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2 Commits

Author SHA1 Message Date
var
0f38e9b4a2 Make character run
- new, less blocky character model with a run animation
- remove .obj support in favor of .glb/.gltf
- character faces camera direction and turns head
- press Tab to rotate camera freely around the character
2026-04-26 22:21:58 -05:00
var
839a9dd5c2 Various changes
- add release build
- control framerate
- fix bug that caused camera to shake
- enable double-buffering and VSync
2026-04-26 22:15:58 -05:00
11 changed files with 106 additions and 564 deletions

3
.gitignore vendored
View File

@@ -1,3 +1,6 @@
obj/* obj/*
Game Game
Release
*.xcf *.xcf
*.blend
*.blend1

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@@ -2,17 +2,19 @@ INC = include
OBJ = obj OBJ = obj
SRC = src SRC = src
EXE = Game EXE = Game
REL = Release
CC = gcc CC = gcc
CFLAGS = -w -ggdb -I$(INC) CFLAGS = -w -ggdb -I$(INC)
LIBS = -lGLEW -lGLU -lGL -lSDL2 -lcglm -lz -lm LIBS = -lGLEW -lGLU -lGL -lSDL2 -lcglm -lz -lm
RELFLAGS = -O3 -s
OBJFILES := $(patsubst $(SRC)/%.c, $(OBJ)/%.o, $(shell find $(SRC) -name '*.c')) OBJFILES := $(patsubst $(SRC)/%.c, $(OBJ)/%.o, $(shell find $(SRC) -name '*.c'))
OBJDIRS := $(patsubst $(SRC)%, $(OBJ)%, $(shell find $(SRC) -type d)) OBJDIRS := $(patsubst $(SRC)%, $(OBJ)%, $(shell find $(SRC) -type d))
CLEANDIRS := $(addsuffix /.clean, $(OBJDIRS)); CLEANDIRS := $(addsuffix /.clean, $(OBJDIRS));
# Explicit targets # Explicit targets
.PHONY: all clean .PHONY: all release clean
.DEFAULT_GOAL := all .DEFAULT_GOAL := all
# Build executable # Build executable
@@ -28,8 +30,12 @@ $(OBJ)/%.o: $(SRC)/%.c | $(OBJDIRS)
$(OBJDIRS): $(OBJDIRS):
mkdir -p $@ mkdir -p $@
release: $(REL)
$(REL): $(OBJFILES) | $(OBJDIRS)
$(CC) -o $@ $^ $(CFLAGS) $(LIBS) $(RELFLAGS)
# Delete previously built files # Delete previously built files
clean: $(CLEANDIRS) clean: $(CLEANDIRS)
rm -f $(EXE) rm -f $(EXE) $(REL)
%.clean: %.clean:
rm -f $**.o rm -f $**.o

