More refactoring

This commit is contained in:
Abdelrahman Said 2024-09-29 15:48:43 +01:00
parent 560619ae5b
commit cdb75019d2

View File

@ -55,11 +55,9 @@ struct Camera {
// View matrix to be sent as uniform to the vertex shader // View matrix to be sent as uniform to the vertex shader
glm::mat4 view_mat; glm::mat4 view_mat;
GLint u_view_idx;
// Projection matrix to be sent as uniform to the vertex shader // Projection matrix to be sent as uniform to the vertex shader
glm::mat4 projection_mat; glm::mat4 projection_mat;
GLint u_projection_idx;
}; };
struct Transform { struct Transform {
@ -72,20 +70,21 @@ struct Mesh {
// VAO is an object that stores the state needed to supply the GPU with the vertex data. // VAO is an object that stores the state needed to supply the GPU with the vertex data.
// Think of it as a specification or a C struct that defines the types of data stored for the // Think of it as a specification or a C struct that defines the types of data stored for the
// vertex array including the attributes for each vertex as well the indices buffer if it exists. // vertex array including the attributes for each vertex as well the indices buffer if it exists.
GLuint vao; GLuint vao;
// The buffer that contains all the vertex data // The buffer that contains all the vertex data
// e.g. assume 3 vertices with position, colour and uv, the buffer would look like this // e.g. assume 3 vertices with position, colour and uv, the buffer would look like this
// ----------------------------------------------------------------------------------- // -----------------------------------------------------------------------------------
// | position1 | colour1 | uv1 | position2 | colour2 | uv2 | position3 | colour3 | uv3 | // | position1 | colour1 | uv1 | position2 | colour2 | uv2 | position3 | colour3 | uv3 |
// ----------------------------------------------------------------------------------- // -----------------------------------------------------------------------------------
GLuint vbo; GLuint vbo;
// Holds the indices of the vertices that draw each triangle. Each triangle constitutes what // Holds the indices of the vertices that draw each triangle. Each triangle constitutes what
// OpenGL refers to as element, hence the name Element Buffer Object // OpenGL refers to as element, hence the name Element Buffer Object
GLuint ebo; GLuint ebo;
GLuint shader_program; GLuint shader_program;
GLuint vertices_count;
}; };
struct Model { struct Model {
@ -94,14 +93,18 @@ struct Model {
// Model matrix to be sent as uniform to the vertex shader // Model matrix to be sent as uniform to the vertex shader
glm::mat4 model_mat; glm::mat4 model_mat;
GLint u_model_idx; GLint u_model_idx;
GLint u_view_idx;
GLint u_projection_idx;
}; };
struct App { struct App {
SDL_Window *window; SDL_Window *window;
SDL_GLContext context; SDL_GLContext context;
SDL_Event event; SDL_Event event;
Model model; Model plane;
Model floor;
Camera camera; Camera camera;
float speed; float speed;
glm::vec2 prev_mouse; glm::vec2 prev_mouse;
@ -109,10 +112,11 @@ struct App {
}; };
int init (App &app); int init (App &app);
void create_vertex_spec (Model &model); void create_vertex_spec (Model &model, const std::vector<GLfloat> &vertices, const std::vector<GLuint> &indices);
void create_graphics_pipeline (Model &model, Camera &camera); void create_graphics_pipeline (Model &model, Camera &camera, const char *vs_file, const char *fs_file);
void run_main_loop (App &app); void run_main_loop (App &app);
void cleanup (App &app); void cleanup (App &app);
void render_model (const Model &model, const Camera &camera);
GLuint create_shader_program (const std::string &vertex_shader_source, const std::string &fragment_shader_source); GLuint create_shader_program (const std::string &vertex_shader_source, const std::string &fragment_shader_source);
