int render_init(void) { IF_FAILED0(!init); if(!init_opengl) { ERROR_MSG("OpenGL not initialised\n"); return 0; } log_init(); TRACE_MSG("init base render system\n"); TRACE_MSG("init noise\n"); noise_init(); glViewport(0, 0, window_width, window_height); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glEnable(GL_DEPTH_TEST); glClearDepth(1.0f); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_CLAMP); DEBUG_MSG("OpenGL version: %s\n", glGetString(GL_VERSION)); DEBUG_MSG("GLSL version: %s\n", (char*) glGetString(GL_SHADING_LANGUAGE_VERSION)); // настраиваем основную камеру TRACE_MSG("init main camera\n"); camera_init(&camera, vec3f(0.0f, 0.0f, 0.5f), vec3f(0.0f, 1.0f, 0.0f), vec3f(0.0f, 0.0f, -1.0f)); camera_set_limit(&camera, -95.0f, 95.0f, -360.0f, 360.0f); camera_set_fov(&camera, camera_fov); camera_set_move_velocity(&camera, camera_move_speed); camera_set_rotate_velocity(&camera, camera_rotate_speed); camera_set_aspect(&camera, (float) window_width / (float) window_height); camera_set_zplanes(&camera, 0.001f, 1000.0f); camera_update(&camera, 0.0); isolevel = 30.0f; isolevel_animate = 0; // устанавливаем функцию по-умолчанию parser_create(&parser); const char *default_func = "d = y;"; str_function = (char*) malloc(sizeof(char) * (strlen(default_func) + 1)); strcpy(str_function, default_func); // настраиваем и создаем скалярное поле render_set_volume_size(vec3ui(128, 128, 128), 1); render_set_grid_size(vec3ui(64, 64, 64)); render_update_volume_tex(); CHECK_GL_ERRORS(); // инициализируем шейдер if(!init_shader()) return 0; // инициализируем буферы с данными init_buffers(); // устанавливаем параметры по-умолчанию new_light_position = light_position = vec3f(1.0f, 1.0f, 1.0f); rot_axis = vec3f(0.0f, 1.0f, 0.0f); num_threads = 1; rot_angle = 0.0f; light_animate = 0; light_rot_angle = 0.0f; mat4(rotmat, 1.0f); mat4(modelmat, 1.0f); material_front_color = vec3f(0.5f, 0.5f, 0.5f); material_back_color = vec3f(0.5f, 0.0f, 0.0f); light_color = vec3f(1.0f, 1.0f, 1.0f); light_spec_color = vec3f(1.0f, 1.0f, 1.0f); input_set_wheel_limits(20, 150); init = 1; // полигонизируем ск. п. render_update_mc(); // обновляем рендер render_update(0.0f); return 1; }
void render_set_camera_fov(float fov) { camera_fov = fov; camera_set_fov(&camera, camera_fov); }
int main(void) { if(!glfwInit()) { printf("Could not init GLFW"); getchar(); return -1; } glfwWindowHint(GLFW_SAMPLES, 4); //Opengl 2.1 //glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); //glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); //Opengl 3.3 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // MacOS fix glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); if(window_init(&window, 640, 480, "Test")) { fprintf( stderr, "Failed to open window.\n" ); getchar(); glfwTerminate(); }; window_set_size_callback(&window, window_size_callback); glewExperimental = GL_TRUE; // Needed for core profile if (glewInit() != GLEW_OK) { fprintf(stderr, "Failed to initialize GLEW\n"); getchar(); glfwTerminate(); return -1; } //#clear errors GLEW may trigger printError(); glClearColor(0.0f, 0.0f, 0.4f, 0.0f); GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); //Load model //---------- Model cube; model_init(&cube); model_set_data_length(&cube, sizeof(cube_vertex_data)); model_set_vertices(&cube, cube_vertex_data); model_set_colors(&cube, cube_color_data); model_set_uv_map(&cube, cube_uv_data); model_set_texture(&cube, "./textures/bricks.dds"); model_bind(&cube); //Create shaders //-------------- GLuint vertexShader, fragmentShader; loadShader(&vertexShader, GL_VERTEX_SHADER, mvpVertexShaderSource); loadShader(&fragmentShader, GL_FRAGMENT_SHADER, fragmentShaderSource); //Create program //-------------- GLuint program; createProgram(&program, vertexShader, fragmentShader); // Enable z-buffer // --------------- glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); // Enable culling // -------------- glEnable(GL_CULL_FACE); // Get MVP uniform // --------------- GLuint mvp_ul = glGetUniformLocation(program, "MVP"); // Model Matrix // ------------ Mat4 s; scale_m4(&s, 0.1f, 0.1f, 0.1f); printf("Scale:\n"); print_m4(&s); Mat4 r; rotate_m4(&r, 0.0f, 1.0f, 0.0f, 0.0f); printf("Rotate:\n"); print_m4(&r); Mat4 t; translate_m4(&t, 0.0f, 0.0f, 0.0f); printf("Translate:\n"); print_m4(&t); Mat4 rs; printf("Rotated*Scaled:\n"); mul_m4(&rs, &r, &s); print_m4(&rs); Mat4 model; printf("Model:\n"); mul_m4(&model, &t, &rs); print_m4(&model); // Camera // ------ Vec3 pos; Vec3 center; Vec3 up; Vec3 direction; Vec3 right; camera_init(&camera); camera_set_fov(&camera, 1.0f); camera_set_aspect(&camera, (float)window.width/(float)window.height); Input input; input_init(&input, &window, 0.5f, 0.5f, 0.8f, -5.7f, -2.7f); do { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glUseProgram(program); input_get_data(&input, &pos, &direction, &right); add_v3(¢er, &pos, &direction); cross_v3(&up, &direction, &right); camera_set_position(&camera, &pos); camera_set_center(&camera, ¢er); camera_set_up(&camera, &up); // Mvp Matrix // ---------- Mat4 vp; camera_get_matrix(&camera, &vp); Mat4 mvp; mul_m4(&mvp, &vp, &model); printf("Perspective:\n"); print_m4(&mvp); // Set MVP transform glUniformMatrix4fv(mvp_ul, 1, GL_TRUE, &mvp[0][0]); model_render(&cube); window_swap_buffers(&window); glfwPollEvents(); } while( glfwGetKey(window.handle, GLFW_KEY_ESCAPE ) != GLFW_PRESS && glfwWindowShouldClose(window.handle) == 0 ); // Dispose // ------- model_dispose(&cube); glDeleteVertexArrays(1, &VertexArrayID); glDetachShader(program, fragmentShader); glDetachShader(program, vertexShader); glDeleteShader(fragmentShader); glDeleteShader(vertexShader); glDeleteProgram(program); glfwTerminate(); return 0; }