Change projection w/keyboard
This commit is contained in:
@@ -4,9 +4,6 @@
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void set_clean_color_context( unsigned char r, unsigned char g, unsigned char b )
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{
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glEnable( GL_DEPTH_TEST );
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glEnable( GL_CULL_FACE );
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glCullFace( GL_BACK );
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glClearColor( (float)r/0xff, (float)g/0xff, (float)b/0xff, 1.0 );
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}
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@@ -5,6 +5,7 @@ const char * vs =
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"layout (location = 1) in float aPos_y;"
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"layout (location = 2) in float aPos_z;"
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"layout (location = 3) in float aPos_w;"
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"layout (location = 4) in float aNormal_x;"
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"layout (location = 5) in float aNormal_y;"
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"layout (location = 6) in float aNormal_z;"
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@@ -63,7 +64,7 @@ const char * fs =
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" vec3 lightPos = vec3(0,0,-15);"
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" vec3 lightDir = normalize(lightPos - FragPos);"
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" float diffuse = max(dot(Normal, lightDir),0.0); "
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" float diffuse = abs(dot(Normal, lightDir)); "
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" FragColor = (0.5 + 0.5*diffuse)*color;"
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"}";
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49
src/input.c
49
src/input.c
@@ -18,15 +18,60 @@ vec3 axis[3] =
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{0, 0, 1},
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};
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extern struct projection projection;
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void __key_callback_input(GLFWwindow * window, int key, int scancode, int action, int mods )
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{
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if( action != GLFW_PRESS)
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return;
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if( GLFW_KEY_0 <= key && key <= GLFW_KEY_9 )
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if( GLFW_KEY_0<key && key<=GLFW_KEY_9 )
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{
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printf("%d\n", key-GLFW_KEY_0 );
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unsigned char selected_coord;
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selected_coord = key-GLFW_KEY_0-1;
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if( selected_coord >= projection.m )
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return;
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if( selected_coord == projection.x )
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return;
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if( selected_coord == projection.y )
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return;
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if( selected_coord == projection.z )
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return;
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selected_coord = projection.w;
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}
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if( projection.w >= projection.m )
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return;
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switch( key )
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{
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unsigned char tmp;
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case GLFW_KEY_P:
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tmp=projection.w;
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projection.w=projection.x;
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projection.x=tmp;
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break;
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case GLFW_KEY_O:
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tmp=projection.w;
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projection.w=projection.y;
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projection.y=tmp;
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break;
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case GLFW_KEY_I:
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tmp=projection.w;
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projection.w=projection.z;
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projection.z=tmp;
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break;
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}
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set_projection_mesh( projection );
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return;
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}
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void __window_callback_input(GLFWwindow * window, int w, int h)
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26
src/main.c
26
src/main.c
@@ -5,10 +5,12 @@
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#include <stdlib.h>
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#include <stdio.h>
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#define WIDTH 512
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#define HEIGHT 512
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float * generate_data_surface(unsigned int, unsigned char *);
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float * generate_normals_surface(float *, unsigned char);
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unsigned char palette[] =
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{
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0xEB,0xD3,0xF8,0xff,
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@@ -17,12 +19,15 @@ unsigned char palette[] =
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0x7A,0x1C,0xAC,0xff,
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};
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unsigned char coordanate[4] = {0,1,2,3};
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const char * wname = "manigraph: manifold grapher";
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float * generate_data_surface(unsigned int, unsigned char *);
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float * generate_normals_surface(float *, unsigned char);
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struct projection projection =
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{
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.x=0,
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.y=1,
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.z=2,
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.w=3,
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};
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void mlog( char * msg )
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{
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@@ -94,18 +99,25 @@ int main( void )
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float * n_surface, *d_surface;
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d_surface = generate_data_surface(16,&m);
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n_surface = generate_normals_surface(d_surface, m);
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if( !(m_surface = create_mesh(d_surface, n_surface, coordanate, m)))
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projection.m=m;
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if( !(m_surface = create_mesh(d_surface, n_surface, m)))
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{
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mlog("[MESH] Error al inicializar...\n");
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goto error_mesh_surface;
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}
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projection.mesh=m_surface;
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free(n_surface);
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free(d_surface);
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}
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mlog("[MESH] Inicializando...\n");
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{
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if(!(m_axis = create_mesh(d_axis, NULL, coordanate, 3)))
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if(!(m_axis = create_mesh(d_axis, NULL, 3)))
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{
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mlog("[MESH] Error al inicializar...\n");
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goto error_mesh_axis;
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21
src/main.h
21
src/main.h
@@ -12,6 +12,22 @@ typedef void * mesh_t;
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typedef float * quat_t;
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typedef float * mat4_t;
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/*
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This struct represent the proyection, where:
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mesh: data of surface.
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m: the dimention of the surface.
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x: the coordanate of the x axis.
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y: the coordanate of the y axis.
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z: the coordanate of the z axis.
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w: the coordanate of the w axis.
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*/
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struct projection
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{
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mesh_t mesh;
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unsigned char m, x, y, z, w;
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};
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/*
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Init window:
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w: default width;
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@@ -31,11 +47,12 @@ void close_window(window_t window);
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Create mesh:
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d: array of floats with the vertex data.
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n: array of floats with the normal data.
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coordanate: the number of the 3 axis that we are displaying.
