Implement matrices

This commit is contained in:
Marcel Plch 2018-04-16 00:40:13 +02:00
parent b9ed7c486e
commit 677177cd49
8 changed files with 192 additions and 92 deletions

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@ -1,6 +1,7 @@
# CMake entry point
cmake_minimum_required (VERSION 3.0)
project(OpenGL_Analog_Clock C)
cmake_policy(SET CMP0072 OLD)
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
@ -17,7 +18,7 @@ set(ALL_LIBS
GLEW
)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -O0 -ggdb")
set(CMAKE_C_FLAGS "-O0 -ggdb")
add_definitions(
-DTW_STATIC
@ -29,7 +30,9 @@ add_definitions(
add_executable(clock
src/main.c
src/clock.c
src/shader.c
src/matrix.c
)
target_link_libraries(clock

28
Include/clock.h Normal file
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@ -0,0 +1,28 @@
#ifndef CLOCK_H
#define CLOCK_H
// Include standard headers
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <unistd.h>
// Include GLEW
#include <GL/glew.h>
// Include GLFW
#include <GLFW/glfw3.h>
// Include project headers
#include <shader.h>
#include <matrix.h>
// Define macros
#define xfree(p) if (p) free((void *)p)
// Declare functions
int clock_init(GLFWwindow **);
#endif

9
Include/matrix.h Normal file
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@ -0,0 +1,9 @@
#ifndef MATRIX_H
#define MATRIX_H
GLdouble *matrix_new(void);
int matrix_transform(GLdouble *, int,
GLdouble **, int);
#endif

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@ -1,7 +1,5 @@
#ifndef SHADER_HPP
#define SHADER_HPP
#define xfree(p) if (p) free((void *)p)
#ifndef SHADER_H
#define SHADER_H
int LoadShaders(GLuint *, const char *, const char *);

42
src/clock.c Normal file
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@ -0,0 +1,42 @@
#include <clock.h>
int clock_init(GLFWwindow **window) {
// Initialise GLFW
if(!glfwInit()) {
fprintf(stderr, "Failed to initialize GLFW\n");
getchar();
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Open a window and create its OpenGL context
*window = glfwCreateWindow(1280, 720, "OpenGL Clock", NULL, NULL);
if (*window == NULL) {
fprintf(stderr, "Failed to open GLFW window.\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(*window);
// Initialize GLEW
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
glfwTerminate();
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(*window, GLFW_STICKY_KEYS, GL_TRUE);
// Dark grey background
glClearColor(0.15f, 0.15f, 0.15f, 0.0f);
return 0;
}

