static void entity_create(const char* name, Color color, struct Vbo* vbo, struct Ibo* ibo, struct CollisionEntity* entity) { entity->name = name; pivot_create(NULL, NULL, &entity->pivot); solid_cube_create(1.0f, color, &entity->solid); solid_cube_create(1.0f, color, &entity->optimized_solid); solid_optimize((struct Solid*)&entity->optimized_solid); vbo_mesh_create_from_solid((struct Solid*)&entity->optimized_solid, vbo, ibo, &entity->vbo_mesh); halfedgemesh_create(&entity->hemesh); halfedgemesh_append(&entity->hemesh, (struct Solid*)&entity->solid); halfedgemesh_optimize(&entity->hemesh); picking_sphere_create(1.0f, &entity->picking_sphere); pivot_attach(&entity->picking_sphere.pivot, &entity->pivot); }
int32_t main(int32_t argc, char *argv[]) { if( init_sdl2() ) { return 1; } int width = 1280; int height = 720; SDL_Window* window; sdl2_window("cute3d: " __FILE__, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, &window); SDL_GLContext* context; sdl2_glcontext(3, 2, window, &context); if( init_shader() ) { return 1; } if( init_canvas(width, height) ) { return 1; } canvas_create("global_dynamic_canvas", &global_dynamic_canvas); canvas_create("global_static_canvas", &global_static_canvas); struct Vbo vbo = {0}; vbo_create(&vbo); vbo_add_buffer(&vbo, SHADER_ATTRIBUTE_VERTEX, 3, GL_FLOAT, GL_STATIC_DRAW); vbo_add_buffer(&vbo, SHADER_ATTRIBUTE_VERTEX_NORMAL, 3, GL_FLOAT, GL_STATIC_DRAW); vbo_add_buffer(&vbo, SHADER_ATTRIBUTE_VERTEX_COLOR, 4, GL_UNSIGNED_BYTE, GL_STATIC_DRAW); vbo_add_buffer(&vbo, SHADER_ATTRIBUTE_VERTEX_NORMAL, NORMAL_SIZE, GL_FLOAT, GL_STATIC_DRAW); struct Ibo ibo = {0}; ibo_create(GL_TRIANGLES, GL_UNSIGNED_INT, GL_STATIC_DRAW, &ibo); struct SolidTetrahedron hard_tetrahedron = {0}; struct SolidBox hard_cube = {0}; struct SolidSphere16 hard_sphere16 = {0}; struct SolidSphere32 hard_sphere32 = {0}; solid_tetrahedron_create(1.0, (Color){255, 0, 0, 255}, &hard_tetrahedron); solid_cube_create(0.5, (Color){0, 255, 0, 255}, &hard_cube); solid_sphere16_create(16, 8, 0.75, (Color){0, 255, 255, 255}, &hard_sphere16); solid_sphere32_create(32, 16, 0.75, (Color){255, 255, 0, 255}, &hard_sphere32); solid_optimize((struct Solid*)&hard_tetrahedron); solid_optimize((struct Solid*)&hard_cube); solid_optimize((struct Solid*)&hard_sphere16); solid_optimize((struct Solid*)&hard_sphere32); struct VboMesh hard_tetrahedron_mesh, hard_box_mesh, hard_cube_mesh, hard_sphere16_mesh, hard_sphere32_mesh; vbo_mesh_create_from_solid((struct Solid*)&hard_tetrahedron, &vbo, &ibo, &hard_tetrahedron_mesh); vbo_mesh_create_from_solid((struct Solid*)&hard_cube, &vbo, &ibo, &hard_cube_mesh); vbo_mesh_create_from_solid((struct Solid*)&hard_sphere16, &vbo, &ibo, &hard_sphere16_mesh); vbo_mesh_create_from_solid((struct Solid*)&hard_sphere32, &vbo, &ibo, &hard_sphere32_mesh); struct SolidTetrahedron smooth_tetrahedron = {0}; struct SolidBox smooth_cube = {0}; struct SolidSphere16 smooth_sphere16 = {0}; struct SolidSphere32 smooth_sphere32 = {0}; solid_tetrahedron_create(1.0, (Color){255, 0, 0, 255}, &smooth_tetrahedron); solid_cube_create(0.5, (Color){0, 255, 0, 255}, &smooth_cube); solid_sphere16_create(16, 8, 0.75, (Color){0, 255, 255, 255}, &smooth_sphere16); solid_sphere32_create(32, 16, 0.75, (Color){255, 255, 0, 255}, &smooth_sphere32); solid_optimize((struct Solid*)&smooth_tetrahedron); solid_optimize((struct Solid*)&smooth_cube); solid_optimize((struct Solid*)&smooth_sphere16); solid_optimize((struct Solid*)&smooth_sphere32); solid_smooth_normals((struct Solid*)&smooth_tetrahedron, smooth_tetrahedron.normals, smooth_tetrahedron.normals); solid_smooth_normals((struct Solid*)&smooth_cube, smooth_cube.normals, smooth_cube.normals); solid_smooth_normals((struct Solid*)&smooth_sphere16, smooth_sphere16.normals, smooth_sphere16.normals); solid_smooth_normals((struct Solid*)&smooth_sphere32, smooth_sphere32.normals, smooth_sphere32.normals); struct VboMesh smooth_tetrahedron_mesh, smooth_box_mesh, smooth_cube_mesh, smooth_sphere16_mesh, smooth_sphere32_mesh; vbo_mesh_create_from_solid((struct Solid*)&smooth_tetrahedron, &vbo, &ibo, &smooth_tetrahedron_mesh); vbo_mesh_create_from_solid((struct Solid*)&smooth_cube, &vbo, &ibo, &smooth_cube_mesh); vbo_mesh_create_from_solid((struct Solid*)&smooth_sphere16, &vbo, &ibo, &smooth_sphere16_mesh); vbo_mesh_create_from_solid((struct Solid*)&smooth_sphere32, &vbo, &ibo, &smooth_sphere32_mesh); struct Arcball arcball = {0}; arcball_create(width, height, (Vec4f){2.5,17.0,17.0,1.0}, (Vec4f){2.5,0.0,0.0,1.0}, 0.1, 100.0, &arcball); float circular_motion_angle = 0.0f; float circular_motion_speed = (2.0f*PI)/30; float circular_motion_radius = 12.0f; Vec3f light_position = { circular_motion_radius, 10.0, circular_motion_radius }; Vec3f light_direction = {0}; vec_sub((Vec3f){0.0f, 0.0f, 0.0f}, light_position, light_direction); vec_normalize(light_direction, light_direction); Vec3f eye_position = {0}; vec_copy3f(arcball.camera.pivot.position, eye_position); Color ambiance = {50, 25, 150, 255}; Color specular = {255, 255, 255, 255}; float material_shininess = 1.0; Vec4f material_coefficients = { 0.8, 0.2, 0.0, 0.0 }; // flat struct Shader flat_shader = {0}; shader_create(&flat_shader); shader_attach(&flat_shader, GL_VERTEX_SHADER, "prefix.vert", 1, "flat_shading.vert"); shader_attach(&flat_shader, GL_FRAGMENT_SHADER, "prefix.frag", 1, "flat_shading.frag"); shader_make_program(&flat_shader, SHADER_DEFAULT_NAMES, "flat_shader"); shader_set_uniform_3f(&flat_shader, flat_shader.program, SHADER_UNIFORM_LIGHT_DIRECTION, 3, GL_FLOAT, light_direction); shader_set_uniform_4f(&flat_shader, flat_shader.program, SHADER_UNIFORM_AMBIENT_LIGHT, 4, GL_UNSIGNED_BYTE, ambiance); // gouraud struct Shader gouraud_shader = {0}; shader_create(&gouraud_shader); shader_attach(&gouraud_shader, GL_VERTEX_SHADER, "prefix.vert", 1, "gouraud_shading.vert"); shader_attach(&gouraud_shader, GL_FRAGMENT_SHADER, "prefix.frag", 