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Copy pathmain.c
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843 lines (722 loc) · 35.6 KB
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// #define ZGL_DEBUG
#define DEBUGUI
#define SDL_MAIN_HANDLED
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#ifdef DEBUGUI
#define NK_INCLUDE_FIXED_TYPES
#define NK_INCLUDE_STANDARD_IO
#define NK_INCLUDE_STANDARD_VARARGS
#define NK_INCLUDE_STANDARD_BOOL
#define NK_INCLUDE_DEFAULT_ALLOCATOR
#define NK_INCLUDE_VERTEX_BUFFER_OUTPUT
#define NK_INCLUDE_FONT_BAKING
#define NK_INCLUDE_DEFAULT_FONT
#define NK_IMPLEMENTATION
#define NK_SDL3_RENDERER_IMPLEMENTATION
#define NK_INCLUDE_COMMAND_USERDATA
#include "external/nuklear/nuklear.h"
#include "external/nuklear/nuklear_sdl3_renderer.h"
#endif // DEBUGUI
#include <math.h>
#include <assert.h>
#include <float.h>
#include <stdint.h>
#include <stdio.h>
#include <string.h>
#define ZGL_IMPLEMENTATION
#include "zerogl.h"
#include "objloader.h"
#define WIDTH 1920
#define HEIGHT 1080
#define ROTATION_SPEED 15.0f // degrees per second
#define VIEWPORT_WIDTH (WIDTH /(float) HEIGHT)
#define VIEWPORT_HEIGHT 1.0f
#define VIEWPORT_DISTANCE 1.0f
#define PIXEL_DEPTH 4
#define PITCH (PIXEL_DEPTH * WIDTH)
#define FONT_SIZE 22
typedef enum {
BASIC_SHADER,
COLORED_SHADER,
UNLIT_SHADER,
FLAT_SHADER,
GOURAUD_SHADER,
PHONG_SHADER,
} shader_type_t;
typedef struct game_state_t {
// Loop control
int running;
double elapsedTime;
uint64_t lastTime;
// Rendering
SDL_Event event;
SDL_Window* window;
SDL_Renderer* renderer;
SDL_Texture* texture;
zgl_framebuffer_t canvas;
uint32_t backgroundColor;
uint16_t renderOptions;
int drawLights;
int draw3DObjects;
int bilinearFiltering;
shader_type_t shaderType;
// Game objects
int numMeshes;
zgl_mesh_t* meshes;
int numObjects;
zgl_object3D_t* objects;
int* objectsRenderToggle;
zgl_light_sources_t lightSources;
zgl_object3D_t* pointLightObjects;
zgl_camera_t camera;
float rotationSpeed;
const uint8_t* keys;
// GUI
#ifdef DEBUGUI
struct nk_context* nuklearContext;
int showGUI;
int toggleGUIKeyPressed;
#endif // DEBUG
} game_state_t;
game_state_t* init() {
ZGL_DEBUG_PRINT("INFO: Initializing game objects\n");
ZGL_DEBUG_PRINT("INFO: Initializing SDL\n");
if (!SDL_Init(SDL_INIT_EVENTS | SDL_INIT_VIDEO)) {
fprintf(stderr, "ERROR: error initializing SDL: %s\n", SDL_GetError());
exit(-1);
}
ZGL_DEBUG_PRINT("INFO: Loading meshes and objects\n");
int numObjects = 7;
int numMeshes = 7;
zgl_mesh_t* meshes = (zgl_mesh_t*) malloc(numMeshes * sizeof(zgl_mesh_t));
zgl_object3D_t *objects = (zgl_object3D_t*) malloc(numObjects * sizeof(zgl_object3D_t));
if (meshes == NULL || objects == NULL) {
fprintf(stderr, "ERROR: 3D objects memory couldn't be allocated.\n");
exit(-1);
}
// Define a debug mesh
zgl_vec3_t* vertices = (zgl_vec3_t*) malloc(3 * sizeof(zgl_vec3_t));
zgl_triangle_t* triangles = (zgl_triangle_t*) malloc(1 * sizeof(zgl_triangle_t));
zgl_material_t* materials = (zgl_material_t*) malloc(1 * sizeof(zgl_material_t));
if (vertices == NULL || triangles == NULL || materials == NULL) {
fprintf(stderr, "ERROR: Debug mesh memory couldn't be allocated.\n");
exit(-1);
}
vertices[0] = (zgl_vec3_t) {0, 0, 0};
vertices[1] = (zgl_vec3_t) {1, 0, 0};
vertices[2] = (zgl_vec3_t) {0, 1, 0};
triangles[0] = (zgl_triangle_t) {0, 2, 1, 0, 0, 0, 0, 0, 0, 0};
materials[0] = (zgl_material_t) {"RedMaterial", ZGL_COLOR_RED, ZGL_COLOR_RED, ZGL_COLOR_RED, 0.0f, (zgl_texture_t) {NULL, 0, 0}};
meshes[0] = (zgl_mesh_t) {
.name = "debug",
.numVertices = 3,
.numTriangles = 1,
.numTextureCoords = 0,
.vertices = vertices,
.triangles = triangles,
.materials = materials