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@ -1,64 +1,20 @@
// Include standard headers
#include <stdio.h>
#include <stdlib.h>
// Include APIs
#include "clock.h"
// Include GLEW
#include <GL/glew.h>
// Include GLFW
#include <GLFW/glfw3.h>
// Include shader
#include "shader.h"
static GLFWwindow* window;
int main(void) {
// Initialise GLFW
if(!glfwInit()) {
fprintf(stderr, "Failed to initialize GLFW\n");
getchar();
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Open a window and create its OpenGL context
window = glfwCreateWindow(1280, 720, "OpenGL Clock", NULL, NULL);
if (window == NULL) {
fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n");
getchar();
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLEW
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
getchar();
glfwTerminate();
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Dark grey background
glClearColor(0.15f, 0.15f, 0.15f, 0.0f);
int main(int argc, char *argv[]) {
GLFWwindow *window;
GLuint VertexArrayID;
GLuint programID;
if (clock_init(&window)) {
return -1;
}
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
GLuint programID;
if (LoadShaders(&programID,
"../shaders/SimpleVertexShader.vertexshader",
"../shaders/SimpleFragmentShader.fragmentshader")) {
@ -66,10 +22,10 @@ int main(void) {
return -1;
}
static GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
0.0f, 1.0f, -0.2f
static GLdouble g_vertex_buffer_data[] = {
-0.3f, -0.3f, 0.3f,
0.3f, -0.3f, -0.3f,
0.0f, 0.3f, -0.0f
};
GLuint vertexbuffer;
@ -77,24 +33,20 @@ int main(void) {
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
// position
double a[3];
a[0] = 0;
a[1] = 0;
a[2] = 0;
// horizontal angle : toward -Z
double horizontalAngle = 3.14f;
// vertical angle : 0, look at the horizon
double verticalAngle = 0.0f;
// Initial Field of View
double initialFoV = 45.0f;
double speed = 3.0f; // 3 units / second
double mouseSpeed = 0.005f;
// Get mouse position
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
GLdouble **matrices = calloc(1, sizeof(GLdouble *));
GLdouble *rot_mat = matrix_new();
rot_mat[0] = cos(M_PI*2/60);
rot_mat[1] = -sin(M_PI*2/60);
rot_mat[4] = sin(M_PI*2/60);
rot_mat[5] = cos(M_PI*2/60);
*matrices = rot_mat;
do {
// Clear the screen. It's not mentioned before Tutorial 02,
@ -103,15 +55,17 @@ int main(void) {
// Use our shader
glUseProgram(programID);
glfwGetCursorPos(window, &xpos, &ypos);
g_vertex_buffer_data[0] = (float)xpos / 1280 * 2 - 1 - 0.15;
g_vertex_buffer_data[1] = 2 - (float)ypos / 720 * 2 - 1 - 0.15;
//glfwGetCursorPos(window, &xpos, &ypos);
//g_vertex_buffer_data[0] = (float)xpos / 1280 * 2 - 1 - 0.15;
//g_vertex_buffer_data[1] = 2 - (float)ypos / 720 * 2 - 1 - 0.15;
g_vertex_buffer_data[3] = (float)xpos / 1280 * 2 - 1 + 0.15;
g_vertex_buffer_data[4] = 2 - (float)ypos / 720 * 2 - 1 - 0.15;
//g_vertex_buffer_data[3] = (float)xpos / 1280 * 2 - 1 + 0.15;
//g_vertex_buffer_data[4] = 2 - (float)ypos / 720 * 2 - 1 - 0.15;
g_vertex_buffer_data[6] = (float)xpos / 1280 * 2 - 1;
g_vertex_buffer_data[7] = 2 - (float)ypos / 720 * 2 - 1 + 0.15;
//g_vertex_buffer_data[6] = (float)xpos / 1280 * 2 - 1;
//g_vertex_buffer_data[7] = 2 - (float)ypos / 720 * 2 - 1 + 0.15;
matrix_transform(g_vertex_buffer_data, 3,
matrices, 1);
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
@ -124,7 +78,7 @@ int main(void) {
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_DOUBLE, // type
GL_FALSE, // normalized?
0, // stride
NULL // array buffer offset
@ -140,6 +94,7 @@ int main(void) {
glfwPollEvents();
// Check if the ESC key was pressed or the window was closed
usleep(1000000/60);
} while(glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0);

70
src/matrix.c Normal file
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@ -0,0 +1,70 @@
#include "clock.h"
static GLdouble *
matrix_multip(GLdouble *mat1, GLdouble *mat2) {
GLdouble *result;
GLdouble dot_prod;
result = matrix_new();
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
dot_prod = 0;
for (int k = 0; k < 4; k++) {
dot_prod += mat1[i*4+k] * mat2[j+k*4];
}
result[j+i*4] = dot_prod;
}
}
return result;
}
GLdouble *
matrix_new() {
GLdouble *mat;
mat = calloc(16, sizeof(GLdouble));
for (int i = 0; i < 4; i++) {
mat[i*4+i] = 1;
}
return mat;
}
int
matrix_transform(GLdouble *vects, int vectcount,
GLdouble **mats, int matcount) {
GLdouble *mat;
GLdouble dot_prod;
GLdouble *helper = NULL;
GLdouble *result;
mat = matrix_new();
result = calloc(vectcount*3, sizeof(GLdouble));
for (int i = matcount-1; i >= 0; i--) {
xfree(helper);
helper = matrix_multip(mats[i], mat);
free(mat);
mat = helper;
}
for (int k = 0; k < vectcount; k++) {
for (int j = 0; j < 3; j++) {
dot_prod = 0;
for (int i = 0; i < 3; i++) {
dot_prod += vects[k*3+i] * mat[i+j*4];
}
result[j+k*3] = dot_prod;
}
}
memcpy(vects, result, vectcount * 3 * sizeof(GLdouble));
free(result);
return 0;
}

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@ -1,9 +1,4 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <GL/glew.h>
#include "clock.h"
#include "shader.h"
static int