#ifdef __APPLE__ #include #else #include #endif #define STB_IMAGE_IMPLEMENTATION #include #if defined __ANDROID__ && defined DEBUG #include #endif static struct { void (*file_reader)(const char *, char **, size_t *); GLfloat matrix[4][4]; GLfloat angle; GLsizei num_triangles, num_textures; GLuint program, buffers[1], textures[]; } model = { .angle = 0.0f, .num_textures = 0 }; static const GLfloat pi = 3.1415926535897932384626433832795f; void pv_parse(GLsizei *num_triangles, size_t *tex_name_len, const char *model, void *file_reader); void pv_convert(float *data, char *texture); static GLuint compile(GLenum type, const char *shader) { GLchar *data; size_t len; model.file_reader(shader, &data, &len); GLuint id = glCreateShader(type); glShaderSource(id, 1, &(const GLchar *){data}, NULL); glCompileShader(id); GLint compiled; glGetShaderiv(id, GL_COMPILE_STATUS, &compiled); if (!compiled) { #ifdef DEBUG GLint len = 0; glGetShaderiv(id, GL_INFO_LOG_LENGTH, &len); if (len > 1) { char log[len + 1]; glGetShaderInfoLog(id, len, NULL, log); #ifdef __ANDROID__ __android_log_print(ANDROID_LOG_ERROR, "libproductviewer", "%s", log); #else printf("%s\n", log); #endif } #endif glDeleteShader(id); return 0; } return id; } void pv_texturize(const char *texture) { GLsizei w, h; int comp; unsigned char *image = stbi_load(texture, &w, &h, &comp, STBI_default); GLint format = GL_RGBA; if (comp == 3) format = GL_RGB; glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, format, GL_UNSIGNED_BYTE, image); stbi_image_free(image); } void pv_init(const char *obj, void (*file_reader)(const char *, char **, size_t *), const char *color, unsigned int width, unsigned int height) { size_t tex_name_len; model.file_reader = file_reader; pv_parse(&model.num_triangles, &tex_name_len, obj, file_reader); GLfloat data[sizeof(GLfloat) * model.num_triangles * 5]; char texture[tex_name_len + 1]; pv_convert(data, texture); GLfloat rgba[4] = { [3] = 1.0f }; for (size_t i = 0; i < strlen(color) / 2; i++) { GLuint value; sscanf((char[]){ color[i * 2], color[i * 2 + 1], '\0' }, "%x", &value); rgba[i] = (GLfloat)value / 255.0f; } glClearColor(rgba[0], rgba[1], rgba[2], rgba[3]); glViewport(0, 0, width, height); glEnable(GL_CULL_FACE); model.program = glCreateProgram(); GLuint vert_id = compile(GL_VERTEX_SHADER, "product.vert"); glAttachShader(model.program, vert_id); glDeleteShader(vert_id); GLuint frag_id = compile(GL_FRAGMENT_SHADER, "product.frag"); glAttachShader(model.program, frag_id); glDeleteShader(frag_id); glLinkProgram(model.program); glUseProgram(model.program); static const GLsizei stride = sizeof(GLfloat) * 5; GLuint data_id; glGenBuffers(1, &data_id); glBindBuffer(GL_ARRAY_BUFFER, data_id); model.buffers[0] = data_id; glBufferData(GL_ARRAY_BUFFER, stride * model.num_triangles * 3, data, GL_STATIC_DRAW); GLint position = glGetAttribLocation(model.program, "a_position"); glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, stride, 0); glEnableVertexAttribArray(position); GLint texcoord = glGetAttribLocation(model.program, "a_texcoord"); glVertexAttribPointer(texcoord, 2, GL_FLOAT, GL_FALSE, stride, (const void *)(sizeof(GLfloat) * 3)); glEnableVertexAttribArray(texcoord); glActiveTexture(GL_TEXTURE0); GLuint