GLuint compile_shader (GLuint type, const std::string &source); GLuint compile_shader (GLuint type, const std::string &source);
std::string load_shader (const std::string &filepath); std::string load_shader (const std::string &filepath);
@ -127,11 +131,57 @@ int main() {
return result; return result;
} }
const std::vector<GLfloat> plane_vertices = {
// vert0
-0.5f, -0.5f, 0.0f, // position
1.0f, 0.0f, 0.0f, // colour
// vert1
0.5f, -0.5f, 0.0f, // position
0.0f, 1.0f, 0.0f, // colour
// vert2
-0.5f, 0.5f, 0.0f, // position
0.0f, 0.0f, 1.0f, // colour
// vert3
0.5f, 0.5f, 0.0f, // position
1.0f, 1.0f, 0.0f, // colour
};
const std::vector<GLuint> plane_indices = {
// first triangle
0, 1, 2,
// second triangle
2, 1, 3,
};
const std::vector<GLfloat> floor_vertices = {
// vert0
-10.0f, 0.0f, 10.0f, // position
0.23529f, 0.43137f, 0.44313f, // colour
// vert1
10.0f, 0.0f, 10.0f, // position
0.23529f, 0.43137f, 0.44313f, // colour
// vert2
-10.0f, 0.0f, -10.0f, // position
0.23529f, 0.43137f, 0.44313f, // colour
// vert3
10.0f, 0.0f, -10.0f, // position
0.23529f, 0.43137f, 0.44313f, // colour
};
const std::vector<GLuint> floor_indices = {
// first triangle
0, 1, 2,
// second triangle
2, 1, 3,
};
// Setup the geometry // Setup the geometry
create_vertex_spec(app.model); create_vertex_spec(app.plane, plane_vertices, plane_indices);
create_vertex_spec(app.floor, floor_vertices, floor_indices);
// Setup graphics pipeline. At the very minimum creating vertex and fragment shaders // Setup graphics pipeline. At the very minimum creating vertex and fragment shaders
create_graphics_pipeline(app.model, app.camera); create_graphics_pipeline(app.plane, app.camera, "shaders/vert.glsl", "shaders/frag.glsl");
create_graphics_pipeline(app.floor, app.camera, "shaders/vert.glsl", "shaders/frag.glsl");
run_main_loop(app); run_main_loop(app);
@ -183,15 +233,20 @@ int init(App &app) {
); );
app.speed = 0.04f; app.speed = 0.04f;
app.model.transform.translation = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 1.5f)); app.plane.transform.translation = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.5f, -1.0f));
app.model.transform.rotation = glm::mat4(1.0f); app.plane.transform.rotation = glm::mat4(1.0f);
app.model.transform.scale = glm::mat4(1.0f); app.plane.transform.scale = glm::mat4(1.0f);
app.camera.rotation = glm::vec2(0.0f, -90.0f); app.plane.model_mat = app.plane.transform.translation *
app.camera.position = glm::vec3(0.0f, 0.0f, 3.0f); app.plane.transform.rotation * app.plane.transform.scale;
app.floor.transform.translation = glm::mat4(1.0f);
app.floor.transform.rotation = glm::mat4(1.0f);
app.floor.transform.scale = glm::mat4(1.0f);
app.floor.model_mat = app.floor.transform.translation *
app.floor.transform.rotation * app.floor.transform.scale;
app.camera.rotation = glm::vec2(-5.0f, -90.0f);
app.camera.position = glm::vec3(0.0f, 0.5f, 3.0f);
app.camera.view_direction = rotation_to_view_direction(app.camera); app.camera.view_direction = rotation_to_view_direction(app.camera);
app.camera.up = glm::vec3(0.0f, 1.0f, 0.0f); app.camera.up = glm::vec3(0.0f, 1.0f, 0.0f);
app.model.model_mat = app.model.transform.translation *
app.model.transform.rotation * app.model.transform.scale;
app.camera.view_mat = glm::lookAt(app.camera.position, app.camera.position + app.camera.view_direction, app.camera.up); app.camera.view_mat = glm::lookAt(app.camera.position, app.camera.position + app.camera.view_direction, app.camera.up);
app.camera.projection_mat = glm::perspective(glm::radians(60.0f), app.camera.projection_mat = glm::perspective(glm::radians(60.0f),
(float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT,
@ -202,29 +257,7 @@ int init(App &app) {
return EXIT_CODE_SUCCESS; return EXIT_CODE_SUCCESS;
} }
