static void recalculate_matrices(struct ball *b) { mat4x4_identity(b->model_matrix); mat4x4_translate_in_place(b->model_matrix, b->x, b->y, b->z); mat4x4_scale_aniso(b->model_matrix, b->model_matrix, SCALE_FACTOR, SCALE_FACTOR, SCALE_FACTOR); mat4x4_invert(b->normal_matrix, b->model_matrix); mat4x4_transpose(b->normal_matrix, b->normal_matrix); }
void S_Tick() { // Riktningar och positioner vec4 up; vec4 forward; vec4 pos; mat4x4 inverted = {0}; mat4x4_invert(inverted, V_worldMat); mat4x4_mul_vec4(up, inverted, (vec4) {0, 1, 0, 0}); mat4x4_mul_vec4(forward, inverted, (vec4) {0, 0, -1, 0}); mat4x4_mul_vec4(pos, inverted, (vec4) {0, 0, 0, 1}); float orientation[6]; memcpy(orientation, forward, sizeof(vec3)); memcpy(&orientation[3], up, sizeof(vec3)); alListenerfv(AL_ORIENTATION, orientation); alListenerfv(AL_POSITION, pos); ListEntry* e = S_sources.first; for (int i = 0; i < S_sources.size; i++, e = e->next) { AudioSource* s = e->value; float* p = s->pos; float* v = s->vel; if (s->s != NULL) { p = s->s->pos; v = s->s->vel; } if (s->c != NULL) { p = s->c->pos; memset(v, 0, sizeof(vec3)); } alSourcefv(s->sourceID, AL_POSITION, p); alSourcefv(s->sourceID, AL_VELOCITY, v); } }
static void _norm_point_to_ray(game *g, Ray *r, float x, float y) { vec4 near_point_ndc = {x, y, 1, 1}; vec4 far_point_ndc = {x, y, -1, 1}; mat4x4 inv_mvp; mat4x4_invert(inv_mvp, g->d.mvp); vec4 near_point_world, far_point_world; mat4x4_mul_vec4(near_point_world, inv_mvp, near_point_ndc); mat4x4_mul_vec4(far_point_world, inv_mvp, far_point_ndc); divide_by_w(near_point_world); divide_by_w(far_point_world); vec3 between; vec3_sub(between, far_point_world, near_point_world); Ray ray = { {near_point_world[0], near_point_world[1], near_point_world[2]}, {between[0], between[1], between[2]} }; memcpy(r, &ray, sizeof(ray)); }
int main(void) { Primative *edits[] = { primative_create(CUBE, ADDITIVE), primative_create(SPHERE, ADDITIVE), primative_create(SPHERE, SUBTRACTIVE), primative_create(SPHERE, ADDITIVE) }; primative_scale(edits[0], 0.4, 1.0, 1.5); primative_translate(edits[1], 0.2, 0, 0); primative_translate(edits[2], -0.3, 0, 0); primative_translate(edits[3], -0.5, 0, 0); primative_scale(edits[3], 0.5, 0.5, 0.5); edits[1]->blend = 0.2; sdf_args.edits = edits; sdf_args.num_edits = 4; vec3 origin = {0, 0, 0}; vec3 halfDim = {1, 1, 1}; OctTree *tree = octTree_create(origin, halfDim); octTree_populate(tree, distance); int num_verticies = octTree_count(tree); size_t vert_size = sizeof(Point); fprintf(stdout, "num verts %d\n", num_verticies); int vi = 0; Point *verticies = malloc(num_verticies * vert_size); octTree_get_points(tree, verticies, &vi); GLFWwindow* window; mat4x4 ident; mat4x4_identity(ident); glfwSetErrorCallback(error_callback); if (!glfwInit()) exit(EXIT_FAILURE); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); window = glfwCreateWindow(640, 480, "speed dream", NULL, NULL); if (!window) { glfwTerminate(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(window); glfwSwapInterval(1); glEnable(GL_PROGRAM_POINT_SIZE); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glfwSetKeyCallback(window, key_callback); mat4x4 proj; mat4x4 view; mat4x4 matrix; mat4x4_identity(view); mat4x4_identity(matrix); vec3_set(camera.pos, 0.0f, 0.0f, 0.0f); // Create Vertex Array Object GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); // Create a Vertex Buffer Object and copy the vertex data to it GLuint vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, num_verticies * vert_size, verticies, GL_STATIC_DRAW); // Create and compile the shaders GLuint vertexShader = loadShader(GL_VERTEX_SHADER, DREAM_VERT); GLuint fragmentShader = loadShader(GL_FRAGMENT_SHADER, DREAM_FRAG); // Link the vertex and fragment shader into a shader program GLuint shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glBindFragDataLocation(shaderProgram, 0, "outColor"); glLinkProgram(shaderProgram); glUseProgram(shaderProgram); // Specify the layout of the vertex data GLint posAttrib = glGetAttribLocation(shaderProgram, "position"); glEnableVertexAttribArray(posAttrib); glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, vert_size, 0); GLint normAttrib = glGetAttribLocation(shaderProgram, "normal"); glEnableVertexAttribArray(normAttrib); glVertexAttribPointer(normAttrib, 3, GL_FLOAT, GL_FALSE, vert_size, (void*)(3 * sizeof(GLfloat))); GLint colorAttrib = glGetAttribLocation(shaderProgram, "color"); glEnableVertexAttribArray(colorAttrib); glVertexAttribPointer(colorAttrib, 3, GL_FLOAT, GL_FALSE, vert_size, (void*)(6 * sizeof(GLfloat))); GLint uniModel = glGetUniformLocation(shaderProgram, "model"); GLint uniView = glGetUniformLocation(shaderProgram, "view"); GLint uniProj = glGetUniformLocation(shaderProgram, "proj"); vec3 lightPos = {3.f, 0.f, 3.f}; GLint uniLightPos = glGetUniformLocation(shaderProgram, "lightPos"); glUniform3fv(uniLightPos, 1, (const GLfloat *)&lightPos); while (!glfwWindowShouldClose(window)) { float ratio; int width, height; glfwGetFramebufferSize(window, &width, &height); ratio = width / (float) height; glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); vec4 movement = {0, 0, 0, 1}; if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) movement[0] -= 0.1; if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) movement[0] += 0.1; if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) movement[2] += 0.1; if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) movement[2] -= 0.1; if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) camera.pitch -= 0.05; if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) camera.pitch += 0.05; if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) camera.yaw += 0.05; if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) camera.yaw -= 0.05; mat4x4 pitch_mat; mat4x4_identity(pitch_mat); mat4x4_rotate_X(pitch_mat, pitch_mat, camera.pitch); mat4x4 yaw_mat; mat4x4_identity(yaw_mat); mat4x4_rotate_Y(yaw_mat, yaw_mat, camera.yaw); mat4x4 inv_yaw_mat; mat4x4_invert(inv_yaw_mat, yaw_mat); vec4 rotated_movement; mat4x4_mul_vec4(rotated_movement, inv_yaw_mat, movement); camera.pos[0] += rotated_movement[0]; camera.pos[1] += rotated_movement[1]; camera.pos[2] += rotated_movement[2]; mat4x4 translation_mat; mat4x4_translate(translation_mat, camera.pos[0], camera.pos[1], camera.pos[2]); mat4x4_mul(view, pitch_mat, yaw_mat); mat4x4_mul(view, view, translation_mat); glUniformMatrix4fv(uniView, 1, GL_FALSE, (const GLfloat *)&view); mat4x4_perspective(proj, 60 * M_PI / 180, ratio, 0.1f, 10.0f); glUniformMatrix4fv(uniProj, 1, GL_FALSE, (const GLfloat *)&proj); glUniformMatrix4fv(uniModel, 1, GL_FALSE, (const GLfloat *)&matrix); glDrawArrays(GL_POINTS, 0, num_verticies); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteProgram(shaderProgram); glDeleteShader(fragmentShader); glDeleteShader(vertexShader); glDeleteBuffers(1, &vbo); glDeleteVertexArrays(1, &vao); glfwDestroyWindow(window); free(verticies); glfwTerminate(); exit(EXIT_SUCCESS); }