fixing stuff

This commit is contained in:
Daniel Ledda
2025-01-03 19:21:18 +01:00
parent 3430b4e69a
commit 256292c20d
47 changed files with 3401 additions and 6901 deletions

View File

@@ -1,39 +1,33 @@
#include <bitset>
#include <array>
#include <span>
#include <cstdint>
#include <iostream>
#include <string>
#include <algorithm>
#include <vector>
#include <optional>
#include "glad/glad.h"
#include "lib/glad/glad.h"
#include <glm/ext/matrix_transform.hpp>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtx/quaternion.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "loaders/stb_image.h"
#include "lib/loaders/stb_image.h"
#include "gfx/geometry.h"
#include "gfx/Texture.h"
#include "gfx/Mesh.h"
#include "gfx/Shader.h"
#include "gfx/Color.h"
#include "VoxelSpace.h"
#include "SomaSolve.h"
#include "lib/djstdlib/core.cpp"
struct Entity;
struct Polycube;
struct SceneGraphNode;
auto new_entity() -> int;
auto get_entity(int id) -> Entity*;
auto get_scene_graph_node(int id) -> SceneGraphNode*;
auto new_graph_node() -> int;
int new_entity();
Entity *get_entity(int id);
SceneGraphNode *get_scene_graph_node(int id);
int new_graph_node();
auto print_mat(glm::mat4* matrix) -> void {
void print_mat(glm::mat4* matrix) {
auto mat = *matrix;
std::cout << mat[0][0] << mat[0][1] << mat[0][2] << mat[0][3] << std::endl;
std::cout << mat[1][0] << mat[1][1] << mat[1][2] << mat[1][3] << std::endl;
@@ -49,19 +43,19 @@ struct Camera {
glm::vec3 up;
glm::vec3 target;
auto init(float aspect_ratio = 800.0f / 600.0f) -> void {
void init(float aspect_ratio = 800.0f / 600.0f) {
view = glm::mat4();
proj = glm::perspective(glm::radians(45.0f), aspect_ratio, 0.1f, 100.0f);
pos = glm::vec3(0.0f);
up = glm::vec3(0.0f, 1.0f, 0.0f);
}
auto look_at(float x, float y, float z) -> void {
void look_at(float x, float y, float z) {
target = glm::vec3(x, y, z);
view = glm::lookAt(pos, target, up);
}
auto set_up(float up_x, float up_y, float up_z) -> void {
void set_up(float up_x, float up_y, float up_z) {
up = glm::vec3(up_x, up_y, up_z);
}
};
@@ -69,7 +63,7 @@ struct Camera {
struct GlobalAppState {
int current_polycube;
int last_polycube_visible;
Shader* active_shader;
Shader *active_shader;
std::vector<Polycube> polycubes;
};
GlobalAppState app_state;
@@ -80,8 +74,8 @@ struct WindowDims {
};
struct Entity {
Mesh* mesh;
Texture* tex;
Mesh *mesh;
Texture *tex;
bool visible;
int scene_graph_node;
};
@@ -95,19 +89,19 @@ struct SceneGraphNode {
std::vector<int> children;
std::optional<int> entity;
auto reset() -> void {
void reset() {
scale = glm::vec3(1.0f, 1.0f, 1.0f);
translation = glm::vec3(0.0f, 0.0f, 0.0f);
rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f);
}
auto init() -> void {
void init() {
reset();
local = glm::mat4(1.0f);
world = local;
}
auto update_local() -> void {
void update_local() {
local = glm::scale(
glm::translate(
glm::mat4(1.0f),
@@ -122,8 +116,8 @@ struct Polycube {
int graph_node;
glm::vec3 color;
auto show() -> void {
auto node = get_scene_graph_node(graph_node);
void show() {
SceneGraphNode *node = get_scene_graph_node(graph_node);
for (auto &child : node->children) {
auto node = get_scene_graph_node(child);
if (node->entity) {
@@ -132,19 +126,19 @@ struct Polycube {
}
}
auto hide() -> void {
