Code cleanup

This commit is contained in:
Marcel Plch 2023-12-13 10:56:21 +01:00
parent 75cedfea0e
commit 29251ba60c
Signed by: dormouse
GPG key ID: 2CA77596BC4BDFFE
9 changed files with 178 additions and 184 deletions

View file

@ -13,6 +13,7 @@
#include <GL/glew.h> #include <GL/glew.h>
// Include GLFW // Include GLFW
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
// Include project headers // Include project headers

View file

@ -6,7 +6,8 @@ typedef struct _model {
size_t bufsize; size_t bufsize;
} Model; } Model;
Model * model_load(const char *); Model *model_load(const char *);
int model_free(Model *);
#endif #endif

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@ -1,12 +1,8 @@
#version 330 core #version 330 core
in float colorF;
out vec3 color; out vec3 color;
void main() { void main() {
if (colorF == 0)
color = vec3(1, 1, 1); color = vec3(1, 1, 1);
else
color = vec3(0, 0, 0);
} }

104
src/cx.c
View file

@ -15,7 +15,7 @@ int cx_glinit(GLFWwindow **window) {
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Open a window and create its OpenGL context // Open a window and create its OpenGL context
*window = glfwCreateWindow(1280, 720, "OpenGL Clock", NULL, NULL); *window = glfwCreateWindow(1280, 720, "CONTROL-X", NULL, NULL);
if (*window == NULL) { if (*window == NULL) {
fprintf(stderr, "Failed to open GLFW window.\n"); fprintf(stderr, "Failed to open GLFW window.\n");
glfwTerminate(); glfwTerminate();
@ -44,7 +44,6 @@ int cx_glrun(GLFWwindow *window) {
GLuint VertexArrayID; GLuint VertexArrayID;
GLuint programID; GLuint programID;
glGenVertexArrays(1, &VertexArrayID); glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID); glBindVertexArray(VertexArrayID);
@ -56,50 +55,49 @@ int cx_glrun(GLFWwindow *window) {
return -1; return -1;
} }
// Load model to render from file
Model *model; Model *model;
model = model_load("../triangle.obj"); model = model_load("../triangle.obj");
// Allocate the render buffer
// GL uses this to feed the GPU
GLfloat *render_buffer;
render_buffer = malloc(model->bufsize * 4 * sizeof(GLfloat));
memcpy(render_buffer, model->object, model->bufsize * 4 * sizeof(GLfloat));
// Bind the render buffer to OpenGL
GLuint vertexbuffer; GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer); glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, model->bufsize*4*sizeof(GLfloat), model->object, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, model->bufsize*4*sizeof(GLfloat), render_buffer, GL_STATIC_DRAW);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0 in the pipeline
4, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
NULL // array buffer offset
);
// Remainder from cursor experiments, might be useful later
double xpos, ypos; double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos); glfwGetCursorPos(window, &xpos, &ypos);
GLfloat *matrix; GLfloat *rotation_matrix = matrix_new();
GLfloat *temp = matrix_new(); GLfloat *projection_matrix = matrix_new();
matrix = temp; // Temporary storage of transformation results
time_t t = time(NULL); GLfloat *temp_buffer;
GLfloat *projected_buffer;
temp = matrix_new(); projection_matrix[14] = -1.0f;
projection_matrix[0] = (GLfloat)9/16; // Widescreen FOV
temp[0] = cos(M_PI*2/60*(t%60));
temp[4] = -sin(M_PI*2/60*(t%60));
temp[1] = sin(M_PI*2/60*(t%60));
temp[5] = cos(M_PI*2/60*(t%60));
matrix = temp;
t /= 60;
GLfloat *projection = matrix_new();
GLfloat *buffer;
projection[14] = -1.0f;
buffer = matrix_new();
buffer[0] = (GLfloat)9/16;
temp = matrix_multip(projection, buffer);
free(buffer);
free(projection);
projection = temp;
temp = malloc(model->bufsize * 4 * sizeof(GLfloat));
buffer = malloc(model->bufsize * 4 * sizeof(GLfloat));
memcpy(temp, model->object, model->bufsize * 4 * sizeof(GLfloat));
GLfloat *orig;
orig = malloc(model->bufsize * 4 * sizeof(GLfloat));
memcpy(orig, model->object, model->bufsize * 4 * sizeof(GLfloat));
do { do {
// Clear the screen. It's not mentioned before Tutorial 02, // Clear the screen. It's not mentioned before Tutorial 02,
@ -110,39 +108,30 @@ int cx_glrun(GLFWwindow *window) {
glUseProgram(programID); glUseProgram(programID);
time_t t = time(NULL); time_t t = time(NULL);
GLfloat *temp_mat;
temp_mat = matrix_new();
temp_mat[0] = cos(M_PI*2/60*(t%60)); rotation_matrix[0] = cos(M_PI*2/60*(t%60));
temp_mat[4] = -sin(M_PI*2/60*(t%60)); rotation_matrix[4] = -sin(M_PI*2/60*(t%60));
temp_mat[1] = sin(M_PI*2/60*(t%60)); rotation_matrix[1] = sin(M_PI*2/60*(t%60));
temp_mat[5] = cos(M_PI*2/60*(t%60)); rotation_matrix[5] = cos(M_PI*2/60*(t%60));
matrix = temp_mat;
t /= 60;
for (int i = 2; i < 5; i++) { // BANANA, ROH-TAH-TEH
GLfloat *slice; temp_buffer = matrix_transform(model->object, model->bufsize, rotation_matrix);
slice = matrix_transform(orig, model->bufsize, matrix);
memcpy(temp, slice, model->bufsize* 4 * sizeof(GLfloat));
free(slice);
}
free(buffer);
buffer = matrix_transform(temp, model->bufsize, projection); // Guess I'm just projecting.
memcpy(model->object, buffer, model->bufsize * 4 * sizeof(GLfloat)); projected_buffer = matrix_transform(temp_buffer, model->bufsize, projection_matrix);
GLuint vertexbuffer; memcpy(render_buffer, projected_buffer, model->bufsize * 4 * sizeof(GLfloat));
glGenBuffers(1, &vertexbuffer); free(temp_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); free(projected_buffer);
glBufferData(GL_ARRAY_BUFFER, model->bufsize * 4 * sizeof(GLfloat), model->object, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, model->bufsize*4*sizeof(GLfloat), render_buffer, GL_STATIC_DRAW);
// 1rst attribute buffer : vertices // 1rst attribute buffer : vertices
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer( glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader. 0, // attribute 0 in the pipeline
4, // size 4, // size
GL_FLOAT, // type GL_FLOAT, // type
GL_FALSE, // normalized? GL_FALSE, // normalized?
@ -166,8 +155,11 @@ int cx_glrun(GLFWwindow *window) {
!glfwWindowShouldClose(window)); !glfwWindowShouldClose(window));
// Close OpenGL window and terminate GLFW // Close OpenGL window and terminate GLFW
free(matrix);
glfwTerminate(); glfwTerminate();
free(rotation_matrix);
free(projection_matrix);
model_free(model);
free(render_buffer);
return 0; return 0;
} }