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@@ -1,396 +0,0 @@
# Blender 5.1.0
# www.blender.org
o Cube
v 0.392226 5.791883 -0.323902
v 1.000000 2.797271 -0.500000
v 0.375191 5.791883 0.193573
v 1.000000 2.797271 0.410409
v 0.000000 2.797271 -0.500000
v 0.000000 5.791883 0.313965
v 0.000000 2.797271 0.410409
v 0.000000 5.791883 -0.431258
v 0.973876 5.462687 -0.577779
v 1.000000 4.791883 -0.500000
v 0.921580 3.413690 -0.372389
v 0.973876 5.462687 0.615027
v 1.000000 4.791883 0.533735
v 0.815817 3.413690 0.422394
v 0.000000 5.291883 -0.500000
v 0.000000 4.791883 -0.500000
v 0.000000 3.413690 -0.431220
v 0.000000 5.291883 0.533735
v 0.000000 4.791883 0.533735
v 0.000000 3.413690 0.410409
v 1.309145 5.351887 -0.469410
v 1.226283 4.706231 -0.312568
v 1.309145 5.351887 0.467801
v 1.226283 4.706231 0.309653
v 0.292031 0.000000 0.293679
v 0.879388 0.000000 0.293679
v 0.879388 0.000000 -0.293679
v 0.292031 0.000000 -0.293679
v 0.500000 6.791883 -0.500000
v 0.500000 6.791883 0.500000
v 0.000000 6.791883 -0.500000
v 0.000000 6.791883 0.500000
v 0.500000 5.899879 0.500000
v 0.000000 5.899879 0.500000
v 0.000000 5.899879 -0.500000
v 0.500000 5.899879 -0.500000
v 0.665692 5.541883 -0.391726
v 0.525278 5.541883 0.301663
v 0.000000 5.541883 -0.500000
v 0.000000 5.541883 0.465368
v 0.064081 2.647533 -0.468467
v 0.064081 2.647533 0.392291
v 0.995814 2.647533 0.392291
v 0.995814 2.647533 -0.468467
v 0.170786 1.383736 -0.403152
v 0.973834 1.383736 0.355442
v 0.170786 1.383736 0.355442
v 0.973834 1.383736 -0.403152
v 0.960790 4.541883 -0.436195
v 0.907909 4.541883 0.461197
v 0.000000 4.541883 -0.465610
v 0.000000 4.541883 0.455205
v 2.256556 4.848390 -0.244752
v 2.192387 4.348389 -0.123293
v 2.256556 4.848390 0.481030
v 2.192387 4.348389 0.358559
v 3.076406 4.246439 -0.125417
v 3.033353 3.910976 -0.043927
v 3.076406 4.246439 0.361528
v 3.033353 3.910976 0.279360
v -0.392226 5.791883 -0.323902
v -1.000000 2.797271 -0.500000
v -0.375191 5.791883 0.193573
v -1.000000 2.797271 0.410409
v -0.973876 5.462687 -0.577779
v -1.000000 4.791883 -0.500000
v -0.921580 3.413690 -0.372389
v -0.973876 5.462687 0.615027
v -1.000000 4.791883 0.533735
v -0.815817 3.413690 0.422394
v -1.309145 5.351887 -0.469410
v -1.226283 4.706231 -0.312568
v -1.309145 5.351887 0.467801
v -1.226283 4.706231 0.309653
v -0.292031 0.000000 0.293679
v -0.879388 0.000000 0.293679
v -0.879388 0.000000 -0.293679
v -0.292031 0.000000 -0.293679
v -0.500000 6.791883 -0.500000
v -0.500000 6.791883 0.500000
v -0.500000 5.899879 0.500000
v -0.500000 5.899879 -0.500000
v -0.665692 5.541883 -0.391726
v -0.525278 5.541883 0.301663
v -0.064081 2.647533 -0.468467
v -0.064081 2.647533 0.392291
v -0.995814 2.647533 0.392291
v -0.995814 2.647533 -0.468467
v -0.170786 1.383736 -0.403152
v -0.973834 1.383736 0.355442
v -0.170786 1.383736 0.355442
v -0.973834 1.383736 -0.403152
v -0.960790 4.541883 -0.436195
v -0.907909 4.541883 0.461197
v -2.256556 4.848390 -0.244752
v -2.192387 4.348389 -0.123293
v -2.256556 4.848390 0.481030
v -2.192387 4.348389 0.358559
v -3.076406 4.246439 -0.125417
v -3.033353 3.910976 -0.043927
v -3.076406 4.246439 0.361528
v -3.033353 3.910976 0.279360
vt 0.062500 0.812500
vt 0.000000 0.750000
vt 0.062500 0.750000
vt 0.375000 0.500000
vt 0.437500 0.562500
vt 0.375000 0.562500
vt 0.375000 0.437500
vt 0.437500 0.500000
