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1
.gitignore
vendored
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1
.gitignore
vendored
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/monke
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3
Makefile
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3
Makefile
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CC=gcc
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make:
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$(CC) -lm -lglfw -o ./monke *.c
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19
const.h
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19
const.h
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#ifndef V_CONST_H
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#define V_CONST_H
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typedef struct Vertex {
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float pos[3];
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} Vertex;
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#define CHUNK_LENGTH 16
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#define CHUNK_RADIUS_H 8
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#define CHUNK_RADIUS_V 4
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#define CHUNK_DIAMETER_H (CHUNK_RADIUS_H * 2 + 1)
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#define CHUNK_DIAMETER_V (CHUNK_RADIUS_V * 2 + 1)
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#define CHUNK_ALL CHUNK_DIAMETER_H *CHUNK_DIAMETER_H *CHUNK_DIAMETER_V
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#define BLOCK_ALL CHUNK_LENGTH *CHUNK_LENGTH *CHUNK_LENGTH
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#define CBLOCK_ALL BLOCK_ALL *CHUNK_ALL
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#define CTRI_ALL BLOCK_ALL * 18 * sizeof(Vertex)
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#endif
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39
cubes.c
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39
cubes.c
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#include "const.h"
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// placeholder function
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int cubeExists(int x, int y, int z) {
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return ((x % 3) == (y % 4) && (y % 5) == (z % 6));
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}
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void gen_face(Vertex *cube, int i, int x, int y, int z, int j) {
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Vertex a = {{x,y,z}};
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Vertex b = a;
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b.pos[(i==0)?1:0]++;
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Vertex c = a;
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c.pos[(i==2)?1:2]++;
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Vertex d = c;
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d.pos[(i==0)?1:0]++;
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cube[j] = a;
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cube[j+1] = b;
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cube[j+2] = c;
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cube[j+3] = c;
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cube[j+4] = b;
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cube[j+5] = d;
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}
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void gen_cubes(Vertex *cube, int x, int y, int z) {
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int i = 0;
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for (int y2 = y; y2 < y + CHUNK_LENGTH; y2++) {
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int y3 = y2;
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for (int x2 = x; x2 < x + CHUNK_LENGTH; x2++) {
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int x3 = x2;
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for (int z2 = z; z2 < z + CHUNK_LENGTH; z2++) {
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int z3 = z2;
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gen_face(cube, 0, x3, y3, z3, i);
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gen_face(cube, 1, x3, y3, z3, i + 6);
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gen_face(cube, 2, x3, y3, z3, i + 12);
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i += 18;
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}
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}
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}
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}
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3
cubes.h
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3
cubes.h
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#include "const.h"
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void gen_cubes(Vertex *cube, int x, int y, int z);
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565
linmath.h
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565
linmath.h
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// https://github.com/glfw/glfw/blob/master/deps/linmath.h
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#ifndef LINMATH_H
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#define LINMATH_H
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#include <math.h>
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#include <string.h>
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#ifdef LINMATH_NO_INLINE
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#define LINMATH_H_FUNC static
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#else
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#define LINMATH_H_FUNC static inline
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#endif
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#define LINMATH_H_DEFINE_VEC(n) \
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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) { \
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int i; \
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for (i = 0; i < n; ++i) \
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r[i] = a[i] + b[i]; \
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} \
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LINMATH_H_FUNC void vec##n##_sub(vec##n r, vec##n const a, vec##n const b) { \