};
meshes[1] = *loadObjFile("assets/light.obj", false);
meshes[2] = *loadObjFile("assets/snake/snake.obj", true);
meshes[3] = *loadObjFile("assets/engineer/engineer.obj", false);
meshes[4] = *loadObjFile("assets/cube.obj", false);
meshes[5] = *loadObjFile("assets/woodcube/woodcube.obj", false);
meshes[6] = *loadObjFile("assets/sphere.obj", false);
objects[0] = zgl_object(&meshes[0], (zgl_vec3_t) {0, 0, 0}, 1.0 , ZGL_IDENTITY_M4);
objects[1] = zgl_object(&meshes[1], (zgl_vec3_t) {0, 0, 0}, 1.0, ZGL_IDENTITY_M4);
objects[2] = zgl_object(&meshes[2], (zgl_vec3_t) {0, 0, 0}, 1.0, ZGL_IDENTITY_M4);
objects[3] = zgl_object(&meshes[3], (zgl_vec3_t) {0, 0, 0}, 1.0, ZGL_IDENTITY_M4);
objects[4] = zgl_object(&meshes[4], (zgl_vec3_t) {0, 0, 0}, 1.0, ZGL_IDENTITY_M4);
objects[5] = zgl_object(&meshes[5], (zgl_vec3_t) {0, 0, 0}, 1.0, ZGL_IDENTITY_M4);
objects[6] = zgl_object(&meshes[6], (zgl_vec3_t) {0, 0, 0}, 1.0, ZGL_IDENTITY_M4);
// Allocate object render toggles
int* objectsRenderToggle = (int*) calloc(numObjects, sizeof(int));
if (objectsRenderToggle == NULL) {
fprintf(stderr, "ERROR: Object render toggles memory couldn't be allocated.\n");
exit(-1);
}
objectsRenderToggle[3] = 1;
ZGL_DEBUG_PRINT("INFO: Loading lights\n");
int numAmbientLights = 1;
int numDirLights = 1;
int numPointLights = 1;
zgl_ambient_light_t* ambientLights = (zgl_ambient_light_t*) malloc(numAmbientLights * sizeof(zgl_ambient_light_t));
zgl_dir_light_t* directionalLights = (zgl_dir_light_t*) malloc(numDirLights * sizeof(zgl_dir_light_t));
zgl_point_light_t* pointLights = (zgl_point_light_t*) malloc(numPointLights * sizeof(zgl_point_light_t));
zgl_object3D_t *pointLightObjects = (zgl_object3D_t*) malloc(numPointLights * sizeof(zgl_object3D_t));
if (pointLights == NULL || directionalLights == NULL || ambientLights == NULL || pointLightObjects == NULL) {
fprintf(stderr, "ERROR: Lights memory couldn't be allocated.\n");
exit(-1);
}
ambientLights[0] = (zgl_ambient_light_t) {
.intensity = {0.4, 0.4, 0.4}
};
directionalLights[0] = (zgl_dir_light_t) {{0.0, 0.0, 0.0}, {0.0, -1.0, 1.0}};
pointLights[0] = (zgl_point_light_t) {{0.9, 0.9, 0.9}, {-0.5, 1.5, -2.0}};
pointLightObjects[0] = zgl_object(&meshes[1], pointLights[0].position, 0.05, ZGL_IDENTITY_M4);
ZGL_DEBUG_PRINT("INFO: Initializing game state\n");
uint32_t *frameBuffer = (uint32_t*) malloc(WIDTH * HEIGHT * sizeof(uint32_t));
float *depthBuffer = (float*) malloc(WIDTH * HEIGHT * sizeof(float));
game_state_t* game = (game_state_t*) malloc(sizeof(game_state_t));
if (game == NULL || frameBuffer == NULL || depthBuffer == NULL) {
fprintf(stderr, "ERROR: Game state memory and buffers couldn't be allocated.\n");
exit(-1);
}
zgl_framebuffer_t canvas = {
.color = { .pixels = frameBuffer, .width = WIDTH, .height = HEIGHT },
.depth = depthBuffer,
};
game->running = 1;
game->elapsedTime = 0;
game->lastTime = SDL_GetPerformanceCounter();
if (!SDL_CreateWindowAndRenderer("Rasterizer", WIDTH, HEIGHT, SDL_WINDOW_RESIZABLE, &game->window, &game->renderer)) {
fprintf(stderr, "ERROR: Window and Renderer couldn't be created: %s.\n", SDL_GetError());
exit(-1);
}
game->texture = SDL_CreateTexture(game->renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, WIDTH, HEIGHT);
game->canvas = canvas;
game->backgroundColor = ZGL_COLOR_BLACK;
game->drawLights = 1;
game->draw3DObjects = 1;
game->bilinearFiltering = 0;
game->shaderType = GOURAUD_SHADER;
game->renderOptions = ZGL_DIFFUSE_LIGHTING | ZGL_SPECULAR_LIGHTING | ZGL_BACKFACE_CULLING | ZGL_FRUSTUM_CULLING;
game->numMeshes = numMeshes;
game->meshes = meshes;
game->numObjects = numObjects;
game->objects = objects;
game->objectsRenderToggle = objectsRenderToggle;