auto node = get_scene_graph_node(graph_node);
for (auto &child : node->children) {
auto node = get_scene_graph_node(child);
void hide() {
SceneGraphNode *node = get_scene_graph_node(graph_node);
for (int &child : node->children) {
SceneGraphNode *node = get_scene_graph_node(child);
if (node->entity) {
get_entity(*node->entity)->visible = false;
}
}
}
auto get_centre() -> glm::vec3 {
auto centre = glm::vec3(0.0f);
for (auto &child : get_scene_graph_node(graph_node)->children) {
glm::vec3 get_centre() {
glm::vec3 centre = glm::vec3(0.0f);
for (int &child : get_scene_graph_node(graph_node)->children) {
centre += get_scene_graph_node(child)->translation;
}
centre /= get_scene_graph_node(graph_node)->children.size();
@@ -159,17 +153,17 @@ struct Frame {
int y;
Camera* cam;
auto init(Camera* camera) -> void {
void init(Camera* camera) {
camera->init((float)width / (float)height);
cam = camera;
}
};
auto framebuffer_size_callback(GLFWwindow* window, int width, int height) -> void {
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
glViewport(0, 0, width, height);
}
auto init_window_and_gl(WindowDims* window_dims) -> GLFWwindow* {
GLFWwindow *init_window_and_gl(WindowDims *window_dims) {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
@@ -193,19 +187,19 @@ auto init_window_and_gl(WindowDims* window_dims) -> GLFWwindow* {
return window;
}
auto gl_update_viewport(WindowDims* window_dims, Frame* frame) -> void {
void gl_update_viewport(WindowDims* window_dims, Frame* frame) {
glViewport(frame->x, window_dims->height - frame->y - frame->height, frame->width, frame->height);
}
auto cube_mesh = Mesh{};
auto wall_tex = Texture{};
auto entities = std::vector<Entity>();
auto scene_graph_nodes = std::vector<SceneGraphNode>();
Mesh cube_mesh = {0};
Texture wall_tex = {0};
std::vector<Entity> entities = std::vector<Entity>();
std::vector<SceneGraphNode> scene_graph_nodes = std::vector<SceneGraphNode>();
auto process_input(GLFWwindow *window) -> void {
static auto wireframe = false;
static auto last_frame_state_press_enter = false;
static auto last_frame_state_press = false;
void process_input(GLFWwindow *window) {
static bool wireframe = false;
static bool last_frame_state_press_enter = false;
static bool last_frame_state_press = false;
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
@@ -232,7 +226,7 @@ auto process_input(GLFWwindow *window) -> void {
}
auto new_entity() -> int {
int new_entity() {
entities.emplace_back();
scene_graph_nodes.emplace_back();
entities.back().scene_graph_node = scene_graph_nodes.size();
@@ -240,21 +234,21 @@ auto new_entity() -> int {
return entities.size();
}
auto get_entity(int id) -> Entity* {
Entity *get_entity(int id) {
return &entities[id - 1];
}
auto get_scene_graph_node(int id) -> SceneGraphNode* {
SceneGraphNode *get_scene_graph_node(int id) {
return &scene_graph_nodes[id - 1];
}
auto new_graph_node() -> int {
int new_graph_node() {
scene_graph_nodes.emplace_back();
return scene_graph_nodes.size();
}
auto draw_entity(Entity* entity) -> void {
auto modelUniformLoc = glGetUniformLocation(app_state.active_shader->prog_id, "model");
void draw_entity(Entity *entity) {
GLint modelUniformLoc = glGetUniformLocation(app_state.active_shader->prog_id, "model");