vt 0.375000 0.625000
vt 0.500000 0.562500
vt 0.625000 0.625000
vt 0.500000 0.625000
vt 0.375000 0.875000
vt 0.312500 0.937500
vt 0.312500 0.875000
vt 0.437500 0.875000
vt 0.500000 0.937500
vt 0.437500 0.937500
vt 0.750000 0.937500
vt 0.812500 1.000000
vt 0.750000 1.000000
vt 0.312500 0.750000
vt 0.375000 0.812500
vt 0.312500 0.812500
vt 0.500000 0.750000
vt 0.437500 0.812500
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vt 0.750000 0.500000
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vt 0.500000 0.812500
vt 0.562500 0.875000
vt 0.500000 0.875000
vt 0.625000 0.812500
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vt 0.812500 0.875000
vt 0.812500 0.937500
vt 0.312500 0.500000
vt 0.250000 0.562500
vt 0.250000 0.500000
vt 0.812500 0.562500
vt 0.750000 0.562500
vt 0.125000 0.812500
vt 0.062500 0.875000
vt 0.187500 0.875000
vt 0.187500 0.812500
vt 0.125000 0.937500
vt 0.125000 0.875000
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vt 0.187500 0.750000
vt 0.687500 0.500000
vt 0.625000 0.562500
vt 0.625000 0.500000
vt 0.500000 0.437500
vt 0.500000 0.500000
vt 0.437500 0.625000
vt 0.312500 0.625000
vt 0.312500 0.562500
vt 0.312500 0.437500
vt 0.250000 0.750000
vt 0.250000 0.937500
vt 0.250000 0.875000
vt 0.250000 0.812500
vt 0.062500 0.937500
vt 0.000000 0.875000
vt 0.187500 0.937500
vt 0.000000 0.812500
vt 0.375000 0.750000
vt 0.375000 0.937500
vt 0.187500 0.500000
vt 0.125000 0.562500
vt 0.125000 0.500000
vt 0.812500 0.625000
vt 0.750000 0.625000
vt 0.750000 0.875000
vt 0.812500 0.812500
vt 0.812500 0.687500
vt 0.750000 0.750000
vt 0.750000 0.687500
vt 0.750000 0.812500
vt 0.812500 0.750000
vt 0.687500 0.812500
vt 0.687500 0.875000
vt 0.437500 0.437500
vt 0.562500 0.812500
vt 0.812500 0.500000
vt 0.000000 0.937500
vt 0.187500 0.562500
vt 0.687500 0.562500
vt 0.625000 0.437500
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@@ -18,6 +18,26 @@ GameState *Game_New()
void Game_Update(GameState *gs) void Game_Update(GameState *gs)
{ {
const int fps = 60;
uint64_t currentTicks = SDL_GetTicks64();
uint64_t targetTicks = gs->previousTicks + (1000 / fps);
int32_t waitTicks = targetTicks - currentTicks;
if (waitTicks > 0)
{
SDL_Delay(waitTicks);
currentTicks = SDL_GetTicks64();
}
else if (waitTicks <= -5)
{
printf("frame is late by %d ms\n", -waitTicks);
}
uint32_t delta = currentTicks - gs->previousTicks;
gs->previousTicks = currentTicks;
Camera_UpdateVectors(&gs->camera);
const float speed = 0.3f; const float speed = 0.3f;
vec3 move, front, right; vec3 move, front, right;
glm_vec3_zero(move); glm_vec3_zero(move);
@@ -41,13 +61,12 @@ void Game_Update(GameState *gs)
ShapeInstance *target = &(gs->testModel.instance); ShapeInstance *target = &(gs->testModel.instance);
vec3 displacement; vec3 displacement;
glm_vec3_scale(gs->camera.front, -20.0f, displacement); glm_vec3_scale(gs->camera.front, -30.0f, displacement);
displacement[1] += 8.0f; displacement[1] += 10.0f;
glm_vec3_add(target->position, move, target->position); glm_vec3_add(target->position, move, target->position);
glm_vec3_add(target->position, displacement, gs->camera.position); glm_vec3_add(target->position, displacement, gs->camera.position);
Camera_UpdateVectors(&gs->camera); Camera_UpdateVectors(&gs->camera);
SDL_Delay(5);
} }
void Game_Destroy(GameState *gs) void Game_Destroy(GameState *gs)