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int i; \
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for (i = 0; i < n; ++i) \
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r[i] = a[i] - b[i]; \
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} \
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LINMATH_H_FUNC void vec##n##_scale(vec##n r, vec##n const v, \
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float const s) { \
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int i; \
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for (i = 0; i < n; ++i) \
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r[i] = v[i] * s; \
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} \
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LINMATH_H_FUNC float vec##n##_mul_inner(vec##n const a, vec##n const b) { \
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float p = 0.f; \
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int i; \
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for (i = 0; i < n; ++i) \
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p += b[i] * a[i]; \
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return p; \
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} \
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LINMATH_H_FUNC float vec##n##_len(vec##n const v) { \
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return sqrtf(vec##n##_mul_inner(v, v)); \
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} \
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LINMATH_H_FUNC void vec##n##_norm(vec##n r, vec##n const v) { \
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float k = 1.f / vec##n##_len(v); \
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vec##n##_scale(r, v, k); \
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} \
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LINMATH_H_FUNC void vec##n##_min(vec##n r, vec##n const a, vec##n const b) { \
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int i; \
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for (i = 0; i < n; ++i) \
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r[i] = a[i] < b[i] ? a[i] : b[i]; \
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} \
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LINMATH_H_FUNC void vec##n##_max(vec##n r, vec##n const a, vec##n const b) { \
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int i; \
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for (i = 0; i < n; ++i) \
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r[i] = a[i] > b[i] ? a[i] : b[i]; \
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} \
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LINMATH_H_FUNC void vec##n##_dup(vec##n r, vec##n const src) { \
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int i; \
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for (i = 0; i < n; ++i) \
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r[i] = src[i]; \
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}
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LINMATH_H_DEFINE_VEC(2)
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LINMATH_H_DEFINE_VEC(3)
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LINMATH_H_DEFINE_VEC(4)
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LINMATH_H_FUNC void vec3_mul_cross(vec3 r, vec3 const a, vec3 const b) {
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r[0] = a[1] * b[2] - a[2] * b[1];
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r[1] = a[2] * b[0] - a[0] * b[2];
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r[2] = a[0] * b[1] - a[1] * b[0];
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}
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LINMATH_H_FUNC void vec3_reflect(vec3 r, vec3 const v, vec3 const n) {
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float p = 2.f * vec3_mul_inner(v, n);
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int i;
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for (i = 0; i < 3; ++i)
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r[i] = v[i] - p * n[i];
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}
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LINMATH_H_FUNC void vec4_mul_cross(vec4 r, vec4 const a, vec4 const b) {
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r[0] = a[1] * b[2] - a[2] * b[1];
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r[1] = a[2] * b[0] - a[0] * b[2];
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r[2] = a[0] * b[1] - a[1] * b[0];
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r[3] = 1.f;
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}
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LINMATH_H_FUNC void vec4_reflect(vec4 r, vec4 const v, vec4 const n) {
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float p = 2.f * vec4_mul_inner(v, n);
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int i;
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for (i = 0; i < 4; ++i)
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r[i] = v[i] - p * n[i];
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}
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typedef vec4 mat4x4[4];
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LINMATH_H_FUNC void mat4x4_identity(mat4x4 M) {
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int i, j;
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for (i = 0; i < 4; ++i)
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for (j = 0; j < 4; ++j)
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M[i][j] = i == j ? 1.f : 0.f;
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}
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LINMATH_H_FUNC void mat4x4_dup(mat4x4 M, mat4x4 const N) {
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int i;
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for (i = 0; i < 4; ++i)
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vec4_dup(M[i], N[i]);
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}
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LINMATH_H_FUNC void mat4x4_row(vec4 r, mat4x4 const M, int i) {
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int k;
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for (k = 0; k < 4; ++k)
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r[k] = M[k][i];
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}