1, "gouraud_shading.frag"); shader_make_program(&gouraud_shader, SHADER_DEFAULT_NAMES, "gouraud_shader"); shader_set_uniform_3f(&gouraud_shader, gouraud_shader.program, SHADER_UNIFORM_LIGHT_POSITION, 3, GL_FLOAT, light_position); shader_set_uniform_3f(&gouraud_shader, gouraud_shader.program, SHADER_UNIFORM_EYE_POSITION, 3, GL_FLOAT, eye_position); shader_set_uniform_4f(&gouraud_shader, gouraud_shader.program, SHADER_UNIFORM_AMBIENT_LIGHT, 4, GL_UNSIGNED_BYTE, ambiance); shader_set_uniform_4f(&gouraud_shader, gouraud_shader.program, SHADER_UNIFORM_SPECULAR_LIGHT, 4, GL_UNSIGNED_BYTE, specular); shader_set_uniform_1f(&gouraud_shader, gouraud_shader.program, SHADER_UNIFORM_MATERIAL_SHININESS, 1, GL_FLOAT, &material_shininess); shader_set_uniform_4f(&gouraud_shader, gouraud_shader.program, SHADER_UNIFORM_MATERIAL_COEFFICIENTS, 4, GL_FLOAT, material_coefficients); shader_set_uniform_3f(&gouraud_shader, gouraud_shader.program, SHADER_UNIFORM_EYE_POSITION, 3, GL_FLOAT, &arcball.camera.pivot.position); Mat identity = IDENTITY_MAT; draw_grid(&global_static_canvas, 0, identity, (Color){127, 127, 127, 255}, 0.03f, 12.0f, 12.0f, 12); Mat shading_label_transform = IDENTITY_MAT; Quat text_rotation = IDENTITY_QUAT; quat_from_axis_angle((Vec3f)X_AXIS, -PI/2.0f, text_rotation); mat_rotate(shading_label_transform, text_rotation, shading_label_transform); mat_translate(shading_label_transform, (float[4]){ 6.5, 0.0, -2.5, 1.0 }, shading_label_transform);
int32_t main(int32_t argc, char *argv[]) { if( init_sdl2() ) { return 1; } SDL_Window* window; sdl2_window("test-shading", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, &window); SDL_GLContext* context; sdl2_glcontext(3, 2, window, (Color){0, 0, 0, 255}, &context); if( init_shader() ) { return 1; } if( init_vbo() ) { return 1; } if( init_canvas(1280,720) ) { return 1; } canvas_create("global_dynamic_canvas", 1280, 720, &global_dynamic_canvas); canvas_create("global_static_canvas", 1280, 720, &global_static_canvas); struct Vbo test_vbo = {0}; vbo_create(&test_vbo); vbo_add_buffer(&test_vbo, SHADER_ATTRIBUTE_VERTEX, 3, GL_FLOAT, GL_STATIC_DRAW); struct Ibo test_ibo = {0}; ibo_create(GL_TRIANGLES, GL_UNSIGNED_INT, GL_STATIC_DRAW, &test_ibo); struct VboMesh test_mesh1 = {0}; vbo_mesh_create(&test_vbo, &test_ibo, &test_mesh1); float triangle1[3*3] = {1.0, 1.0, 1.0, 2.0, 2.0, 2.0, 3.0, 3.0, 3.0}; vbo_mesh_append_attributes(&test_mesh1, SHADER_ATTRIBUTE_VERTEX, 3, GL_FLOAT, 3, &triangle1); vbo_mesh_print(&test_mesh1); struct VboMesh test_mesh2 = {0}; vbo_mesh_create(&test_vbo, &test_ibo, &test_mesh2); float triangle2[3*3] = {4.0, 4.0, 4.0, 5.0, 5.0, 5.0, 6.0, 6.0, 6.0}; vbo_mesh_append_attributes(&test_mesh2, SHADER_ATTRIBUTE_VERTEX, 3, GL_FLOAT, 3, &triangle2); vbo_mesh_print(&test_mesh2); struct Vbo vbo = {0}; vbo_create(&vbo); vbo_add_buffer(&vbo, SHADER_ATTRIBUTE_VERTEX, 3, GL_FLOAT, GL_STATIC_DRAW); vbo_add_buffer(&vbo, SHADER_ATTRIBUTE_VERTEX_NORMAL, 3, GL_FLOAT, GL_STATIC_DRAW); vbo_add_buffer(&vbo, SHADER_ATTRIBUTE_VERTEX_COLOR, 