glUniformMatrix4fv(modelUniformLoc, 1, GL_FALSE, glm::value_ptr(get_scene_graph_node(entity->scene_graph_node)->world));
glBindTexture(GL_TEXTURE_2D, entity->tex->tex_id);
glBindVertexArray(entity->mesh->vao);
@@ -262,17 +256,17 @@ auto draw_entity(Entity* entity) -> void {
//glDrawElements(GL_TRIANGLES, entity->mesh->num_indices, GL_UNSIGNED_INT, 0);
}
auto create_polycube_from_repr(Voxel::Space* repr) -> Polycube {
auto polycube_id = new_graph_node();
Polycube create_polycube_from_repr(Space *repr) {
int polycube_id = new_graph_node();
get_scene_graph_node(polycube_id)->init();
for (int x = 0; x < repr->dim_x; x++) {
for (int y = 0; y < repr->dim_y; y++) {
for (int z = 0; z < repr->dim_z; z++) {
if (Voxel::filledAt(repr, x, y, z)) {
auto polycube_segment = get_entity(new_entity());
if (filledAt(repr, x, y, z)) {
Entity *polycube_segment = get_entity(new_entity());
polycube_segment->mesh=&cube_mesh,
polycube_segment->tex=&wall_tex;
auto graph_node = get_scene_graph_node(polycube_segment->scene_graph_node);
SceneGraphNode *graph_node = get_scene_graph_node(polycube_segment->scene_graph_node);
graph_node->init();
graph_node->translation = glm::vec3(
-((repr->dim_z - 1)/2.0f) + z,
@@ -285,67 +279,67 @@ auto create_polycube_from_repr(Voxel::Space* repr) -> Polycube {
}
}
}
auto result = Polycube{
Polycube result = {
.graph_node=polycube_id,
.color=glm::vec3(1.0f),
};
return result;
}
auto recalculate_scene_graph(SceneGraphNode* top) -> void {
void recalculate_scene_graph(SceneGraphNode *top) {
if (top->children.size() == 0) {
return;
}
for (auto &node_id : top->children) {
auto graph_node = get_scene_graph_node(node_id);
for (int &node_id : top->children) {
SceneGraphNode *graph_node = get_scene_graph_node(node_id);
graph_node->update_local();
graph_node->world = top->world * graph_node->local;
recalculate_scene_graph(graph_node);
}
}
auto main_cmd() -> int {
SomaSolve::interactive_cmd_line_solve_soma();
int main_cmd() {
interactive_cmd_line_solve_soma();
return 0;
}
auto main_gfx() -> int {
auto window_dims = WindowDims{ 800, 600 };
auto window = init_window_and_gl(&window_dims);
if (window == nullptr) {
int main_gfx() {
WindowDims window_dims = { 800, 600 };
GLFWwindow *window = init_window_and_gl(&window_dims);
if (!window) {
return -1;
}
app_state = GlobalAppState{
app_state = {
.current_polycube=0,
.last_polycube_visible=6,
.active_shader=nullptr,
.active_shader=0,
.polycubes={},
};
auto phong_shader = Shader{};
Shader phong_shader = {0};
phong_shader.init("../assets/shaders/phong-solid.vertex.glsl", "../assets/shaders/phong-solid.fragment.glsl");
app_state.active_shader = &phong_shader;
cube_mesh.init("../assets/models/c000000.obj");
wall_tex.init("../assets/textures/brick-wall.jpg");
auto little_frame = Frame{ .width=80, .height=60, .x=20, .y=20 };
auto big_frame = Frame{ .width=800, .height=600, .x=0, .y=0 };
auto main_cam = Camera{};
auto other_cam = Camera{};
Frame little_frame = { .width=80, .height=60, .x=20, .y=20 };
Frame big_frame = { .width=800, .height=600, .x=0, .y=0 };
Camera main_cam = {};
Camera other_cam = {};
little_frame.init(&other_cam);
big_frame.init(&main_cam);
auto frames = std::vector{ &big_frame, &little_frame };
std::vector<Frame> frames = { &big_frame, &little_frame };
