Add .clang-format and .gitignore
This commit is contained in:
@@ -1,19 +1,13 @@
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#include "main.h"
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#include <GL/glew.h>
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void set_clean_color_context( unsigned char r, unsigned char g, unsigned char b )
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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_DEPTH_TEST);
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glClearColor( (float)r/0xff, (float)g/0xff, (float)b/0xff, 1.0 );
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glClearColor((float)r / 0xff, (float)g / 0xff, (float)b / 0xff, 1.0);
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}
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int init_context( void )
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{
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return glewInit() == GLEW_OK;
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}
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int init_context(void) { return glewInit() == GLEW_OK; }
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void clean_context( void )
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{
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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}
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void clean_context(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); }
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95
src/input.c
95
src/input.c
@@ -1,9 +1,9 @@
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#include "main.h"
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#include <cglm/quat.h>
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#include <GLFW/glfw3.h>
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#include <cglm/quat.h>
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#include <stdio.h>
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#define ANGLE ((float)0x01/0xff*2*GLM_PI)
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#define ANGLE ((float)0x01 / 0xff * 2 * GLM_PI)
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unsigned char selected_axis = 0;
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int window_width;
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@@ -11,8 +11,7 @@ int window_height;
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versor q = GLM_QUAT_IDENTITY_INIT;
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vec3 axis[3] =
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{
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vec3 axis[3] = {
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{1, 0, 0},
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{0, 1, 0},
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{0, 0, 1},
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@@ -20,61 +19,59 @@ vec3 axis[3] =
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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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void __key_callback_input(
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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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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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unsigned char selected_coord;
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selected_coord = key-GLFW_KEY_0-1;
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selected_coord = key - GLFW_KEY_0 - 1;
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if( selected_coord >= projection.m )
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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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if (selected_coord == projection.x)
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return;
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if( selected_coord == projection.y )
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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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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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if (projection.w >= projection.m)
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return;
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switch( key )
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switch (key)
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{
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unsigned char tmp;
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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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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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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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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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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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void __window_callback_input(GLFWwindow *window, int w, int h)