// Lights
game->lightSources = (zgl_light_sources_t) {
.ambientLights = ambientLights,
.numAmbientLights = numAmbientLights,
.directionalLights = directionalLights,
.numDirectionalLights = numDirLights,
.pointLights = pointLights,
.numPointLights = numPointLights
};
game->pointLightObjects = pointLightObjects;
game->camera = zgl_camera(
(zgl_vec3_t) {0, 0, -5}, // position
(zgl_vec3_t) {0, 0, 1}, // direction
(zgl_vec3_t) {0, 1, 0}, // up
53.0f, // fov
VIEWPORT_WIDTH / VIEWPORT_HEIGHT, // aspect ratio
VIEWPORT_DISTANCE, // near plane
100.0f, // far plane
5.0f, // movement speed
90.0f // turning speed
);
game->rotationSpeed = ROTATION_SPEED;
game->keys = SDL_GetKeyboardState(NULL);
#ifdef DEBUGUI
ZGL_DEBUG_PRINT("INFO: Initializing Nuklear\n");
struct nk_context *ctx = nk_sdl_init(game->window, game->renderer);
struct nk_font_atlas *atlas;
struct nk_font_config config = nk_font_config(10);
struct nk_font *font;
atlas = nk_sdl_font_stash_begin(ctx);
font = nk_font_atlas_add_default(atlas, FONT_SIZE, &config);
nk_sdl_font_stash_end(ctx);
nk_style_set_font(ctx, &font->handle);
game->nuklearContext = ctx;
game->showGUI = 1;
game->toggleGUIKeyPressed = 0;
#endif // DEBUGUI
return game;
}
void handleEvents(game_state_t* game) {
ZGL_DEBUG_PRINT("INFO: Handle events\n");
#ifdef DEBUGUI
nk_input_begin(game->nuklearContext);
#endif // DEBUGUI
while (SDL_PollEvent(&game->event)) {
#ifdef DEBUGUI
nk_sdl_handle_event(game->nuklearContext, &game->event);
#endif // DEBUGUI
switch (game->event.type) {
case SDL_EVENT_QUIT:
// handling of close button
ZGL_DEBUG_PRINT("INFO: Quitting application\n");
game->running = 0;
break;
}
}
}
#ifdef DEBUGUI
void updateDebugUI(game_state_t *game) {
// Check for toggle key
if (game->keys[SDL_SCANCODE_SPACE]) {
if (!game->toggleGUIKeyPressed) {
game->toggleGUIKeyPressed = 1;
game->showGUI = !game->showGUI; // Toggle state of ImGui display
}
} else {
game->toggleGUIKeyPressed = 0;
}
if (game->showGUI) {
nk_window_show(game->nuklearContext, "Settings", NK_SHOWN);
}
if (game->showGUI) {
ZGL_DEBUG_PRINT("INFO: Updating GUI\n");
int row_size = FONT_SIZE + 5;
// Get current window dimensions
int width, height;
SDL_GetWindowSize(game->window, &width, &height);
struct nk_context *ctx = game->nuklearContext;
if (nk_begin(ctx, "Settings", nk_rect(0, 0, width/4, height),
NK_WINDOW_BORDER|NK_WINDOW_MOVABLE|NK_WINDOW_CLOSABLE|NK_WINDOW_SCALABLE)) {
nk_layout_row_static(ctx, row_size, 150, 1);
nk_labelf(ctx, NK_TEXT_LEFT, "FPS: %.2f (%.3lf ms)", floor(1000.0f / game->elapsedTime), game->elapsedTime);
if (nk_tree_push(ctx, NK_TREE_NODE, "Meshes", NK_MINIMIZED)) {
for (int i = 0; i < game->numMeshes; i++) {
nk_layout_row_dynamic(ctx, row_size, 1);
nk_labelf(ctx, NK_TEXT_LEFT, "%s: (vertices %d, triangles: %d, uvs: %d)", game->meshes[i].name, game->meshes[i].numVertices, game->meshes[i].numTriangles, game->meshes[i].numTextureCoords);
}
nk_tree_pop(ctx);
}
if (nk_tree_push(ctx, NK_TREE_NODE, "Objects", NK_MINIMIZED)) {
for (int i = 0; i < game->numObjects; i++) {
if (nk_tree_push_id(ctx, NK_TREE_NODE, game->objects[i].mesh->name, NK_MINIMIZED, i)) {
nk_layout_row_dynamic(ctx, row_size, 1);
nk_labelf(ctx, NK_TEXT_LEFT, "%d: %s at (%.0f, %.0f, %.0f)", i, game->objects[i].mesh->name, game->objects[i].translation.x, game->objects[i].translation.y, game->objects[i].translation.z);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_bool isRendered = game->objectsRenderToggle[i];
if (nk_checkbox_label(ctx, "Render", &isRendered)) {
game->objectsRenderToggle[i] = isRendered;
}