4, GL_UNSIGNED_BYTE, GL_STATIC_DRAW); vbo_add_buffer(&vbo, SHADER_ATTRIBUTE_SMOOTH_NORMAL, NORMAL_SIZE, GL_FLOAT, GL_STATIC_DRAW); struct Ibo ibo = {0}; ibo_create(GL_TRIANGLES, GL_UNSIGNED_INT, GL_STATIC_DRAW, &ibo); struct SolidTetrahedron tetrahedron = {0}; solid_tetrahedron_create(1.0, (Color){255, 0, 0, 255}, &tetrahedron); solid_optimize((struct Solid*)&tetrahedron); struct SolidTetrahedron tetrahedron2 = {0}; solid_tetrahedron_create(1.0, (Color){255, 0, 255, 255}, &tetrahedron2); solid_optimize((struct Solid*)&tetrahedron2); struct SolidBox cube = {0}; solid_cube_create(1.0, (Color){0, 255, 0, 255}, &cube); solid_optimize((struct Solid*)&cube); struct SolidBox cube2 = {0}; solid_cube_create(1.0, (Color){0, 255, 255, 255}, &cube2); solid_optimize((struct Solid*)&cube2); struct VboMesh tetrahedron_mesh; vbo_mesh_create_from_solid((struct Solid*)&tetrahedron, &vbo, &ibo, &tetrahedron_mesh); struct VboMesh cube_mesh = {0}; vbo_mesh_create_from_solid((struct Solid*)&cube, &vbo, &ibo, &cube_mesh); struct VboMesh tetrahedron_mesh2; vbo_mesh_create_from_solid((struct Solid*)&tetrahedron2, &vbo, &ibo, &tetrahedron_mesh2); struct VboMesh cube_mesh2 = {0}; vbo_mesh_create_from_solid((struct Solid*)&cube2, &vbo, &ibo, &cube_mesh2); vbo_mesh_print(&tetrahedron_mesh); vbo_mesh_print(&tetrahedron_mesh2); vbo_mesh_print(&cube_mesh); vbo_mesh_print(&cube_mesh2); struct Shader flat_shader = {0}; shader_create(&flat_shader); shader_attach(&flat_shader, GL_VERTEX_SHADER, "prefix.vert", 1, "flat_shading.vert"); shader_attach(&flat_shader, GL_FRAGMENT_SHADER, "prefix.frag", 1, "flat_shading.frag"); shader_make_program(&flat_shader, "flat_shader"); Vec4f light_direction = { 0.2, -0.5, -1.0 }; shader_set_uniform_3f(&flat_shader, flat_shader.program, SHADER_UNIFORM_LIGHT_DIRECTION, 3, GL_FLOAT, light_direction); Color ambiance = {50, 25, 150, 255 }; shader_set_uniform_4f(&flat_shader, flat_shader.program, SHADER_UNIFORM_AMBIENT_LIGHT, 4, GL_UNSIGNED_BYTE, ambiance); struct Arcball arcball = {0}; arcball_create(window, (Vec4f){0.0,8.0,8.0,1.0}, (Vec4f){0.0,0.0,0.0,1.0}, 0.1, 100.0, &arcball); Mat identity; mat_identity(identity); Quat grid_rotation = {0}; quat_from_vec_pair((Vec4f){0.0, 0.0, 1.0, 1.0}, (Vec4f){0.0, 1.0, 0.0, 1.0}, grid_rotation); Mat grid_transform = {0}; quat_to_mat(grid_rotation, grid_transform); draw_grid(&global_static_canvas, 0, grid_transform, (Color){127, 127, 127, 255}, 0.03f, 12.0f, 12.0f, 12); while (true) { SDL_Event event; while( SDL_PollEvent(&event) ) { switch (event.type) { case SDL_QUIT: goto done; case SDL_KEYDOWN: { SDL_KeyboardEvent* key_event = (SDL_KeyboardEvent*)&event; if(key_event->keysym.scancode == SDL_SCANCODE_ESCAPE) { goto done; } break; } } arcball_event(&arcball, event); } sdl2_gl_set_swap_interval(1); ogl_debug( glClearDepth(1.0f); glClearColor(.0f, .0f, .0f, 1.0f); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ); Mat transform = {0}; mat_translate(identity, (float[4]){ -1.0, 1.0, -1.0, 1.0 }, transform);