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@@ -1,6 +1,7 @@
#pragma once #pragma once
#include <stdbool.h> #include <stdbool.h>
#include <stdint.h>
#include "SDL2/SDL.h" #include "SDL2/SDL.h"
#include "cglm/cglm.h" #include "cglm/cglm.h"
#include "camera.h" #include "camera.h"
@@ -15,11 +16,13 @@ typedef struct
bool d; bool d;
bool q; bool q;
bool e; bool e;
bool freeLook;
} InputState; } InputState;
typedef struct typedef struct
{ {
bool running; bool running;
uint64_t previousTicks;
InputState input; InputState input;
SDL_Window *window; SDL_Window *window;
SDL_GLContext *glContext; SDL_GLContext *glContext;

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@@ -29,6 +29,7 @@ static void HandleKeyDown(GameState *gs, SDL_KeyCode sym)
case SDLK_d: gs->input.d = true; break; case SDLK_d: gs->input.d = true; break;
case SDLK_q: gs->input.q = true; break; case SDLK_q: gs->input.q = true; break;
case SDLK_e: gs->input.e = true; break; case SDLK_e: gs->input.e = true; break;
case SDLK_TAB: gs->input.freeLook = !gs->input.freeLook; break;
} }
} }

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@@ -217,6 +217,17 @@ Model Model_LoadGltf(char *path)
printf("skin: %s, joints: %d\n", skin->name, skin->joints_count); printf("skin: %s, joints: %d\n", skin->name, skin->joints_count);
model.jointMatrices = calloc(skin->joints_count, sizeof(mat4)); model.jointMatrices = calloc(skin->joints_count, sizeof(mat4));
for (int i = 0; i < skin->joints_count; i++)
{
cgltf_node *joint = skin->joints[i];
if (0 == strncmp(joint->name, "DEF-spine.004", 13))
{
printf("head joint: %s\n", joint->name);
model.head = joint;
}
}
printf("Finished loading glTF model file.\n"); printf("Finished loading glTF model file.\n");
return model; return model;
} }
@@ -228,154 +239,3 @@ void Model_Free(Model model)
cgltf_data *data = model.data; cgltf_data *data = model.data;
cgltf_free(data); cgltf_free(data);
} }
static enum
{
OBJ_MAX_LINE_LENGTH = 256,
OBJ_MAX_ELEMENTS = 1024,
SHAPE_MAX_COORDS = 4096,
SHAPE_MAX_INDICES = 1024,
};
static struct VertRef
{
uint16_t xyzIndex; // refers to a vertex in the obj file
uint16_t uvIndex; // refers to a UV texture coord in the obj file
uint16_t outIndex; // index of the combined vertex (xyzuv) in the output array
};
static int VertRef_Compare(const void *itemA, const void *itemB, void *udata)
{
const struct VertRef *a = itemA;
const struct VertRef *b = itemB;
if (a->xyzIndex < b->xyzIndex) return -1;
else if (a->xyzIndex > b->xyzIndex) return 1;
else return a->uvIndex < b->uvIndex ? -1
: a->uvIndex > b->uvIndex ? 1
: 0;
}
static uint64_t VertRef_Hash(const void *item, uint64_t seed0, uint64_t seed1)
{
const struct VertRef *vr = item;
uint64_t data = (uint64_t)vr->xyzIndex << 32;
data |= (uint64_t)vr->uvIndex;
return hashmap_sip(&data, sizeof(uint64_t), seed0, seed1);
}
static void ReadCoords(const char *str, float *coords, int n)
{
char *end = NULL;
for (int i = 0; i < n; i++)
{
coords[i] = strtof(str, &end);
if (end == str) break;
str = end;
}
}
static int ReadIndex(const char **str)
{
const int maxLen = 15;
char buffer[maxLen + 1];
int i;
buffer[maxLen] = '\0';
for (i = 0; i < maxLen; i++)
{
char c = str[0][i];
if (c == '/' || c == '\0' || c == EOF || isspace(c))
{
buffer[i++] = '\0';
break;
}
buffer[i] = c;
}
*str += i;
return atoi(buffer);
}
Shape *Model_ReadObjFile(const char *path)
{
struct hashmap *map = hashmap_new(sizeof(struct VertRef), 256, 0, 0, VertRef_Hash, VertRef_Compare, NULL, NULL);
FILE *file = fopen(path, "r");
char line[OBJ_MAX_LINE_LENGTH];
vec3 xyzVertices[OBJ_MAX_ELEMENTS];
vec2 uvVertices[OBJ_MAX_ELEMENTS];
int xyzNum = 0;
int uvNum = 0;
GLfloat outVertices[SHAPE_MAX_COORDS];
GLushort outIndices[SHAPE_MAX_INDICES];
int numVertices = 0;
int numIndices = 0;
int numTriangles = 0;
while (fgets(&(line[0]), OBJ_MAX_LINE_LENGTH, file) != NULL)
{
switch (line[0])
{
case '#': // comment
break;
case 'o': // named object
xyzNum = 0;
uvNum = 0;
break;
case 'v': // vertex or texture coord
if (line[1] == 't')
ReadCoords(&(line[3]), (void*)&(uvVertices[uvNum++]), 2);
else
ReadCoords(&(line[2]), (void*)&(xyzVertices[xyzNum++]), 3);
break;
case 's': // smooth shading option
break;
case 'f': // face (assume it's a triangle)
{
const char *str = &(line[2]);
for (int i = 0; i < 3; i++)
{
struct VertRef vertRef;
vertRef.xyzIndex = ReadIndex(&str) - 1;
vertRef.uvIndex = ReadIndex(&str) - 1;
struct VertRef *existing = hashmap_get(map, &vertRef);
if (existing == NULL)
{
vertRef.outIndex = numVertices++;
outIndices[numIndices++] = vertRef.outIndex;
GLfloat *vOut = &(outVertices[vertRef.outIndex * 5]);
vOut[0] = xyzVertices[vertRef.xyzIndex][0];
vOut[1] = xyzVertices[vertRef.xyzIndex][1];
vOut[2] = xyzVertices[vertRef.xyzIndex][2];
vOut[3] = 1.0f - uvVertices[vertRef.uvIndex][0];
vOut[4] = uvVertices[vertRef.uvIndex][1];
hashmap_set(map, &vertRef);
}
else
{
outIndices[numIndices++] = existing->outIndex;
}
}
numTriangles++;
}
break;
default:
break;
}
}
fclose(file);
hashmap_free(map);
printf("Imported model with %d triangles.\n", numTriangles);
return Shape_New(outVertices, numVertices * 5, outIndices, numIndices, 1);
}