View file

@ -14,5 +14,7 @@ main(void) {
return -1; return -1;
} }
return cx_glrun(window); int retval;
retval = cx_glrun(window);
return retval;
} }

View file

@ -8,11 +8,6 @@ model_new(size_t size) {
return model; return model;
} }
void
model_free(Model *self) {
free(self->object);
free(self);
}
Model * Model *
model_load(const char *path) { model_load(const char *path) {
@ -63,8 +58,16 @@ model_load(const char *path) {
} }
model->object[i*12+j*4+3] = 1; model->object[i*12+j*4+3] = 1;
} }
model->bufsize = facecount*3;
} }
free(vertices);
free(faces);
return model; return model;
} }
int
model_free(Model *self) {
free(self->object);
free(self);
return 0;
}

View file

@ -12,7 +12,7 @@ load_code(const char *filepath, char **code) {
return 1; return 1;
} }
*code = malloc(256 * sizeof(char)); *code = malloc(1024 * sizeof(char));
if (code == NULL) { if (code == NULL) {
fprintf(stderr, "Out of memory"); fprintf(stderr, "Out of memory");
return 1; return 1;

View file

@ -42,7 +42,6 @@ matrix_transform(GLfloat *vects, int vectcount,
result = calloc(vectcount*4, sizeof(GLfloat)); result = calloc(vectcount*4, sizeof(GLfloat));
for (int k = 0; k < vectcount; k++) { for (int k = 0; k < vectcount; k++) {
for (int j = 0; j < 4; j++) { for (int j = 0; j < 4; j++) {
dot_prod = 0; dot_prod = 0;