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{
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int m;
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@@ -85,32 +82,33 @@ void __window_callback_input(GLFWwindow * window, int w, int h)
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glViewport((w - m) / 2, (h - m) / 2, m, m);
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}
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void __mouse_callback_input(GLFWwindow* window, int button, int action, int mods)
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void __mouse_callback_input(
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GLFWwindow *window, int button, int action, int mods)
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{
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unsigned char green_value;
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double xpos, ypos;
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if( button != GLFW_MOUSE_BUTTON_LEFT || action != GLFW_PRESS )
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return;
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if (button != GLFW_MOUSE_BUTTON_LEFT || action != GLFW_PRESS)
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return;
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glfwGetCursorPos(window, &xpos, &ypos);
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glReadPixels((int)xpos, (int)(window_height - ypos), 1, 1, GL_GREEN,
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glReadPixels((int)xpos, (int)(window_height - ypos), 1, 1, GL_GREEN,
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GL_UNSIGNED_BYTE, &green_value);
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switch(green_value)
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switch (green_value)
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{
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case 0xD3:
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case 0xD4:
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case 0xD5:
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selected_axis = green_value-0xD3;
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selected_axis = green_value - 0xD3;
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}
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}
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void __scroll_callback_input(GLFWwindow* window, double xoffset, double yoffset)
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void __scroll_callback_input(GLFWwindow *window, double xoffset, double yoffset)
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{
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versor p = GLM_QUAT_IDENTITY_INIT;
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glm_quatv(p, yoffset*ANGLE, axis[selected_axis]);
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glm_quatv(p, yoffset * ANGLE, axis[selected_axis]);
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glm_quat_mul(p, q, q);
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glm_quat_rotatev(p, axis[0], axis[0]);
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@@ -122,43 +120,42 @@ quat_t poll_input(window_t window)
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{
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versor p = GLM_QUAT_IDENTITY_INIT;
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if( glfwGetKey((GLFWwindow*)window, 'Q') == GLFW_PRESS )
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if (glfwGetKey((GLFWwindow *)window, 'Q') == GLFW_PRESS)
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{
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glm_quatv(p, ANGLE, axis[0]);
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goto end;
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}
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if( glfwGetKey((GLFWwindow*)window, 'W') == GLFW_PRESS )
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if (glfwGetKey((GLFWwindow *)window, 'W') == GLFW_PRESS)
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{
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glm_quatv(p, -ANGLE, axis[0]);
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goto end;
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}
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if( glfwGetKey((GLFWwindow*)window, 'A') == GLFW_PRESS )
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if (glfwGetKey((GLFWwindow *)window, 'A') == GLFW_PRESS)
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{
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glm_quatv(p, ANGLE, axis[1]);
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goto end;
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}