View File

@@ -8,6 +8,7 @@ typedef struct
{ {
void *data; void *data;
void *skin; void *skin;
void *head;
mat4 *jointMatrices; mat4 *jointMatrices;
GLuint *vbos; GLuint *vbos;
GLuint vao; GLuint vao;

View File

@@ -216,11 +216,15 @@ bool Render_Init(GameState *gs)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
gs->window = SDL_CreateWindow("Sandbox", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1920, 1080, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);; gs->window = SDL_CreateWindow("Sandbox", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1920, 1080, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);;
gs->glContext = SDL_GL_CreateContext(gs->window); gs->glContext = SDL_GL_CreateContext(gs->window);
printf("Created OpenGL window.\n"); printf("Created OpenGL window.\n");
if (SDL_GL_SetSwapInterval(1) == 0) printf("Enabled VSync.\n");
else printf("Failed to enable VSync. SDL Error: %s\n", SDL_GetError());
glewInit(); glewInit();
gs->shaderProgramId = LoadShaders("./res/glsl/vertex.glsl", "./res/glsl/fragment.glsl"); gs->shaderProgramId = LoadShaders("./res/glsl/vertex.glsl", "./res/glsl/fragment.glsl");
gs->modelShaderProgramId = LoadShaders("./res/glsl/model_vertex.glsl", "./res/glsl/fragment.glsl"); gs->modelShaderProgramId = LoadShaders("./res/glsl/model_vertex.glsl", "./res/glsl/fragment.glsl");
@@ -330,18 +334,39 @@ static void Transform(ShapeInstance *instance, mat4 *matrix)
static void DrawModel(GameState *gs) static void DrawModel(GameState *gs)
{ {
Model model = gs->testModel; Model *model = &gs->testModel;
ShapeInstance instance = model.instance; ShapeInstance instance = model->instance;
cgltf_data *data = model.data; cgltf_data *data = model->data;
cgltf_skin *skin = model.skin; cgltf_skin *skin = model->skin;
cgltf_animation *anim = data->animations; cgltf_animation *anim = data->animations;
mat4 modelMatrix; mat4 modelMatrix;
glm_mat4_identity(modelMatrix); glm_mat4_identity(modelMatrix);
Transform(&model.instance, &modelMatrix);
uint64_t ticks = SDL_GetTicks(); if (!gs->input.freeLook)
{
// rotate the whole model to stay within this angle relative to the camera yaw
const float turnThreshold = 1.047197f; // 60 degrees
const float deg180 = 3.14159f;
const float deg360 = 6.28318f;
// convert camera yaw (rotation around Y axis) to radians and add 90 degrees so it aligns with the gltf model
float camYawRadsGltf = (gs->camera.rotation[0] / -57.295828f) + 1.570795f;
if (camYawRadsGltf > deg180) camYawRadsGltf = camYawRadsGltf - deg360;
float *modelYaw = model->instance.rotation + 1;
float diff = camYawRadsGltf - *modelYaw;
if (diff > deg180) diff -= deg360;
else if (diff < -deg180) diff += deg360;
if (turnThreshold < diff)
*modelYaw = camYawRadsGltf - turnThreshold;
else if (diff < -turnThreshold)
*modelYaw = camYawRadsGltf + turnThreshold;
}
Transform(&model->instance, &modelMatrix);
uint64_t ticks = SDL_GetTicks64();
float t = ticks / 1000.0f; float t = ticks / 1000.0f;
while (t > 2.0f) t -= 2.0f; while (t > 1.0f) t -= 1.0f;