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "x", -10.0f, &game->objects[i].translation.x, 10.0f, 0.1f, 0.1f);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "y", -10.0f, &game->objects[i].translation.y, 10.0f, 0.1f, 0.1f);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "z", -10.0f, &game->objects[i].translation.z, 10.0f, 0.1f, 0.1f);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "scale", -0.01f, &game->objects[i].scale, 10.0f, 0.01f, 0.01f);
nk_tree_pop(ctx);
}
}
nk_tree_pop(ctx);
}
if (nk_tree_push(ctx, NK_TREE_NODE, "Lights", NK_MINIMIZED)) {
nk_layout_row_dynamic(ctx, row_size, 2);
nk_bool isDiffuse = game->renderOptions & ZGL_DIFFUSE_LIGHTING;
nk_checkbox_label(ctx, "Difuse", &isDiffuse);
game->renderOptions = isDiffuse ? game->renderOptions | ZGL_DIFFUSE_LIGHTING : game->renderOptions & ~ZGL_DIFFUSE_LIGHTING;
nk_bool isSpecular = game->renderOptions & ZGL_SPECULAR_LIGHTING;
nk_checkbox_label(ctx, "Specular", &isSpecular);
game->renderOptions = isSpecular ? game->renderOptions | ZGL_SPECULAR_LIGHTING : game->renderOptions & ~ZGL_SPECULAR_LIGHTING;
if (nk_tree_push(ctx, NK_TREE_NODE, "Ambient", NK_MAXIMIZED)) {
for (int i = 0; i < game->lightSources.numAmbientLights; i++) {
nk_layout_row_dynamic(ctx, row_size * 7, 1);
char label[100];
sprintf(label, "Ambient Light %d", i);
if (nk_group_begin(ctx, label, NK_WINDOW_TITLE|NK_WINDOW_BORDER|NK_WINDOW_NO_SCROLLBAR)) {
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "Intensity R", 0.0f, &game->lightSources.ambientLights[i].intensity.x, 3.0f, 0.1f, 0.1f);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "Intensity G", 0.0f, &game->lightSources.ambientLights[i].intensity.y, 3.0f, 0.1f, 0.1f);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "Intensity B", 0.0f, &game->lightSources.ambientLights[i].intensity.z, 3.0f, 0.1f, 0.1f);
nk_group_end(ctx);
}
}
nk_tree_pop(ctx);
}
if (nk_tree_push(ctx, NK_TREE_NODE, "Directional", NK_MAXIMIZED)) {
for (int i = 0; i < game->lightSources.numDirectionalLights; i++) {
nk_layout_row_dynamic(ctx, row_size * 11, 1);
char label[100];
sprintf(label, "Directional Light %d", i);
if (nk_group_begin(ctx, label, NK_WINDOW_TITLE|NK_WINDOW_BORDER|NK_WINDOW_NO_SCROLLBAR)) {
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "Intensity R", 0.0f, &game->lightSources.directionalLights[i].intensity.x, 3.0f, 0.1f, 0.1f);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "Intensity G", 0.0f, &game->lightSources.directionalLights[i].intensity.y, 3.0f, 0.1f, 0.1f);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "Intensity B", 0.0f, &game->lightSources.directionalLights[i].intensity.z, 3.0f, 0.1f, 0.1f);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "x", -1.0f, &game->lightSources.directionalLights[i].direction.x, 1.0f, 0.1f, 0.1f);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "y", -1.0f, &game->lightSources.directionalLights[i].direction.y, 1.0f, 0.1f, 0.1f);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "z", -1.0f, &game->lightSources.directionalLights[i].direction.z, 1.0f, 0.1f, 0.1f);
nk_group_end(ctx);
}
}
nk_tree_pop(ctx);
}
if (nk_tree_push(ctx, NK_TREE_NODE, "Point", NK_MAXIMIZED)) {
for (int i = 0; i < game->lightSources.numPointLights; i++) {
nk_layout_row_dynamic(ctx, row_size * 11, 1);
char label[100];
sprintf(label, "Point Light %d", i);
if (nk_group_begin(ctx, label, NK_WINDOW_TITLE|NK_WINDOW_BORDER|NK_WINDOW_NO_SCROLLBAR)) {
