Document code, and clean up
This commit is contained in:
154
src/main.c
154
src/main.c
@@ -1,10 +1,8 @@
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#include "main.h"
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#include "data/axis.h"
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#include "data/shaders.h"
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#include <stdlib.h>
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#include <GL/glew.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <cglm/vec3.h>
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#define WIDTH 512
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@@ -14,7 +12,6 @@ unsigned char coordanate[4] = {0,1,2,3};
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unsigned char palette[] =
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{
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16,
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0xEB,0xD3,0xF8,0xff,
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0xEB,0xD4,0xF8,0xff,
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0xEB,0xD5,0xF8,0xff,
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@@ -35,8 +32,10 @@ void calc_normal(float* v1, float* v2, float* v3, float* normal)
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float * fill_normal( float * d )
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{
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float * n;
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n = malloc( (*d+1)*sizeof(float));
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n = malloc((*d+1)*sizeof(float));
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*n = *d;
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for (int i = 0; i < *d; i += 9)
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{
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@@ -50,99 +49,116 @@ float * fill_normal( float * d )
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}
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const char * wname = "manigraph: manifold grapher";
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float * generate_surface();
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float * generate_surface(unsigned int, unsigned char *m);
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int main( void )
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{
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id_t shader, texture, shader_plain;
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mesh_t m_cube, m_axis;
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mesh_t m_surface, m_axis;
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window_t window;
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if( !( window = init_window( WIDTH, HEIGHT, wname ) ) )
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goto error_window;
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use_window( window );
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set_clean_color_context( 0x2E, 0x07, 0x3F );
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glewInit();
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texture=create_palette_texture( palette );
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use_texture( texture );
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if( !( shader = create_shader() ) )
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goto error_shader;
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gload_program( shader, vs, VERTEX );
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gload_program( shader, fs, FRAGMENT );
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if( !( shader_plain = create_shader() ) )
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goto error_shader_plain;
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gload_program( shader_plain, vs, VERTEX );
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gload_program( shader_plain, fs_plain, FRAGMENT );
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load_fix_matrix( shader, (float)WIDTH/HEIGHT );
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load_fix_matrix( shader_plain, (float)WIDTH/HEIGHT );
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/* Fill m_cube */
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/* Setup window */
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{
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float * n_cube, *d_cube;
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d_cube = generate_surface(16);
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n_cube = fill_normal( d_cube );
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if( !( m_cube = create_mesh( d_cube, n_cube, coordanate ) ) )
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goto error_mesh_cube;
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free( n_cube );
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free( d_cube);
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if(!(window = init_window(WIDTH, HEIGHT, wname)))
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goto error_window;
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use_window(window);
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set_clean_color_context(0x2E, 0x07, 0x3F);
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}
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/* Fill m_axis */
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/* Setup context */
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{
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if(!(init_context()))
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goto error_context;
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}
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/* Setup color texture */
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{
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texture=create_palette_texture(palette, 4);
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use_texture(texture);
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}
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/* Setup shader */
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{
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if(!(shader = create_shader()))
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goto error_shader;
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load_program_to_shader(shader, vs, VERTEX);
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load_program_to_shader(shader, fs, FRAGMENT);
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load_fix_matrix(shader, (float)WIDTH/HEIGHT);
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}
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/* Setup shader w/out illumination */
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{
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if(!(shader_plain = create_shader()))
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goto error_shader_plain;
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load_program_to_shader(shader_plain, vs, VERTEX);
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load_program_to_shader(shader_plain, fs_plain, FRAGMENT);
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load_fix_matrix(shader_plain, (float)WIDTH/HEIGHT);
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}
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/* Fill mesh of surface */
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{
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unsigned char m;
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float * n_surface, *d_surface;
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d_surface = generate_surface(16,&m);
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n_surface = fill_normal(d_surface);
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if( !(m_surface = create_mesh(d_surface, n_surface, coordanate)))
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goto error_mesh_surface;
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free(n_surface);
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free(d_surface);
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}
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/* Fill mesh of axis */
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{
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float * n_axis;
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n_axis = fill_normal( d_axis );
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if( !( m_axis = create_mesh( d_axis, n_axis, coordanate ) ) )
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n_axis = fill_normal(d_axis);
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if(!(m_axis = create_mesh(d_axis, n_axis, coordanate)))
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goto error_mesh_axis;
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free( n_axis );
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free(n_axis);
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}
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while( is_open_window( window ) )
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while(is_open_window(window))
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{
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quat_t q;
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q=poll_input( window );
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load_rot_matrix( shader, q );
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load_rot_matrix( shader_plain, q );
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q=poll_input(window);
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load_rot_matrix(shader, q);
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load_rot_matrix(shader_plain, q);
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clean_context();
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#ifndef DEBUG
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load_mdl_matrix( shader_plain, 0, 0 );
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draw_mesh( m_axis );
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load_mdl_matrix( shader_plain, 1, 1 );
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draw_mesh( m_axis );
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load_mdl_matrix( shader_plain, 2, 2 );
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draw_mesh( m_axis );
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load_mdl_matrix(shader_plain, 0, 0);
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draw_mesh( m_axis);
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load_mdl_matrix(shader_plain, 1, 1);
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draw_mesh(m_axis);
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load_mdl_matrix(shader_plain, 2, 2);
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draw_mesh(m_axis);
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load_mdl_matrix(shader, 0, 3);
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#else
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load_mdl_matrix(shader_plain, 0, 3);
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#endif
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load_mdl_matrix( shader, 0, 3 );
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draw_mesh( m_cube );
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draw_mesh(m_surface);
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}
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destroy_mesh( m_axis );
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destroy_mesh( m_cube );
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destroy_shader( shader_plain );
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destroy_shader( shader );
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destroy_texture( texture );
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close_window( window );
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destroy_mesh(m_axis);
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destroy_mesh(m_surface);
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destroy_shader(shader_plain);
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destroy_shader(shader);
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destroy_texture(texture);
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close_window(window);
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return 0;
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error_mesh_axis:
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destroy_mesh( m_cube );
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error_mesh_cube:
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destroy_shader( shader_plain );
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destroy_mesh(m_surface);
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error_mesh_surface:
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destroy_shader(shader_plain);
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error_shader_plain:
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destroy_shader( shader );
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destroy_shader(shader);
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error_shader:
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close_window( window );
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destroy_texture( texture );
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close_window(window);
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destroy_texture(texture);
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error_context:
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error_window:
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return 1;
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}
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