// apply local transformations for each bone for the current animation frame // apply local transformations for each bone for the current animation frame
for (int i = 0; i < anim->channels_count; i++) for (int i = 0; i < anim->channels_count; i++)
@@ -411,14 +436,34 @@ static void DrawModel(GameState *gs)
} }
} }
if (!gs->input.freeLook)
{
// make head look where camera is looking
cgltf_node *head = model->head;
vec3 a, b, yAxis;
glm_vec3_zero(a);
glm_vec3_zero(b);
glm_vec3_zero(yAxis);
yAxis[1] = 1.0f;
a[2] = 1.0f;
glm_vec3_rotate(a, model->instance.rotation[1], yAxis);
b[0] = gs->camera.front[0];
b[2] = gs->camera.front[2];
versor desiredRotation, temp;
glm_quat_from_vecs(a, b, desiredRotation);
for (int i = 0; i < 4; i++) temp[i] = head->rotation[i];
glm_quat_mul(temp, desiredRotation, temp);
for (int i = 0; i < 4; i++) head->rotation[i] = temp[i];
}
// recalculate the joint matrices // recalculate the joint matrices
for (int i = 0; i < skin->joints_count; i++) for (int i = 0; i < skin->joints_count; i++)
{ {
cgltf_node *joint = skin->joints[i]; cgltf_node *joint = skin->joints[i];
cgltf_node_transform_world(joint, (float*)model.jointMatrices[i]); cgltf_node_transform_world(joint, (float*)model->jointMatrices[i]);
mat4 inverseBind; mat4 inverseBind;
cgltf_accessor_read_float(skin->inverse_bind_matrices, i, (float*)inverseBind, 16); cgltf_accessor_read_float(skin->inverse_bind_matrices, i, (float*)inverseBind, 16);
glm_mat4_mul(model.jointMatrices[i], inverseBind, model.jointMatrices[i]); glm_mat4_mul(model->jointMatrices[i], inverseBind, model->jointMatrices[i]);
} }
int shaderId = gs->modelShaderProgramId; int shaderId = gs->modelShaderProgramId;
@@ -426,12 +471,12 @@ static void DrawModel(GameState *gs)
glUniformMatrix4fv(glGetUniformLocation(shaderId, "theModelMatrix"), 1, GL_FALSE, (void*)(modelMatrix)); glUniformMatrix4fv(glGetUniformLocation(shaderId, "theModelMatrix"), 1, GL_FALSE, (void*)(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(shaderId, "theViewMatrix"), 1, GL_FALSE, (void*)(gs->viewMatrix)); glUniformMatrix4fv(glGetUniformLocation(shaderId, "theViewMatrix"), 1, GL_FALSE, (void*)(gs->viewMatrix));
glUniformMatrix4fv(glGetUniformLocation(shaderId, "theProjMatrix"), 1, GL_FALSE, (void*)(gs->projMatrix)); glUniformMatrix4fv(glGetUniformLocation(shaderId, "theProjMatrix"), 1, GL_FALSE, (void*)(gs->projMatrix));
glUniformMatrix4fv(glGetUniformLocation(shaderId, "theJointMatrices"), 64, GL_FALSE, (void*)(model.jointMatrices)); glUniformMatrix4fv(glGetUniformLocation(shaderId, "theJointMatrices"), 64, GL_FALSE, (void*)(model->jointMatrices));
glUniform1f(glGetUniformLocation(shaderId, "texIndex"), 6.0f); glUniform1f(glGetUniformLocation(shaderId, "texIndex"), 6.0f);
glBindTexture(GL_TEXTURE_2D, gs->textureId); glBindTexture(GL_TEXTURE_2D, gs->textureId);
glBindVertexArray(model.vao); glBindVertexArray(model->vao);
glDrawElements(GL_TRIANGLES, model.indexCount, GL_UNSIGNED_SHORT, 0); glDrawElements(GL_TRIANGLES, model->indexCount, GL_UNSIGNED_SHORT, 0);
} }
void Render_Draw(GameState *gs) void Render_Draw(GameState *gs)