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if( glfwGetKey((GLFWwindow*)window, 'S') == GLFW_PRESS )
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if (glfwGetKey((GLFWwindow *)window, 'S') == GLFW_PRESS)
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{
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glm_quatv(p, -ANGLE, axis[1]);
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goto end;
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}
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if( glfwGetKey((GLFWwindow*)window, 'Z') == GLFW_PRESS )
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if (glfwGetKey((GLFWwindow *)window, 'Z') == GLFW_PRESS)
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{
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glm_quatv(p, ANGLE, axis[2]);
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goto end;
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}
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if( glfwGetKey((GLFWwindow*)window, 'X') == GLFW_PRESS )
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if (glfwGetKey((GLFWwindow *)window, 'X') == GLFW_PRESS)
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{
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glm_quatv(p, -ANGLE, axis[2]);
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goto end;
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}
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end:
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glm_quat_mul( p, q, q );
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glm_quat_rotatev( p, axis[0], axis[0] );
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glm_quat_rotatev( p, axis[1], axis[1] );
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glm_quat_rotatev( p, axis[2], axis[2] );
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glm_quat_normalize( q );
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glm_quat_mul(p, q, q);
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glm_quat_rotatev(p, axis[0], axis[0]);
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glm_quat_rotatev(p, axis[1], axis[1]);
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glm_quat_rotatev(p, axis[2], axis[2]);
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glm_quat_normalize(q);
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return q;
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}
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90
src/main.c
Executable file → Normal file
90
src/main.c
Executable file → Normal file
@@ -2,41 +2,51 @@
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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 <stdio.h>
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#include <stdlib.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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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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0xEB,0xD4,0xF8,0xff,
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0xEB,0xD5,0xF8,0xff,
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0x7A,0x1C,0xAC,0xff,
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unsigned char palette[] = {
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0xEB,
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0xD3,
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0xF8,
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0xff,
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0xEB,
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0xD4,
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0xF8,
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0xff,
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0xEB,
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0xD5,
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0xF8,
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0xff,
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0x7A,
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0x1C,
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0xAC,
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0xff,
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};
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const char * wname = "manigraph: manifold grapher";
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const char *wname = "manigraph: manifold grapher";
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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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struct projection projection = {
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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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void mlog(char *msg)
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{
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#ifdef DEBUG
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printf(msg);