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "Intensity R", 0.0f, &game->lightSources.pointLights[i].intensity.x, 3.0f, 0.1f, 0.1f);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "Intensity G", 0.0f, &game->lightSources.pointLights[i].intensity.y, 3.0f, 0.1f, 0.1f);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "Intensity B", 0.0f, &game->lightSources.pointLights[i].intensity.z, 3.0f, 0.1f, 0.1f);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "x", -10.0f, &game->lightSources.pointLights[i].position.x, 10.0f, 0.1f, 0.1f);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "y", -10.0f, &game->lightSources.pointLights[i].position.y, 10.0f, 0.1f, 0.1f);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "z", -10.0f, &game->lightSources.pointLights[i].position.z, 10.0f, 0.1f, 0.1f);
game->pointLightObjects[i] = zgl_object(&game->meshes[0], game->lightSources.pointLights[i].position, 0.05, ZGL_IDENTITY_M4);
nk_group_end(ctx);
}
}
nk_tree_pop(ctx);
}
nk_tree_pop(ctx);
}
if (nk_tree_push(ctx, NK_TREE_NODE, "Camera", NK_MINIMIZED)) {
nk_layout_row_dynamic(ctx, row_size, 1);
nk_labelf(ctx, NK_TEXT_LEFT, "Camera: (%.1f, %.1f, %.1f)", game->camera.position.x, game->camera.position.y, game->camera.position.z);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_labelf(ctx, NK_TEXT_LEFT, "Direction: (%.1f, %.1f, %.1f)", game->camera.direction.x, game->camera.direction.y, game->camera.direction.z);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_labelf(ctx, NK_TEXT_LEFT, "Up: (%.1f, %.1f, %.1f)", game->camera.up.x, game->camera.up.y, game->camera.up.z);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_labelf(ctx, NK_TEXT_LEFT, "FOV: %.1f", game->camera.fov);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_labelf(ctx, NK_TEXT_LEFT, "Aspect ratio: %.1f", game->camera.aspectRatio);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_labelf(ctx, NK_TEXT_LEFT, "Near plane: %.1f", game->camera.nearPlane);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_labelf(ctx, NK_TEXT_LEFT, "Far plane: %.1f", game->camera.farPlane);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_labelf(ctx, NK_TEXT_LEFT, "Movement speed: %.1f", game->camera.movementSpeed);
nk_layout_row_dynamic(ctx, row_size, 1);
nk_labelf(ctx, NK_TEXT_LEFT, "Turning speed: %.1f", game->camera.turningSpeed);
nk_tree_pop(ctx);
}
if (nk_tree_push(ctx, NK_TREE_NODE, "Scene", NK_MAXIMIZED)) {
nk_layout_row_dynamic(ctx, row_size, 1);
nk_label(ctx, "What to draw", NK_TEXT_LEFT);
nk_layout_row_dynamic(ctx, row_size, 3);
nk_bool draw3DObjects = game->draw3DObjects;
nk_checkbox_label(ctx, "3D Obj", &draw3DObjects);
game->draw3DObjects = draw3DObjects;
nk_bool drawLights = game->drawLights;
nk_checkbox_label(ctx, "Lights", &drawLights);
game->drawLights = drawLights;
nk_tree_pop(ctx);
}
if (nk_tree_push(ctx, NK_TREE_NODE, "Render Options", NK_MAXIMIZED)) {
nk_layout_row_dynamic(ctx, row_size, 4);
nk_bool isBasic = game->shaderType == BASIC_SHADER;
if (nk_radio_label(ctx, "Basic", &isBasic)) {
game->shaderType = BASIC_SHADER;
};
nk_bool isColored = game->shaderType == COLORED_SHADER;
if (nk_radio_label(ctx, "Colored", &isColored)) {
game->shaderType = COLORED_SHADER;
};
nk_bool isUnlit = game->shaderType == UNLIT_SHADER;
if (nk_radio_label(ctx, "Unlit", &isUnlit)) {
game->shaderType = UNLIT_SHADER;
};
nk_bool isFlat = game->shaderType == FLAT_SHADER;
if (nk_radio_label(ctx, "Flat", &isFlat)) {
game->shaderType = FLAT_SHADER;
};
nk_bool isGouraud = game->shaderType == GOURAUD_SHADER;
if (nk_radio_label(ctx, "Gouraud", &isGouraud)) {
game->shaderType = GOURAUD_SHADER;
};
nk_bool isPhong = game->shaderType == PHONG_SHADER;
if (nk_radio_label(ctx, "Phong", &isPhong)) {
game->shaderType = PHONG_SHADER;
};
nk_layout_row_dynamic(ctx, row_size, 1);
nk_bool isBackfaceCulling = game->renderOptions & ZGL_BACKFACE_CULLING;
nk_checkbox_label(ctx, "Backface culling", &isBackfaceCulling);
