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
glm::mat4 view_mat;
GLint u_view_idx;
// Projection matrix to be sent as uniform to the vertex shader
glm::mat4 projection_mat;
GLint u_projection_idx;
};
struct Transform {
@ -86,6 +84,7 @@ struct Mesh {
GLuint ebo;
GLuint shader_program;
GLuint vertices_count;
};
struct Model {
@ -94,14 +93,18 @@ struct Model {
// Model matrix to be sent as uniform to the vertex shader
glm::mat4 model_mat;
GLint u_model_idx;
GLint u_view_idx;
GLint u_projection_idx;
};
struct App {
SDL_Window *window;
SDL_GLContext context;
SDL_Event event;
Model model;
Model plane;
Model floor;
Camera camera;
float speed;
glm::vec2 prev_mouse;
@ -109,10 +112,11 @@ struct App {
};
int init (App &app);
void create_vertex_spec (Model &model);
void create_graphics_pipeline (Model &model, Camera &camera);
void create_vertex_spec (Model &model, const std::vector<GLfloat> &vertices, const std::vector<GLuint> &indices);
void create_graphics_pipeline (Model &model, Camera &camera, const char *vs_file, const char *fs_file);
void run_main_loop (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 compile_shader (GLuint type, const std::string &source);
std::string load_shader (const std::string &filepath);
@ -127,11 +131,57 @@ int main() {
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
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
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);
@ -183,15 +233,20 @@ int init(App &app) {
);
app.speed = 0.04f;
app.model.transform.translation = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 1.5f));
app.model.transform.rotation = glm::mat4(1.0f);
app.model.transform.scale = glm::mat4(1.0f);
app.camera.rotation = glm::vec2(0.0f, -90.0f);
app.camera.position = glm::vec3(0.0f, 0.0f, 3.0f);
app.plane.transform.translation = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.5f, -1.0f));
app.plane.transform.rotation = glm::mat4(1.0f);
app.plane.transform.scale = glm::mat4(1.0f);
app.plane.model_mat = app.plane.transform.translation *
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.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.projection_mat = glm::perspective(glm::radians(60.0f),
(float)WINDOW_WIDTH / (float)WINDOW_HEIGHT,
@ -202,29 +257,7 @@ int init(App &app) {
return EXIT_CODE_SUCCESS;
}
void create_vertex_spec(Model &model) {
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,
};
void create_vertex_spec(Model &model, const std::vector<GLfloat> &vertices, const std::vector<GLuint> &indices) {
// Create and activate the VAO
glGenVertexArrays(1, &model.mesh.vao);
glBindVertexArray(model.mesh.vao);
@ -270,11 +303,13 @@ void create_vertex_spec(Model &model) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
model.mesh.vertices_count = indices.size();
}
void create_graphics_pipeline(Model &model, Camera &camera) {
const std::string vs_source = load_shader("shaders/vert.glsl");
const std::string fs_source = load_shader("shaders/frag.glsl");
void create_graphics_pipeline(Model &model, Camera &camera, const char *vs_file, const char *fs_file) {
const std::string vs_source = load_shader(vs_file);
const std::string fs_source = load_shader(fs_file);
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);
}
// TODO (Abdelrahman): Finding the camera matrices uniforms shouldn't be handled here
const char *u_view = "u_view";
camera.u_view_idx = glGetUniformLocation(model.mesh.shader_program, u_view);
if (camera.u_view_idx < 0) {
model.u_view_idx = glGetUniformLocation(model.mesh.shader_program, u_view);
if (model.u_view_idx < 0) {
printf("Failed to find uniform %s\n", u_view);
}
const char *u_projection = "u_projection";
camera.u_projection_idx = glGetUniformLocation(model.mesh.shader_program, u_projection);
if (camera.u_projection_idx < 0) {
model.u_projection_idx = glGetUniformLocation(model.mesh.shader_program, u_projection);
if (model.u_projection_idx < 0) {
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);
glClear (GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glUseProgram(app.model.mesh.shader_program);
if (app.model.u_model_idx >= 0) {
glUniformMatrix4fv(app.model.u_model_idx, 1, GL_FALSE, glm::value_ptr(app.model.model_mat));
}
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
// Render models
render_model(app.floor, app.camera);
render_model(app.plane, app.camera);
// Not necessary if we only have one shader program
glUseProgram(0);
@ -359,6 +380,22 @@ void cleanup(App &app) {
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 shader_program = glCreateProgram();
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) {
switch (app.event.key.keysym.sym) {
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));
break;
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));
break;
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));
break;
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));
break;
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));
break;
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));
break;
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;
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;
default:
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) {