void create_vertex_spec(Model &model) { void create_vertex_spec(Model &model, const std::vector<GLfloat> &vertices, const std::vector<GLuint> &indices) {
const std::vector<GLfloat> vertices = {
// vert0
-0.5f, -0.5f, 0.0f, // position
1.0f, 0.0f, 0.0f, // colour
// vert1
0.5f, -0.5f, 0.0f, // position
0.0f, 1.0f, 0.0f, // colour
// vert2
-0.5f, 0.5f, 0.0f, // position
0.0f, 0.0f, 1.0f, // colour
// vert3
0.5f, 0.5f, 0.0f, // position
1.0f, 1.0f, 0.0f, // colour
};
const std::vector<GLuint> indices = {
// first triangle
0, 1, 2,
// second triangle
2, 1, 3,
};
// Create and activate the VAO // Create and activate the VAO
glGenVertexArrays(1, &model.mesh.vao); glGenVertexArrays(1, &model.mesh.vao);
glBindVertexArray(model.mesh.vao); glBindVertexArray(model.mesh.vao);
@ -270,11 +303,13 @@ void create_vertex_spec(Model &model) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(0); glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1); glDisableVertexAttribArray(1);
model.mesh.vertices_count = indices.size();
} }
void create_graphics_pipeline(Model &model, Camera &camera) { void create_graphics_pipeline(Model &model, Camera &camera, const char *vs_file, const char *fs_file) {
const std::string vs_source = load_shader("shaders/vert.glsl"); const std::string vs_source = load_shader(vs_file);
const std::string fs_source = load_shader("shaders/frag.glsl"); const std::string fs_source = load_shader(fs_file);
model.mesh.shader_program = create_shader_program(vs_source, fs_source); model.mesh.shader_program = create_shader_program(vs_source, fs_source);
@ -284,16 +319,15 @@ void create_graphics_pipeline(Model &model, Camera &camera) {
printf("Failed to find uniform %s\n", u_model); printf("Failed to find uniform %s\n", u_model);
} }
// TODO (Abdelrahman): Finding the camera matrices uniforms shouldn't be handled here
const char *u_view = "u_view"; const char *u_view = "u_view";
camera.u_view_idx = glGetUniformLocation(model.mesh.shader_program, u_view); model.u_view_idx = glGetUniformLocation(model.mesh.shader_program, u_view);
if (camera.u_view_idx < 0) { if (model.u_view_idx < 0) {
printf("Failed to find uniform %s\n", u_view); printf("Failed to find uniform %s\n", u_view);
} }
const char *u_projection = "u_projection"; const char *u_projection = "u_projection";
camera.u_projection_idx = glGetUniformLocation(model.mesh.shader_program, u_projection); model.u_projection_idx = glGetUniformLocation(model.mesh.shader_program, u_projection);
if (camera.u_projection_idx < 0) { if (model.u_projection_idx < 0) {
printf("Failed to find uniform %s\n", u_projection); printf("Failed to find uniform %s\n", u_projection);
} }
} }
@ -329,22 +363,9 @@ void run_main_loop(App &app) {
glClearColor(0.36f, 0.34f, 0.42f, 1.0f); glClearColor(0.36f, 0.34f, 0.42f, 1.0f);
glClear (GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glClear (GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glUseProgram(app.model.mesh.shader_program); // Render models
if (app.model.u_model_idx >= 0) { render_model(app.floor, app.camera);
glUniformMatrix4fv(app.model.u_model_idx, 1, GL_FALSE, glm::value_ptr(app.model.model_mat)); render_model(app.plane, app.camera);
}
if (app.camera.u_view_idx >= 0) {
glUniformMatrix4fv(app.camera.u_view_idx, 1, GL_FALSE, glm::value_ptr(app.camera.view_mat));
}
if (app.camera.u_projection_idx >= 0) {
glUniformMatrix4fv(app.camera.u_projection_idx, 1, GL_FALSE, glm::value_ptr(app.camera.projection_mat));
}
// End pre draw setup
// Draw call
glBindVertexArray(app.model.mesh.vao);
glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void *)0);
// End draw call
// Not necessary if we only have one shader program // Not necessary if we only have one shader program
glUseProgram(0); glUseProgram(0);
@ -359,6 +380,22 @@ void cleanup(App &app) {
SDL_Quit(); SDL_Quit();
} }
void render_model(const Model &model, const Camera &camera) {