game->renderOptions = isBackfaceCulling ? game->renderOptions | ZGL_BACKFACE_CULLING : game->renderOptions & ~ZGL_BACKFACE_CULLING;
nk_layout_row_dynamic(ctx, row_size, 1);
nk_bool isFrustumCulling = game->renderOptions & ZGL_FRUSTUM_CULLING;
nk_checkbox_label(ctx, "Frustum culling", &isFrustumCulling);
game->renderOptions = isFrustumCulling ? game->renderOptions | ZGL_FRUSTUM_CULLING : game->renderOptions & ~ZGL_FRUSTUM_CULLING;
nk_layout_row_dynamic(ctx, row_size, 1);
nk_bool isBilinearFiltering = game->bilinearFiltering;
nk_checkbox_label(ctx, "Bilinear filtering", &isBilinearFiltering);
game->bilinearFiltering = isBilinearFiltering;
nk_tree_pop(ctx);
}
if (nk_tree_push(ctx, NK_TREE_NODE, "Background", NK_MAXIMIZED)) {
nk_layout_row_dynamic(ctx, row_size, 1);
nk_label(ctx, "Color", NK_TEXT_LEFT);
nk_layout_row_dynamic(ctx, row_size * 10, 1);
uint8_t r, g, b, a;
zgl_color_components(game->backgroundColor, &r, &g, &b, &a);
struct nk_colorf nkBackgroundColor = nk_color_cf(nk_rgb(r, g, b));
nk_color_pick(ctx, &nkBackgroundColor, NK_RGBA);
game->backgroundColor = zgl_color_from_floats(nkBackgroundColor.r, nkBackgroundColor.g, nkBackgroundColor.b);
nk_tree_pop(ctx);
}
if (nk_tree_push(ctx, NK_TREE_NODE, "Animation", NK_MAXIMIZED)) {
nk_layout_row_dynamic(ctx, row_size, 1);
nk_property_float(ctx, "Rotation speed", -360.0f, &game->rotationSpeed, 360.0f, 0.1f, 0.1f);
nk_tree_pop(ctx);
}
}
nk_end(game->nuklearContext);
}
if (game->showGUI && nk_window_is_hidden(game->nuklearContext, "Settings")) {
game->showGUI = 0;
}
}
#endif // DEBUGUI
void updateCameraPosition(game_state_t* game) {
const uint8_t* keys = game->keys;
zgl_camera_t *camera = &game->camera;
// TODO: Store this in the camera struct
zgl_vec3_t cameraRight = zgl_cross(camera->up, camera->direction);
float elapsedTime = game->elapsedTime / 1000.0f;
float movementSpeed = camera->movementSpeed * elapsedTime;
float turningSpeed = camera->turningSpeed * elapsedTime;
zgl_vec3_t newCameraPosition = camera->position;
zgl_vec3_t newCameraDirection = camera->direction;
zgl_vec3_t newCameraUp = camera->up;
if (keys[SDL_SCANCODE_A]) {
// Translate left
newCameraPosition = zgl_add(newCameraPosition, zgl_mul_scalar(-movementSpeed, cameraRight));
}
if (keys[SDL_SCANCODE_D]) {
// Translate right
newCameraPosition = zgl_add(newCameraPosition, zgl_mul_scalar(movementSpeed, cameraRight));
}
if (keys[SDL_SCANCODE_S]) {
// Translate back
newCameraPosition = zgl_add(newCameraPosition, zgl_mul_scalar(-movementSpeed, newCameraDirection));
}
if (keys[SDL_SCANCODE_W]) {
// Translate forward
newCameraPosition = zgl_add(newCameraPosition, zgl_mul_scalar(movementSpeed, newCameraDirection));
}
if (keys[SDL_SCANCODE_PAGEDOWN]) {
// Translate down
newCameraPosition = zgl_add(newCameraPosition, zgl_mul_scalar(-movementSpeed, newCameraUp));
}
if (keys[SDL_SCANCODE_PAGEUP]) {
// Translate up
newCameraPosition = zgl_add(newCameraPosition, zgl_mul_scalar(movementSpeed, newCameraUp));
}
if (keys[SDL_SCANCODE_RIGHT]) {
// Rotate right around up axis using quaternion
zgl_quaternion_t rotation = zgl_quaternion(turningSpeed, newCameraUp);
newCameraDirection = zgl_rotate(newCameraDirection, rotation);
cameraRight = zgl_cross(newCameraUp, newCameraDirection);
}
if (keys[SDL_SCANCODE_LEFT]) {
// Rotate left around up axis
zgl_quaternion_t rotation = zgl_quaternion(-turningSpeed, newCameraUp);
newCameraDirection = zgl_rotate(newCameraDirection, rotation);
cameraRight = zgl_cross(newCameraUp, newCameraDirection);
}
if (keys[SDL_SCANCODE_UP]) {
// Rotate up around right axis
zgl_quaternion_t rotation = zgl_quaternion(-turningSpeed, cameraRight);
newCameraDirection = zgl_rotate(newCameraDirection, rotation);