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#endif
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}
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int main( void )
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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_surface, m_axis;
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@@ -44,7 +54,7 @@ int main( void )
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mlog("[VENTANA] Inicializando...\n");
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{
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if(!(window = init_window(WIDTH, HEIGHT, wname)))
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if (!(window = init_window(WIDTH, HEIGHT, wname)))
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{
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mlog("[VENTANA] Error al inicializar...\n");
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goto error_window;
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@@ -56,88 +66,87 @@ int main( void )
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mlog("[CONTEXT] Inicializando...\n");
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{
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if(!(init_context()))
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if (!(init_context()))
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{
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mlog("[CONTEXT] Error al inicializar...\n");
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goto error_context;
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goto error_context;
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}
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}
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mlog("[TEXTURE] Inicializando...\n");
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{
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texture=create_palette_texture(palette, 4);
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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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mlog("[SHADER] Inicializando...\n");
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{
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if(!(shader = create_shader()))
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{
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if (!(shader = create_shader()))
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{
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mlog("[SHADER] Error al inicializar...\n");
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goto error_shader;
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}
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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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load_fix_matrix(shader, (float)WIDTH / HEIGHT);
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}
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mlog("[SHADER] Inicializando...\n");
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{
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if(!(shader_plain = create_shader()))
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if (!(shader_plain = create_shader()))
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{
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mlog("[SHADER] Error al inicializar...\n");
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goto error_shader_plain;
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}
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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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load_fix_matrix(shader_plain, (float)WIDTH / HEIGHT);
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}
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mlog("[MESH] Inicializando...\n");
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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_data_surface(16,&m);
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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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projection.m=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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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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goto error_mesh_surface;
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||||
}
|
||||
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projection.mesh=m_surface;
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||||
projection.mesh = m_surface;
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||||
|
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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, 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;
|
||||
goto error_mesh_axis;
|
||||
}
|
||||
}
|
||||
|
||||
mlog("[MAIN LOOP] Inicializando...\n");
|
||||
while(is_open_window(window))