glUseProgram(model.mesh.shader_program);
if (model.u_model_idx >= 0) {
glUniformMatrix4fv(model.u_model_idx, 1, GL_FALSE, glm::value_ptr(model.model_mat));
}
if (model.u_view_idx >= 0) {
glUniformMatrix4fv(model.u_view_idx, 1, GL_FALSE, glm::value_ptr(camera.view_mat));
}
if (model.u_projection_idx >= 0) {
glUniformMatrix4fv(model.u_projection_idx, 1, GL_FALSE, glm::value_ptr(camera.projection_mat));
}
glBindVertexArray(model.mesh.vao);
glDrawElements (GL_TRIANGLES, model.mesh.vertices_count, GL_UNSIGNED_INT, (void *)0);
}
GLuint create_shader_program(const std::string &vertex_shader_source, const std::string &fragment_shader_source) { GLuint create_shader_program(const std::string &vertex_shader_source, const std::string &fragment_shader_source) {
GLuint shader_program = glCreateProgram(); GLuint shader_program = glCreateProgram();
GLuint vertex_shader = compile_shader(GL_VERTEX_SHADER, vertex_shader_source); GLuint vertex_shader = compile_shader(GL_VERTEX_SHADER, vertex_shader_source);
@ -430,40 +467,41 @@ std::string load_shader(const std::string &filepath) {
void handle_object_movement(App &app) { void handle_object_movement(App &app) {
switch (app.event.key.keysym.sym) { switch (app.event.key.keysym.sym) {
case SDLK_w: case SDLK_w:
app.model.transform.translation = glm::translate(app.model.transform.translation, app.plane.transform.translation = glm::translate(app.plane.transform.translation,
glm::vec3(0.0f, 0.0f, app.speed)); glm::vec3(0.0f, 0.0f, app.speed));
break; break;
case SDLK_s: case SDLK_s:
app.model.transform.translation = glm::translate(app.model.transform.translation, app.plane.transform.translation = glm::translate(app.plane.transform.translation,
glm::vec3(0.0f, 0.0f, -app.speed)); glm::vec3(0.0f, 0.0f, -app.speed));
break; break;
case SDLK_d: case SDLK_d:
app.model.transform.translation = glm::translate(app.model.transform.translation, app.plane.transform.translation = glm::translate(app.plane.transform.translation,
glm::vec3(app.speed, 0.0f, 0.0f)); glm::vec3(app.speed, 0.0f, 0.0f));
break; break;
case SDLK_a: case SDLK_a:
app.model.transform.translation = glm::translate(app.model.transform.translation, app.plane.transform.translation = glm::translate(app.plane.transform.translation,
glm::vec3(-app.speed, 0.0f, 0.0f)); glm::vec3(-app.speed, 0.0f, 0.0f));
break; break;
case SDLK_RIGHT: case SDLK_RIGHT:
app.model.transform.rotation = glm::rotate(app.model.transform.rotation, app.plane.transform.rotation = glm::rotate(app.plane.transform.rotation,
glm::radians(10.0f), glm::vec3(0.0f, 1.0f, 0.0f)); glm::radians(10.0f), glm::vec3(0.0f, 1.0f, 0.0f));
break; break;
case SDLK_LEFT: case SDLK_LEFT:
app.model.transform.rotation = glm::rotate(app.model.transform.rotation, app.plane.transform.rotation = glm::rotate(app.plane.transform.rotation,
glm::radians(-10.0f), glm::vec3(0.0f, 1.0f, 0.0f)); glm::radians(-10.0f), glm::vec3(0.0f, 1.0f, 0.0f));
break; break;
case SDLK_r: case SDLK_r:
app.model.transform.scale = glm::scale(app.model.transform.scale, glm::vec3(1.2f)); app.plane.transform.scale = glm::scale(app.plane.transform.scale, glm::vec3(1.2f));
break; break;
case SDLK_e: case SDLK_e:
app.model.transform.scale = glm::scale(app.model.transform.scale, glm::vec3(0.8f)); app.plane.transform.scale = glm::scale(app.plane.transform.scale, glm::vec3(0.8f));
break; break;
default: default:
return; return;
} }
app.model.model_mat = app.model.transform.translation * app.model.transform.rotation * app.model.transform.scale; app.plane.model_mat = app.plane.transform.translation * app.plane.transform.rotation * app.plane.transform.scale;
app.floor.model_mat = app.floor.transform.translation * app.floor.transform.rotation * app.floor.transform.scale;
} }
void handle_camera_movement(App &app) { void handle_camera_movement(App &app) {