auto root_node = SceneGraphNode{};
SceneGraphNode root_node = {};
root_node.init();
for (int i = 0; i < SomaSolve::STD_SOMA.size(); i++) {
auto voxel_space = Voxel::Space{ SomaSolve::STD_SOMA[i], 3, 3, 3 };
Voxel::cullEmptySpace(&voxel_space);
auto polycube = create_polycube_from_repr(&voxel_space);
polycube.color = Color::color_from_index(i);
for (int i = 0; i < STD_SOMA.size(); i++) {
auto voxel_space = Space{ STD_SOMA[i], 3, 3, 3 };
cullEmptySpace(&voxel_space);
Polycube polycube = create_polycube_from_repr(&voxel_space);
polycube.color = color_from_index(i);
app_state.polycubes.push_back(polycube);
root_node.children.push_back(app_state.polycubes.back().graph_node);
}
@@ -353,18 +347,18 @@ auto main_gfx() -> int {
main_cam.pos = glm::vec3(4.0f, 4.0f, 4.0f);
main_cam.look_at(0.0f, 0.0f, 0.0f);
auto light_pos = glm::vec3(6.0f);
glm::vec3 light_pos = glm::vec3(6.0f);
glUseProgram(app_state.active_shader->prog_id);
auto view_loc = glGetUniformLocation(app_state.active_shader->prog_id, "view");
auto proj_loc = glGetUniformLocation(app_state.active_shader->prog_id, "projection");
auto light_pos_loc = glGetUniformLocation(app_state.active_shader->prog_id, "light_pos");
GLint view_loc = glGetUniformLocation(app_state.active_shader->prog_id, "view");
GLint proj_loc = glGetUniformLocation(app_state.active_shader->prog_id, "projection");
GLint light_pos_loc = glGetUniformLocation(app_state.active_shader->prog_id, "light_pos");
glUniform3fv(light_pos_loc, 1, glm::value_ptr(light_pos));
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, glm::value_ptr(main_cam.proj));
glUniformMatrix4fv(view_loc, 1, GL_FALSE, glm::value_ptr(main_cam.view));
auto last_frame = glfwGetTime();
auto time_delta = 1.0f/60.0f;
real32 last_frame = glfwGetTime();
real32 time_delta = 1.0f/60.0f;
while (!glfwWindowShouldClose(window)) {
time_delta = glfwGetTime() - last_frame;
process_input(window);
@@ -379,16 +373,16 @@ auto main_gfx() -> int {
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
gl_update_viewport(&window_dims, &big_frame);
auto current_polycube = &app_state.polycubes[app_state.current_polycube];
Polycube *current_polycube = &app_state.polycubes[app_state.current_polycube];
get_scene_graph_node(current_polycube->graph_node)->rotation = glm::quat(glm::vec3(0, glfwGetTime() / 2, 0));
glBindVertexArray(cube_mesh.vao);
//glBindTexture(GL_TEXTURE_2D, entity.tex->tex_id);
recalculate_scene_graph(&root_node);
auto model_uniform_loc = glGetUniformLocation(app_state.active_shader->prog_id, "model");
auto solid_color_loc = glGetUniformLocation(app_state.active_shader->prog_id, "solid_color");
GLint model_uniform_loc = glGetUniformLocation(app_state.active_shader->prog_id, "model");
GLint solid_color_loc = glGetUniformLocation(app_state.active_shader->prog_id, "solid_color");
glUniform3fv(solid_color_loc, 1, glm::value_ptr(current_polycube->color));
for (auto &entity : entities) {
for (Entity &entity : entities) {
if (entity.visible) {
glUniformMatrix4fv(model_uniform_loc, 1, GL_FALSE, glm::value_ptr(get_scene_graph_node(entity.scene_graph_node)->world));
glDrawArrays(GL_TRIANGLES, 0, entity.mesh->num_indices);
@@ -404,7 +398,7 @@ auto main_gfx() -> int {
return 0;
}
auto main() -> int {
int main() {
return main_cmd();
}