|
||||
while (is_open_window(window))
|
||||
{
|
||||
quat_t q;
|
||||
|
||||
q=poll_input(window);
|
||||
q = poll_input(window);
|
||||
load_rot_matrix(shader, q);
|
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load_rot_matrix(shader_plain, q);
|
||||
|
||||
|
||||
clean_context();
|
||||
|
||||
#ifndef DEBUG
|
||||
load_mdl_matrix(shader_plain, 0, 0);
|
||||
draw_mesh( m_axis);
|
||||
draw_mesh(m_axis);
|
||||
load_mdl_matrix(shader_plain, 1, 1);
|
||||
draw_mesh(m_axis);
|
||||
load_mdl_matrix(shader_plain, 2, 2);
|
||||
@@ -164,7 +173,6 @@ int main( void )
|
||||
close_window(window);
|
||||
return 0;
|
||||
|
||||
|
||||
mlog("[MESH] Destruyendo...\n");
|
||||
destroy_mesh(m_axis);
|
||||
error_mesh_axis:
|
||||
|
||||
51
src/matrix.c
51
src/matrix.c
@@ -1,51 +1,50 @@
|
||||
#include "main.h"
|
||||
#include <cglm/mat4.h>
|
||||
#include <cglm/cam.h>
|
||||
#include <cglm/mat4.h>
|
||||
#include <cglm/quat.h>
|
||||
|
||||
mat4 ortho[] =
|
||||
{
|
||||
mat4 ortho[] = {
|
||||
{
|
||||
{ 1, 0, 0, 0 },
|
||||
{ 0, 1, 0, 0 },
|
||||
{ 0, 0, 1, 0 },
|
||||
{ 0, 0, 0, 1 },
|
||||
{1, 0, 0, 0},
|
||||
{0, 1, 0, 0},
|
||||
{0, 0, 1, 0},
|
||||
{0, 0, 0, 1},
|
||||
},
|
||||
{
|
||||
{ 0, 1, 0, 0 },
|
||||
{-1, 0, 0, 0 },
|
||||
{ 0, 0, 1, 0 },
|
||||
{ 0, 0, 0, 1 },
|
||||
{0, 1, 0, 0},
|
||||
{-1, 0, 0, 0},
|
||||
{0, 0, 1, 0},
|
||||
{0, 0, 0, 1},
|
||||
},
|
||||
{
|
||||
{ 0, 0, 1, 0 },
|
||||
{ 0, 1, 0, 0 },
|
||||
{-1, 0, 0, 0 },
|
||||
{ 0, 0, 0, 1 },
|
||||
{0, 0, 1, 0},
|
||||
{0, 1, 0, 0},
|
||||
{-1, 0, 0, 0},
|
||||
{0, 0, 0, 1},
|
||||
},
|
||||
};
|
||||
|
||||
void load_fix_matrix( id_t shader, float ratio )
|
||||
void load_fix_matrix(id_t shader, float ratio)
|
||||
{
|
||||
mat4 m, n;
|
||||
const int d = 7;
|
||||
|
||||
glm_lookat( (vec3){0,0,-d}, (vec3){0,0,0}, (vec3){0,1,0}, m );
|
||||
glm_perspective( CGLM_PI/4, ratio, d-3, d+3, n );
|
||||
glm_mat4_mul( n, m, m );
|
||||
glm_lookat((vec3){0, 0, -d}, (vec3){0, 0, 0}, (vec3){0, 1, 0}, m);
|
||||
glm_perspective(CGLM_PI / 4, ratio, d - 3, d + 3, n);
|
||||
glm_mat4_mul(n, m, m);
|
||||
|
||||
load_mat4_to_shader( shader, "fix", (mat4_t) m );
|
||||
load_mat4_to_shader(shader, "fix", (mat4_t)m);
|
||||
}
|
||||
|
||||
void load_mdl_matrix( id_t shader, unsigned char i, unsigned char c )
|
||||
void load_mdl_matrix(id_t shader, unsigned char i, unsigned char c)
|
||||
{
|
||||
load_float_to_shader( shader, "idx", c );
|
||||
load_mat4_to_shader( shader, "mdl", (mat4_t)ortho[i] );
|
||||
load_float_to_shader(shader, "idx", c);
|
||||
load_mat4_to_shader(shader, "mdl", (mat4_t)ortho[i]);
|
||||
}
|
||||
|
||||
void load_rot_matrix( id_t shader, quat_t q )
|
||||
void load_rot_matrix(id_t shader, quat_t q)
|
||||
{
|
||||
mat4 m;
|
||||
glm_quat_mat4( q, m );
|
||||
load_mat4_to_shader( shader, "rot", (mat4_t)m );
|
||||
glm_quat_mat4(q, m);
|
||||
load_mat4_to_shader(shader, "rot", (mat4_t)m);
|
||||
}
|
||||
|
||||
129
src/mesh.c
Executable file → Normal file
129
src/mesh.c
Executable file → Normal file
@@ -1,118 +1,117 @@
|
||||
#include "main.h"
|
||||
#include <GL/glew.h>
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
struct obj
|
||||
struct obj
|
||||
{
|
||||
unsigned int vertex, vao, n_vbo, d_vbo;
|
||||
};
|
||||
|
||||
void set_projection_mesh( struct projection projection )
|
||||
void set_projection_mesh(struct projection projection)
|
||||
{
|
||||
struct obj * p;
|
||||
p=projection.mesh;
|
||||
struct obj *p;
|
||||
p = projection.mesh;
|
||||
|
||||
glBindVertexArray( p->vao );
|
||||
glBindVertexArray(p->vao);
|
||||
|
||||
glBindBuffer( GL_ARRAY_BUFFER, p->d_vbo );
|
||||
glVertexAttribPointer( 0,1,GL_FLOAT, 0, projection.m*sizeof(float),
|
||||
(float*)(projection.x*sizeof(float)) );
|
||||
glVertexAttribPointer( 1,1,GL_FLOAT, 0, projection.m*sizeof(float),
|
||||
(float*)(projection.y*sizeof(float)) );
|
||||
glVertexAttribPointer( 2,1,GL_FLOAT, 0, projection.m*sizeof(float),
|
||||
(float*)(projection.z*sizeof(float)) );
|
||||
glVertexAttribPointer( 3,1,GL_FLOAT, 0, projection.m*sizeof(float),
|
||||
(float*)(projection.w*sizeof(float)) );
|
||||
glBindBuffer(GL_ARRAY_BUFFER, p->d_vbo);
|
||||
glVertexAttribPointer(0, 1, GL_FLOAT, 0, projection.m * sizeof(float),
|
||||
(float *)(projection.x * sizeof(float)));
|
||||
glVertexAttribPointer(1, 1, GL_FLOAT, 0, projection.m * sizeof(float),
|
||||
(float *)(projection.y * sizeof(float)));
|
||||
glVertexAttribPointer(2, 1, GL_FLOAT, 0, projection.m * sizeof(float),
|
||||
(float *)(projection.z * sizeof(float)));
|
||||
glVertexAttribPointer(3, 1, GL_FLOAT, 0, projection.m * sizeof(float),
|
||||
(float *)(projection.w * sizeof(float)));
|
||||
|
||||
glBindBuffer( GL_ARRAY_BUFFER, p->n_vbo );
|
||||
glVertexAttribPointer( 4,1,GL_FLOAT, 0, projection.m*sizeof(float),
|
||||
(float*)(projection.x*sizeof(float)) );
|
||||
glVertexAttribPointer( 5,1,GL_FLOAT, 0, projection.m*sizeof(float),
|
||||
(float*)(projection.y*sizeof(float)) );
|
||||
glVertexAttribPointer( 6,1,GL_FLOAT, 0, projection.m*sizeof(float),
|
||||
(float*)(projection.z*sizeof(float)) );