newCameraUp = zgl_rotate(newCameraUp, rotation);
}
if (keys[SDL_SCANCODE_DOWN]) {
// Rotate down around right axis
zgl_quaternion_t rotation = zgl_quaternion(turningSpeed, cameraRight);
newCameraDirection = zgl_rotate(newCameraDirection, rotation);
newCameraUp = zgl_rotate(newCameraUp, rotation);
}
if (keys[SDL_SCANCODE_Q]) {
// Rotate left around direction axis
zgl_quaternion_t rotation = zgl_quaternion(turningSpeed, newCameraDirection);
newCameraUp = zgl_rotate(newCameraUp, rotation);
cameraRight = zgl_cross(newCameraUp, newCameraDirection);
}
if (keys[SDL_SCANCODE_E]) {
// Rotate right around direction axis
zgl_quaternion_t rotation = zgl_quaternion(-turningSpeed, newCameraDirection);
newCameraUp = zgl_rotate(newCameraUp, rotation);
cameraRight = zgl_cross(newCameraUp, newCameraDirection);
}
game->camera = zgl_camera(
newCameraPosition,
newCameraDirection,
newCameraUp,
camera->fov,
camera->aspectRatio,
camera->nearPlane,
camera->farPlane,
camera->movementSpeed,
camera->turningSpeed
);
}
zgl_object3D_t rotateObjectY(zgl_object3D_t object, float degrees) {
return zgl_object(object.mesh, object.translation, object.scale, zgl_mul_mat(zgl_roty_mat(degrees), object.rotation));
}
// TODO: Use quaternions for rotation
void animateObjects(game_state_t* game) {
float degrees = game->rotationSpeed * (game->elapsedTime / 1000.0f);
for (int i = 0; i < game->numObjects; i++) {
game->objects[i] = rotateObjectY(game->objects[i], fmod(degrees, 360.0f));
}
}
void update(game_state_t* game) {
ZGL_DEBUG_PRINT("INFO: Update game state\n");
updateCameraPosition(game);
animateObjects(game);
}
void drawObjects(game_state_t* game) {
for (int i = 0; i < game->numObjects; i++) {
if (!game->objectsRenderToggle[i]) {
continue;
}
ZGL_DEBUG_PRINT("INFO: Drawing object %d: %s\n", i, game->objects[i].mesh->name);
zgl_object3D_t object = game->objects[i];
switch (game->shaderType) {
case BASIC_SHADER:
zgl_basic_uniform_t basicUniformData = {
.modelViewProjection = zgl_mul_mat(game->camera.viewProjMatrix, zgl_object_transform(&object)),
};
zgl_render_object3D(&object, &basicUniformData, game->camera, game->canvas, zgl_basic_vertex_shader, zgl_basic_fragment_shader, game->renderOptions);
case COLORED_SHADER:
zgl_colored_uniform_t uniformData = {
.modelViewProjection = zgl_mul_mat(game->camera.viewProjMatrix, zgl_object_transform(&object)),
.materials = object.mesh->materials
};
zgl_render_object3D(&object, &uniformData, game->camera, game->canvas, zgl_colored_vertex_shader, zgl_colored_fragment_shader, game->renderOptions);
break;
case UNLIT_SHADER:
zgl_unlit_uniform_t unlitUniformData = {
.modelMatrix = zgl_object_transform(&object),
.modelInvRotationMatrixTransposed = zgl_transpose(zgl_inverse(object.rotation)),
.viewProjectionMatrix = game->camera.viewProjMatrix,
.bilinearFiltering = game->bilinearFiltering,
.materials = object.mesh->materials
};
zgl_render_object3D(&object, &unlitUniformData, game->camera, game->canvas, zgl_unlit_vertex_shader, zgl_unlit_fragment_shader, game->renderOptions);
break;
case FLAT_SHADER:
zgl_flat_uniform_t flatUniformData = {
.modelMatrix = zgl_object_transform(&object),
.modelInvRotationMatrixTransposed = zgl_transpose(zgl_inverse(object.rotation)),
.viewProjectionMatrix = game->camera.viewProjMatrix,
.lightSources = game->lightSources,
.bilinearFiltering = game->bilinearFiltering,
.materials = object.mesh->materials
};
zgl_render_object3D(&object, &flatUniformData, game->camera, game->canvas, zgl_flat_vertex_shader, zgl_flat_fragment_shader, game->renderOptions);
break;
case GOURAUD_SHADER:
zgl_gouraud_uniform_t gouraudUniformData = {
.modelMatrix = zgl_object_transform(&object),