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m: Dimention of mesh
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*/
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mesh_t create_mesh( float * d, float * n, unsigned char * coordanate, unsigned char m );
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mesh_t create_mesh( float * d, float * n, unsigned char m );
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void set_projection_mesh( struct projection );
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void destroy_mesh(mesh_t p);
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68
src/mesh.c
68
src/mesh.c
@@ -1,19 +1,49 @@
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#include "main.h"
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#include <GL/glew.h>
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#include <stdlib.h>
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#include <stdio.h>
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struct obj
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{
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unsigned int vertex, vao, n_vbo, d_vbo;
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};
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void set_projection_mesh( struct projection projection )
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{
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struct obj * p;
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p=projection.mesh;
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glBindVertexArray( p->vao );
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glBindBuffer( GL_ARRAY_BUFFER, p->d_vbo );
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glVertexAttribPointer( 0,1,GL_FLOAT, 0, projection.m*sizeof(float),
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(float*)(projection.x*sizeof(float)) );
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glVertexAttribPointer( 1,1,GL_FLOAT, 0, projection.m*sizeof(float),
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(float*)(projection.y*sizeof(float)) );
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glVertexAttribPointer( 2,1,GL_FLOAT, 0, projection.m*sizeof(float),
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(float*)(projection.z*sizeof(float)) );
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glVertexAttribPointer( 3,1,GL_FLOAT, 0, projection.m*sizeof(float),
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(float*)(projection.w*sizeof(float)) );
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glBindBuffer( GL_ARRAY_BUFFER, p->n_vbo );
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glVertexAttribPointer( 4,1,GL_FLOAT, 0, projection.m*sizeof(float),
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(float*)(projection.x*sizeof(float)) );
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glVertexAttribPointer( 5,1,GL_FLOAT, 0, projection.m*sizeof(float),
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(float*)(projection.y*sizeof(float)) );
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glVertexAttribPointer( 6,1,GL_FLOAT, 0, projection.m*sizeof(float),
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(float*)(projection.z*sizeof(float)) );
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glVertexAttribPointer( 7,1,GL_FLOAT, 0, projection.m*sizeof(float),
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(float*)(projection.w*sizeof(float)) );
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}
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/*
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In this function we load all the vertex and normal datas on two
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diferents buffers, so we can access the coordanates that we want
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to display using the layout location in GLSL.
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This trick can be done with glVertexAttribPointer.
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*/
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mesh_t create_mesh( float * d, float * n, unsigned char * coordanate, unsigned char m )
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mesh_t create_mesh( float * d, float * n, unsigned char m )
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{
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unsigned char i;
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struct obj * p;
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@@ -23,35 +53,41 @@ mesh_t create_mesh( float * d, float * n, unsigned char * coordanate, unsigned c
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p->vertex=(*d)/m;
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glGenVertexArrays( 1, &p->vao );
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glBindVertexArray( p->vao );
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glGenBuffers( 1, &p->d_vbo );
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glBindVertexArray( p->vao );
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glBindBuffer( GL_ARRAY_BUFFER, p->d_vbo );
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glBufferData( GL_ARRAY_BUFFER, p->vertex*m*sizeof(float), d+1,
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GL_STATIC_DRAW );
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for( i=0; i<4; ++i )
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if( n )
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{
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glVertexAttribPointer( i,1,GL_FLOAT, 0, m*sizeof(float),
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(float*)(coordanate[i]*sizeof(float)) );
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glEnableVertexAttribArray(i);
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glGenBuffers( 1, &p->n_vbo );
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glBindBuffer( GL_ARRAY_BUFFER, p->n_vbo );
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glBufferData( GL_ARRAY_BUFFER, p->vertex*m*sizeof(float), n+1,
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GL_STATIC_DRAW );
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}
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if( !n )
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return p;
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glGenBuffers( 1, &p->n_vbo );
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glBindBuffer( GL_ARRAY_BUFFER, p->n_vbo );
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glBufferData( GL_ARRAY_BUFFER, p->vertex*m*sizeof(float), n+1,
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GL_STATIC_DRAW );
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for( i=0; i<4; ++i )
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{
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glVertexAttribPointer( i+4,1,GL_FLOAT, 0, m*sizeof(float),
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(float*)(coordanate[i]*sizeof(float)) );
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glEnableVertexAttribArray(i);
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glEnableVertexAttribArray(i+4);
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}
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{
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struct projection projection =
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{
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.x=0,
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.y=1,
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.z=2,
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.w=3,
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};
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projection.m=m;
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projection.mesh=p;
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set_projection_mesh( projection );
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}
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return p;
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}
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@@ -53,7 +53,7 @@ float * generate_data_surface(int grid_size, unsigned char *m )
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f = klein;
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*m = 4;
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size = grid_size*grid_size*12*(*m);
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size = grid_size*grid_size*6*(*m);
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d_surface = malloc((size+1)*sizeof(float));
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d_surface[0] = size;
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@@ -70,22 +70,6 @@ float * generate_data_surface(int grid_size, unsigned char *m )
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f(&d_surface[k + 1], i + 1, j + 1, grid_size);
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k+=*m;
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// triangle 1, Back
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f(&d_surface[k + 1], i + 1, j + 1, grid_size);
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k+=*m;
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f(&d_surface[k + 1], i + 1, j, grid_size);
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k+=*m;
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f(&d_surface[k + 1], i, j, grid_size);
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k+=*m;
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// triangle 2, Frontt
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f(&d_surface[k + 1], i + 1, j + 1, grid_size);
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k+=*m;
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f(&d_surface[k + 1], i, j + 1, grid_size);
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k+=*m;
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f(&d_surface[k + 1], i, j, grid_size);
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k+=*m;
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// triangle 2, Back
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f(&d_surface[k + 1], i, j, grid_size);
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k+=*m;
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