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LINMATH_H_FUNC void mat4x4_col(vec4 r, mat4x4 const M, int i) {
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int k;
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for (k = 0; k < 4; ++k)
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r[k] = M[i][k];
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}
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LINMATH_H_FUNC void mat4x4_transpose(mat4x4 M, mat4x4 const N) {
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// Note: if M and N are the same, the user has to
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// explicitly make a copy of M and set it to N.
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int i, j;
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for (j = 0; j < 4; ++j)
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for (i = 0; i < 4; ++i)
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M[i][j] = N[j][i];
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}
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LINMATH_H_FUNC void mat4x4_add(mat4x4 M, mat4x4 const a, mat4x4 const b) {
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int i;
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for (i = 0; i < 4; ++i)
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vec4_add(M[i], a[i], b[i]);
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}
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LINMATH_H_FUNC void mat4x4_sub(mat4x4 M, mat4x4 const a, mat4x4 const b) {
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int i;
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for (i = 0; i < 4; ++i)
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vec4_sub(M[i], a[i], b[i]);
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}
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LINMATH_H_FUNC void mat4x4_scale(mat4x4 M, mat4x4 const a, float k) {
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int i;
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for (i = 0; i < 4; ++i)
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vec4_scale(M[i], a[i], k);
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}
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LINMATH_H_FUNC void mat4x4_scale_aniso(mat4x4 M, mat4x4 const a, float x,
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float y, float z) {
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vec4_scale(M[0], a[0], x);
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vec4_scale(M[1], a[1], y);
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vec4_scale(M[2], a[2], z);
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vec4_dup(M[3], a[3]);
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}
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LINMATH_H_FUNC void mat4x4_mul(mat4x4 M, mat4x4 const a, mat4x4 const b) {
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mat4x4 temp;
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int k, r, c;
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for (c = 0; c < 4; ++c)
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for (r = 0; r < 4; ++r) {
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temp[c][r] = 0.f;
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for (k = 0; k < 4; ++k)
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temp[c][r] += a[k][r] * b[c][k];
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}
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mat4x4_dup(M, temp);
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}
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LINMATH_H_FUNC void mat4x4_mul_vec4(vec4 r, mat4x4 const M, vec4 const v) {
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int i, j;
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for (j = 0; j < 4; ++j) {
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r[j] = 0.f;
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for (i = 0; i < 4; ++i)
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r[j] += M[i][j] * v[i];
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}
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}
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LINMATH_H_FUNC void mat4x4_translate(mat4x4 T, float x, float y, float z) {
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mat4x4_identity(T);
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T[3][0] = x;
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T[3][1] = y;
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T[3][2] = z;
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}
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LINMATH_H_FUNC void mat4x4_translate_in_place(mat4x4 M, float x, float y,
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float z) {
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vec4 t = {x, y, z, 0};
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vec4 r;
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int i;
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for (i = 0; i < 4; ++i) {
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mat4x4_row(r, M, i);
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M[3][i] += vec4_mul_inner(r, t);
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}
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}
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LINMATH_H_FUNC void mat4x4_from_vec3_mul_outer(mat4x4 M, vec3 const a,
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vec3 const b) {
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int i, j;
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for (i = 0; i < 4; ++i)
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for (j = 0; j < 4; ++j)
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M[i][j] = i < 3 && j < 3 ? a[i] * b[j] : 0.f;
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}
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LINMATH_H_FUNC void mat4x4_rotate(mat4x4 R, mat4x4 const M, float x, float y,
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float z, float angle) {
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float s = sinf(angle);
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float c = cosf(angle);
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vec3 u = {x, y, z};
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if (vec3_len(u) > 1e-4) {