tex_id; glGenTextures(1, &tex_id); glBindTexture(GL_TEXTURE_2D, tex_id); model.textures[model.num_textures++] = tex_id; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glUniform1i(glGetUniformLocation(model.program, "s_texture"), 0); pv_texturize(texture); } static void identity(GLfloat matrix[][4]) { memset(matrix, 0x0, sizeof(GLfloat[4][4])); for (int i = 0; i < 4; i++) matrix[i][i] = 1.0f; } static void multiply(GLfloat matrix[][4], GLfloat a[][4], GLfloat b[][4]) { GLfloat tmp[4][4]; for (int i = 0; i < 4; i++) { tmp[i][0] = a[i][0] * b[0][0] + a[i][1] * b[1][0] + a[i][2] * b[2][0] + a[i][3] * b[3][0]; tmp[i][1] = a[i][0] * b[0][1] + a[i][1] * b[1][1] + a[i][2] * b[2][1] + a[i][3] * b[3][1]; tmp[i][2] = a[i][0] * b[0][2] + a[i][1] * b[1][2] + a[i][2] * b[2][2] + a[i][3] * b[3][2]; tmp[i][3] = a[i][0] * b[0][3] + a[i][1] * b[1][3] + a[i][2] * b[2][3] + a[i][3] * b[3][3]; } memcpy(matrix, tmp, sizeof(GLfloat[4][4])); } static void translate(GLfloat matrix[][4], GLfloat x, GLfloat y, GLfloat z) { matrix[3][0] += (matrix[0][0] * x + matrix[1][0] * y + matrix[2][0] * z); matrix[3][1] += (matrix[0][1] * x + matrix[1][1] * y + matrix[2][1] * z); matrix[3][2] += (matrix[0][2] * x + matrix[1][2] * y + matrix[2][2] * z); matrix[3][3] += (matrix[0][3] * x + matrix[1][3] * y + matrix[2][3] * z); } static void rotate(GLfloat matrix[][4], GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { angle *= pi / 180.0f; GLfloat sin_angle = sinf(angle); GLfloat cos_angle = cosf(angle); GLfloat mag = sqrtf(x * x + y * y + z * z); if (mag > 0.0f) { x /= mag; y /= mag; z /= mag; GLfloat one_minus_cos = 1.0f - cos_angle; multiply(matrix, (GLfloat[][4]){ (one_minus_cos * x * x) + cos_angle, (one_minus_cos * x * y) - z * sin_angle, (one_minus_cos * z * x) + y * sin_angle, 0.0f, (one_minus_cos * x * y) + z * sin_angle, (one_minus_cos * y * y) + cos_angle, (one_minus_cos * y * z) - x * sin_angle, 0.0f, (one_minus_cos * z * x) - y * sin_angle, (one_minus_cos * y * z) + x * sin_angle, (one_minus_cos * z * z) + cos_angle, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }, matrix); } } void pv_draw(unsigned int width, unsigned int height) { GLfloat perspective[4][4]; identity(perspective); GLfloat near_z = 1.0f; GLfloat far_z = 20.0f; GLfloat delta_y = tanf(pi / 6.0f) * 2; GLfloat delta_z = far_z - near_z; multiply(perspective, (GLfloat[][4]){ 2.0f * near_z / delta_y / (GLfloat)width * (GLfloat)height, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f * near_z / delta_y, 0.0f, 0.0f, 0.0f, 0.0f, -(near_z + far_z) / delta_z, -1.0f, 0.0f, 0.0f, -2.0f * near_z * far_z / delta_z, 0.0f }, perspective); GLfloat model_view[4][4]; identity(model_view); translate(model_view, 0.0, 0.0, -2.7); rotate(model_view, -15.0, 1.0, 0.0, 0.0); rotate(model_view, model.angle, 0.0, 1.0, 0.0); multiply(model.matrix, model_view, perspective); glUniformMatrix4fv(glGetUniformLocation(model.program, "u_matrix"), 1, GL_FALSE, &model.matrix[0][0]); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, model.num_triangles * 3); } void pv_rotate(GLfloat angle) { model.angle += angle; if (model.angle >= 360.0f) model.angle -= 360.0f; } void pv_quit() { glDeleteTextures(model.num_textures, model.textures); glDeleteBuffers(1, model.buffers); glDeleteProgram(model.program); }