.modelInvRotationMatrixTransposed = zgl_transpose(zgl_inverse(object.rotation)),
.viewProjectionMatrix = game->camera.viewProjMatrix,
.lightSources = game->lightSources,
.bilinearFiltering = game->bilinearFiltering,
.materials = object.mesh->materials
};
zgl_render_object3D(&object, &gouraudUniformData, game->camera, game->canvas, zgl_gouraud_vertex_shader, zgl_gouraud_fragment_shader, game->renderOptions);
break;
case PHONG_SHADER:
zgl_phong_uniform_t phongUniformData = {
.modelMatrix = zgl_object_transform(&object),
.modelInvRotationMatrixTransposed = zgl_transpose(zgl_inverse(object.rotation)),
.viewProjectionMatrix = game->camera.viewProjMatrix,
.lightSources = game->lightSources,
.bilinearFiltering = game->bilinearFiltering,
.materials = object.mesh->materials
};
zgl_render_object3D(&object, &phongUniformData, game->camera, game->canvas, zgl_phong_vertex_shader, zgl_phong_fragment_shader, game->renderOptions);
break;
}
}
}
void drawLights(game_state_t* game) {
// Use basic shader to draw lights
for (int i = 0; i < game->lightSources.numPointLights; i++) {
zgl_basic_uniform_t uniformData = {
.modelViewProjection = zgl_mul_mat(game->camera.viewProjMatrix, zgl_object_transform(&game->pointLightObjects[i])),
};
zgl_render_object3D(&game->pointLightObjects[i], &uniformData, game->camera, game->canvas, zgl_basic_vertex_shader, zgl_basic_fragment_shader, game->renderOptions);
}
}
void render(game_state_t* game) {
ZGL_DEBUG_PRINT("INFO: Rendering scene\n");
zgl_framebuffer_t canvas = game->canvas;
zgl_clear_depth_buffer(canvas);
ZGL_DEBUG_PRINT("INFO: Drawing background\n");
zgl_render_fill(game->backgroundColor, canvas);
// Draw 3D Objects
if (game->draw3DObjects) {
ZGL_DEBUG_PRINT("INFO: Drawing 3D Objects\n");
drawObjects(game);
}
// Draw lights
if (game->drawLights) {
ZGL_DEBUG_PRINT("INFO: Drawing lights\n");
drawLights(game);
}
ZGL_DEBUG_PRINT("INFO: Update backbuffer\n");
if (!SDL_UpdateTexture(game->texture, NULL, game->canvas.color.pixels, PITCH)) {
fprintf(stderr, "ERROR: Texture couldn't be updated: %s\n", SDL_GetError());
exit(-1);
}
if (!SDL_RenderTexture(game->renderer, game->texture, NULL, NULL)) {
fprintf(stderr, "ERROR: Texture couldn't be rendered: %s\n", SDL_GetError());
exit(-1);
}
}
#ifdef DEBUGUI
void renderDebugUI(game_state_t* game) {
if (game->showGUI) {
ZGL_DEBUG_PRINT("INFO: Rendering GUI\n");
nk_sdl_render(game->nuklearContext, NK_ANTI_ALIASING_ON);
}
}
#endif // DEBUGUI
void destroy(game_state_t* game) {
free(game->canvas.color.pixels);
free(game->canvas.depth);
// Free all triangles, vertices and materials from meshes
for (int i = 0; i < game->numMeshes; i++) {
free(game->meshes[i].materials);
free(game->meshes[i].triangles);
free(game->meshes[i].vertices);
}
free(game->meshes);
free(game->objects);
SDL_DestroyTexture(game->texture);
SDL_DestroyWindow(game->window);
#ifdef DEBUGUI
nk_sdl_shutdown(game->nuklearContext);
#endif // DEBUGUI
SDL_Quit();
}
int main(int argc, char* argv[])
{
game_state_t* game = init();
while (game->running) {
handleEvents(game);
#ifdef DEBUGUI
updateDebugUI(game);
#endif // DEBUGUI
update(game);
render(game);
#ifdef DEBUGUI
renderDebugUI(game);
#endif // DEBUGUI
// Present frame and compute FPS
ZGL_DEBUG_PRINT("INFO: Present frame\n");
SDL_RenderPresent(game->renderer);
uint64_t currentTime = SDL_GetPerformanceCounter();
game->elapsedTime = 1000.0 * (currentTime - game->lastTime) / SDL_GetPerformanceFrequency();
ZGL_DEBUG_PRINT("INFO: Frame rendered in %.00lf ms (%.0f FPS)\n", game->elapsedTime, floor(1000.0f / game->elapsedTime));
game->lastTime = currentTime;
}
ZGL_DEBUG_PRINT("INFO: Closing\n");
destroy(game);
return 0;
}