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vec3_norm(u, u);
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mat4x4 T;
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mat4x4_from_vec3_mul_outer(T, u, u);
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mat4x4 S = {{0, u[2], -u[1], 0},
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{-u[2], 0, u[0], 0},
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{u[1], -u[0], 0, 0},
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{0, 0, 0, 0}};
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mat4x4_scale(S, S, s);
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mat4x4 C;
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mat4x4_identity(C);
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mat4x4_sub(C, C, T);
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mat4x4_scale(C, C, c);
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mat4x4_add(T, T, C);
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mat4x4_add(T, T, S);
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T[3][3] = 1.f;
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mat4x4_mul(R, M, T);
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} else {
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mat4x4_dup(R, M);
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}
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}
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LINMATH_H_FUNC void mat4x4_rotate_X(mat4x4 Q, mat4x4 const M, float angle) {
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float s = sinf(angle);
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float c = cosf(angle);
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mat4x4 R = {{1.f, 0.f, 0.f, 0.f},
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{0.f, c, s, 0.f},
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{0.f, -s, c, 0.f},
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{0.f, 0.f, 0.f, 1.f}};
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mat4x4_mul(Q, M, R);
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}
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LINMATH_H_FUNC void mat4x4_rotate_Y(mat4x4 Q, mat4x4 const M, float angle) {
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float s = sinf(angle);
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float c = cosf(angle);
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mat4x4 R = {{c, 0.f, -s, 0.f},
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{0.f, 1.f, 0.f, 0.f},
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{s, 0.f, c, 0.f},
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{0.f, 0.f, 0.f, 1.f}};
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mat4x4_mul(Q, M, R);
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}
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LINMATH_H_FUNC void mat4x4_rotate_Z(mat4x4 Q, mat4x4 const M, float angle) {
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float s = sinf(angle);
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float c = cosf(angle);
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mat4x4 R = {{c, s, 0.f, 0.f},
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{-s, c, 0.f, 0.f},
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{0.f, 0.f, 1.f, 0.f},
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{0.f, 0.f, 0.f, 1.f}};
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mat4x4_mul(Q, M, R);
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}
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LINMATH_H_FUNC void mat4x4_invert(mat4x4 T, mat4x4 const M) {
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float s[6];
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float c[6];
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s[0] = M[0][0] * M[1][1] - M[1][0] * M[0][1];
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s[1] = M[0][0] * M[1][2] - M[1][0] * M[0][2];
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s[2] = M[0][0] * M[1][3] - M[1][0] * M[0][3];
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s[3] = M[0][1] * M[1][2] - M[1][1] * M[0][2];
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s[4] = M[0][1] * M[1][3] - M[1][1] * M[0][3];
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s[5] = M[0][2] * M[1][3] - M[1][2] * M[0][3];
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c[0] = M[2][0] * M[3][1] - M[3][0] * M[2][1];
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c[1] = M[2][0] * M[3][2] - M[3][0] * M[2][2];
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c[2] = M[2][0] * M[3][3] - M[3][0] * M[2][3];
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c[3] = M[2][1] * M[3][2] - M[3][1] * M[2][2];
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c[4] = M[2][1] * M[3][3] - M[3][1] * M[2][3];
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c[5] = M[2][2] * M[3][3] - M[3][2] * M[2][3];
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/* Assumes it is invertible */
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float idet = 1.0f / (s[0] * c[5] - s[1] * c[4] + s[2] * c[3] + s[3] * c[2] -
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s[4] * c[1] + s[5] * c[0]);
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T[0][0] = (M[1][1] * c[5] - M[1][2] * c[4] + M[1][3] * c[3]) * idet;
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T[0][1] = (-M[0][1] * c[5] + M[0][2] * c[4] - M[0][3] * c[3]) * idet;
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T[0][2] = (M[3][1] * s[5] - M[3][2] * s[4] + M[3][3] * s[3]) * idet;
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T[0][3] = (-M[2][1] * s[5] + M[2][2] * s[4] - M[2][3] * s[3]) * idet;
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T[1][0] = (-M[1][0] * c[5] + M[1][2] * c[2] - M[1][3] * c[1]) * idet;
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T[1][1] = (M[0][0] * c[5] - M[0][2] * c[2] + M[0][3] * c[1]) * idet;
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T[1][2] = (-M[3][0] * s[5] + M[3][2] * s[2] - M[3][3] * s[1]) * idet;
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T[1][3] = (M[2][0] * s[5] - M[2][2] * s[2] + M[2][3] * s[1]) * idet;
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T[2][0] = (M[1][0] * c[4] - M[1][1] * c[2] + M[1][3] * c[0]) * idet;
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T[2][1] = (-M[0][0] * c[4] + M[0][1] * c[2] - M[0][3] * c[0]) * idet;
