acos(vec3_mul_inner(a_, b_)) * s;
|
||||
mat4x4_rotate(R, M, c_[0], c_[1], c_[2], angle);
|
||||
}
|
||||
#endif
|
||||
|
|
@ -0,0 +1,92 @@
|
|||
#include "shader.h"
|
||||
|
||||
char *shader_read_file(const char *file_path) {
|
||||
FILE *fp;
|
||||
char *buf;
|
||||
long file_size;
|
||||
fp = fopen(file_path, "r");
|
||||
if (fp == NULL) {
|
||||
fprintf(stderr, "Failed to open file: %s\n", file_path);
|
||||
return (char *)NULL;
|
||||
}
|
||||
fseek(fp, 0, SEEK_END);
|
||||
file_size = ftell(fp);
|
||||
fseek(fp, 0, SEEK_SET);
|
||||
|
||||
buf = (char *)malloc(file_size + 1);
|
||||
if (buf == NULL) {
|
||||
fprintf(stderr, "Failed to allocate memory\n");
|
||||
fclose(fp);
|
||||
return (char *)NULL;
|
||||
}
|
||||
fread(buf, file_size, 1, fp);
|
||||
buf[file_size] = '\0';
|
||||
fclose(fp);
|
||||
return buf;
|
||||
}
|
||||
|
||||
GLuint load_shader(const char *vfp, const char *ffp) {
|
||||
GLuint vertex_id = glCreateShader(GL_VERTEX_SHADER);
|
||||
GLuint fragment_id = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
char *err = (char *)malloc(sizeof(char *));
|
||||
char *v_source = shader_read_file(vfp);
|
||||
char *f_source = shader_read_file(ffp);
|
||||
|
||||
if (v_source == NULL) {
|
||||
fprintf(stderr, "An error occurred\n");
|
||||
return (GLuint)0;
|
||||
}
|
||||
if (f_source == NULL) {
|
||||
fprintf(stderr, "An error occurred\n");
|
||||
return (GLuint)0;
|
||||
}
|
||||
|
||||
GLint result = GL_FALSE;
|
||||
int info_log_len;
|
||||
|
||||
printf("Compiling shader: %s\n", vfp);
|
||||
char const *vc_source = v_source;
|
||||
glShaderSource(vertex_id, 1, &vc_source, NULL);
|
||||
glCompileShader(vertex_id);
|
||||
glGetShaderiv(vertex_id, GL_COMPILE_STATUS, &result);
|
||||
glGetShaderiv(vertex_id, GL_INFO_LOG_LENGTH, &info_log_len);
|
||||
if (info_log_len > 0) {
|
||||
glGetShaderInfoLog(vertex_id, info_log_len, NULL, err);
|
||||
puts(err);
|
||||
}
|
||||
|
||||
printf("Compiling shader: %s\n", ffp);
|
||||
char const *fc_source = f_source;
|
||||
|
||||
glShaderSource(fragment_id, 1, &fc_source, NULL);
|
||||
glCompileShader(fragment_id);
|
||||
glGetShaderiv(fragment_id, GL_COMPILE_STATUS, &result);
|
||||
glGetShaderiv(vertex_id, GL_INFO_LOG_LENGTH, &info_log_len);
|
||||
if (info_log_len > 0) {
|
||||
glGetShaderInfoLog(fragment_id, info_log_len, NULL, err);
|
||||
puts(err);
|
||||
}
|
||||
free(v_source);
|
||||
free(f_source);
|
||||
|
||||
puts("Linking program");
|
||||
GLuint pid = glCreateProgram();
|
||||
glAttachShader(pid, vertex_id);
|
||||
glAttachShader(pid, fragment_id);
|
||||
glLinkProgram(pid);
|
||||
|
||||
glGetProgramiv(pid, GL_LINK_STATUS, &result);
|
||||
glGetProgramiv(pid, GL_INFO_LOG_LENGTH, &info_log_len);
|
||||
if (info_log_len > 0) {
|
||||
glGetShaderInfoLog(pid, info_log_len, NULL, err);
|
||||
puts(err);
|
||||
}
|
||||
free(err);
|
||||
|
||||
glDetachShader(pid, vertex_id);
|
||||
glDetachShader(pid, fragment_id);
|
||||
glDeleteShader(vertex_id);
|
||||
glDeleteShader(fragment_id);
|
||||
|
||||
return pid;
|
||||
}
|
|
@ -0,0 +1,6 @@
|
|||
#include <GL/glew.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
char *shader_read_file(const char *file_path);
|
||||
GLuint load_shader(const char *vfp, const char *ffp);
|
Loading…
Reference in New Issue