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T[2][2] = (M[3][0] * s[4] - M[3][1] * s[2] + M[3][3] * s[0]) * idet;
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T[2][3] = (-M[2][0] * s[4] + M[2][1] * s[2] - M[2][3] * s[0]) * idet;
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||||
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T[3][0] = (-M[1][0] * c[3] + M[1][1] * c[1] - M[1][2] * c[0]) * idet;
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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;
|
||||
vec3_mul_cross(r, p, q);
|
||||
vec3_scale(w, p, q[3]);
|
||||
vec3_add(r, r, w);
|
||||
vec3_scale(w, q, p[3]);
|
||||
vec3_add(r, r, w);
|
||||
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.f;
|
||||
float z_b = 0.f;
|
||||
|
||||
if (vec2_len(a) < 1.f) {
|
||||
z_a = sqrtf(1.f - vec2_mul_inner(a, a));
|
||||
} else {
|
||||
vec2_norm(a, a);
|
||||
}
|
||||
|
||||
if (vec2_len(b) < 1.f) {
|
||||
z_b = sqrtf(1.f - 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
|
193
main.c
Normal file
193
main.c
Normal file
|
@ -0,0 +1,193 @@
|
|||
// adapted from
|
||||
// https://github.com/glfw/glfw/blob/master/examples/triangle-opengl.c
|
||||
|
||||
#define GLAD_GL_IMPLEMENTATION
|
||||
#include "gl.h"
|
||||
#define GLFW_INCLUDE_NONE
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include "const.h"
|
||||
#include "cubes.h"
|
||||
#include "linmath.h"
|
||||
#include "stb_image.h"
|
||||
#include <stddef.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
static const char *vertex_shader_text =
|
||||
"#version 330\n"
|
||||
"layout (location = 0) in vec3 vPos;"
|
||||
//"layout (location = 1) in vec3 vOff;"
|
||||
"uniform mat4 MVP;\n"
|
||||
"out vec2 vTex;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_Position = MVP * vec4(vPos, 1.0);\n"
|
||||
" vTex=0.5*vPos.xy + vec2(0.5,0);\n"
|
||||
"}\n";
|
||||
|
||||
static const char *fragment_shader_text =
|
||||
"#version 330\n"
|
||||
"out vec4 color;\n"
|
||||
"in vec2 vTex;\n"
|
||||
"uniform sampler2D texSampler;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
//" color=vec4(vTex.rg,0.5,0.5);\n"
|
||||
" color=vec4(texture(texSampler, vTex).rg+vTex/10.0,0.5,0.5);\n"
|
||||
"}\n";
|
||||
|
||||
static void key_callback(GLFWwindow *window, int key, int scancode, int action,
|
||||
int mods) {
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GLFW_TRUE);
|
||||
}
|
||||
|
||||
double cx = 0;
|
||||
double cy = 0;
|
||||
int width, height;
|
||||
|
||||
static void cursor_position_callback(GLFWwindow *window, double x, double y) {
|
||||
cx = x / 1000.0;
|
||||
cy = y / 1000.0;
|
||||
cy = (cy > M_PI / 2) ? M_PI / 2 : ((cy < -M_PI / 2) ? -M_PI / 2 : cy);
|
||||
return;
|
||||
}
|
||||
|
||||
int main(void) {
|
||||
if (!glfwInit())
|
||||
exit(EXIT_FAILURE);
|
||||
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
GLFWwindow *window =
|
||||
glfwCreateWindow(640, 480, "OpenGL Triangle", NULL, NULL);
|
||||
if (!window) {
|
||||
glfwTerminate();
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
gladLoadGL(glfwGetProcAddress);
|
||||
glfwSwapInterval(1);
|
||||
|
||||
Vertex *cube = malloc(CTRI_ALL);
|
||||
gen_cubes(cube, 0, 0, 0);
|
||||
|
||||
GLuint vertex_buffer;
|
||||
glGenBuffers(1, &vertex_buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, CTRI_ALL, cube, GL_STATIC_DRAW);
|
||||
|
||||
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
|
||||
glCompileShader(vertex_shader);
|
||||
|
||||
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
|
||||
glCompileShader(fragment_shader);
|
||||
|
||||
GLuint program = glCreateProgram();
|
||||
glAttachShader(program, vertex_shader);
|
||||
glAttachShader(program, fragment_shader);
|
||||
glLinkProgram(program);
|
||||
|
||||
GLint tex_location = glGetUniformLocation(program, "texSampler");
|
||||
GLint vpos_location = 0;
|
||||
GLint mvp_location = glGetUniformLocation(program, "MVP");
|
||||
|
||||
GLuint vertex_array;
|
||||
glGenVertexArrays(1, &vertex_array);
|
||||
glBindVertexArray(vertex_array);
|
||||
|
||||
glEnableVertexAttribArray(vpos_location);
|
||||
glVertexAttribPointer(vpos_location, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||
(void *)0);
|
||||
|
||||
unsigned char pixels[1024 * 1024 * 3];
|
||||
|
||||
for (int i = 0; i < 1024 * 1024 * 3; i++) {
|
||||
pixels[i] = i * 69420;
|
||||
}
|
||||
|
||||
glClearColor(0.2f, 0.5f, 0.7f, 1.0f);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glEnable(GL_DEPTH);
|
||||
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
glfwSetCursorPosCallback(window, cursor_position_callback);
|
||||
|
||||
vec3 pos = {0, 0, 0};
|
||||
|
||||
int x = 0, y = 25, z = 0;
|
||||
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
glfwGetFramebufferSize(window, &width, &height);
|
||||
const float ratio = width / (float)height;
|
||||
|
||||
glViewport(0, 0, width, height);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, GL_TEXTURE0);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB,
|
||||
GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
|
||||
mat4x4 m, v, p, mvp;
|
||||
mat4x4_identity(m);
|
||||
mat4x4_perspective(p, 45.0 / 180.0 * M_PI, ratio, 0.1, 1000);
|
||||
|
||||
vec3 direction = {cosf(cy) * sinf(cx), sinf(cy), cosf(cy) * cosf(cx)};
|
||||
vec3 right = {sinf(cx - 3.14f / 2.0f), 0, cosf(cx - 3.14f / 2.0f)};
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
|
||||
vec3_add(pos, pos, direction);
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
|
||||
vec3_sub(pos, pos, direction);
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
|
||||
vec3_add(pos, pos, right);
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
|
||||
vec3_sub(pos, pos, right);
|
||||
}
|
||||
|
||||
vec3 dir_pos;
|
||||
vec3_add(dir_pos, direction, pos);
|
||||
|
||||
vec3 up = {0,1,0};
|
||||
//vec3_mul_cross(up, right, direction);
|
||||
mat4x4_look_at(v, pos, dir_pos, up);
|
||||
|
||||
mat4x4_mul(mvp, p, v);
|
||||
mat4x4_mul(mvp, mvp, m);
|
||||
|
||||
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat *)&mvp);
|
||||
glBindVertexArray(vertex_array);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, BLOCK_ALL * 18);
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
free(cube);
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
|
||||
glfwTerminate();
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
7988
stb_image.h
Normal file
7988
stb_image.h
Normal file
File diff suppressed because it is too large
Load diff
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Add table
Add a link
Reference in a new issue