|
||||
glVertexAttribPointer( 7,1,GL_FLOAT, 0, projection.m*sizeof(float),
|
||||
(float*)(projection.w*sizeof(float)) );
|
||||
glBindBuffer(GL_ARRAY_BUFFER, p->n_vbo);
|
||||
glVertexAttribPointer(4, 1, GL_FLOAT, 0, projection.m * sizeof(float),
|
||||
(float *)(projection.x * sizeof(float)));
|
||||
glVertexAttribPointer(5, 1, GL_FLOAT, 0, projection.m * sizeof(float),
|
||||
(float *)(projection.y * sizeof(float)));
|
||||
glVertexAttribPointer(6, 1, GL_FLOAT, 0, projection.m * sizeof(float),
|
||||
(float *)(projection.z * sizeof(float)));
|
||||
glVertexAttribPointer(7, 1, GL_FLOAT, 0, projection.m * sizeof(float),
|
||||
(float *)(projection.w * sizeof(float)));
|
||||
}
|
||||
|
||||
/*
|
||||
/*
|
||||
In this function we load all the vertex and normal datas on two
|
||||
diferents buffers, so we can access the coordanates that we want
|
||||
diferents buffers, so we can access the coordanates that we want
|
||||
to display using the layout location in GLSL.
|
||||
This trick can be done with glVertexAttribPointer.
|
||||
*/
|
||||
|
||||
mesh_t create_mesh( float * d, float * n, unsigned char m )
|
||||
mesh_t create_mesh(float *d, float *n, unsigned char m)
|
||||
{
|
||||
unsigned char i;
|
||||
struct obj * p;
|
||||
struct obj *p;
|
||||
|
||||
p=malloc(sizeof(struct obj));
|
||||
p = malloc(sizeof(struct obj));
|
||||
|
||||
p->vertex=(*d)/m;
|
||||
p->vertex = (*d) / m;
|
||||
|
||||
glGenVertexArrays( 1, &p->vao );
|
||||
glBindVertexArray( p->vao );
|
||||
glGenVertexArrays(1, &p->vao);
|
||||
glBindVertexArray(p->vao);
|
||||
|
||||
glGenBuffers( 1, &p->d_vbo );
|
||||
glBindBuffer( GL_ARRAY_BUFFER, p->d_vbo );
|
||||
glBufferData( GL_ARRAY_BUFFER, p->vertex*m*sizeof(float), d+1,
|
||||
GL_STATIC_DRAW );
|
||||
glGenBuffers(1, &p->d_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, p->d_vbo);
|
||||
glBufferData(
|
||||
GL_ARRAY_BUFFER, p->vertex * m * sizeof(float), d + 1, GL_STATIC_DRAW);
|
||||
|
||||
if( n )
|
||||
if (n)
|
||||
{
|
||||
glGenBuffers( 1, &p->n_vbo );
|
||||
glBindBuffer( GL_ARRAY_BUFFER, p->n_vbo );
|
||||
glBufferData( GL_ARRAY_BUFFER, p->vertex*m*sizeof(float), n+1,
|
||||
GL_STATIC_DRAW );
|
||||
glGenBuffers(1, &p->n_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, p->n_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, p->vertex * m * sizeof(float), n + 1,
|
||||
GL_STATIC_DRAW);
|
||||
}
|
||||
|
||||
for( i=0; i<4; ++i )
|
||||
for (i = 0; i < 4; ++i)
|
||||
{
|
||||
glEnableVertexAttribArray(i);
|
||||
glEnableVertexAttribArray(i+4);
|
||||
glEnableVertexAttribArray(i + 4);
|
||||
}
|
||||
|
||||
{
|
||||
struct projection projection =
|
||||
{
|
||||
.x=0,
|
||||
.y=1,
|
||||
.z=2,
|
||||
.w=3,
|
||||
struct projection projection = {
|
||||
.x = 0,
|
||||
.y = 1,
|
||||
.z = 2,
|
||||
.w = 3,
|
||||
};
|
||||
|
||||
projection.m=m;
|
||||
projection.mesh=p;
|
||||
set_projection_mesh( projection );
|
||||
}
|
||||
projection.m = m;
|
||||
projection.mesh = p;
|
||||
set_projection_mesh(projection);
|
||||
}
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
void destroy_mesh( mesh_t p )
|
||||
void destroy_mesh(mesh_t p)
|
||||
{
|
||||
struct obj * obj ;
|
||||
struct obj *obj;
|
||||
obj = p;
|
||||
glDeleteVertexArrays( 1, &obj->vao );
|
||||
glDeleteBuffers( 1, &obj->d_vbo );
|
||||
glDeleteBuffers( 1, &obj->n_vbo );
|
||||
free( p );
|
||||
glDeleteVertexArrays(1, &obj->vao);
|
||||
glDeleteBuffers(1, &obj->d_vbo);
|
||||
glDeleteBuffers(1, &obj->n_vbo);
|
||||
free(p);
|
||||
}
|
||||
|
||||
void draw_mesh( mesh_t p )
|
||||
void draw_mesh(mesh_t p)
|
||||
{
|
||||
struct obj * obj=p;
|
||||
struct obj *obj = p;
|
||||
|
||||
glBindVertexArray( obj->vao );
|
||||
glBindVertexArray(obj->vao);
|
||||
#ifdef DEBUG
|
||||
{
|
||||
int i;
|
||||
for( i=0; i<obj->vertex;i+=3 )
|
||||
glDrawArrays(GL_LINE_LOOP, i, 3 );
|
||||
for (i = 0; i < obj->vertex; i += 3)
|
||||
glDrawArrays(GL_LINE_LOOP, i, 3);
|
||||
}
|
||||
#else
|
||||
glDrawArrays(GL_TRIANGLES, 0, obj->vertex );
|
||||
glDrawArrays(GL_TRIANGLES, 0, obj->vertex);
|
||||
#endif
|
||||
}
|
||||
|
||||
51
src/shader.c
51
src/shader.c
@@ -5,47 +5,34 @@
|
||||
#include <stdio.h>
|
||||
#endif
|
||||
|
||||
void destroy_shader( unsigned int shader )
|
||||
{
|
||||
return glDeleteProgram( shader );
|
||||
}
|
||||
void destroy_shader(unsigned int shader) { return glDeleteProgram(shader); }
|
||||
|
||||
unsigned int create_shader( void )
|
||||
{
|
||||
return glCreateProgram();
|
||||
}
|
||||
unsigned int create_shader(void) { return glCreateProgram(); }
|
||||
|
||||
void use_shader( unsigned int program )
|
||||
{
|
||||
return glUseProgram( program );
|
||||
}
|
||||
void use_shader(unsigned int program) { return glUseProgram(program); }
|
||||
|
||||
unsigned char load_program_to_shader( unsigned int program, const char * src,
|
||||
unsigned int i )
|
||||
unsigned char load_program_to_shader(
|
||||
unsigned int program, const char *src, unsigned int i)
|
||||
{
|
||||
int shader, status;
|
||||
unsigned int type[] =
|
||||
{
|
||||
[VERTEX]=GL_VERTEX_SHADER,
|
||||
[FRAGMENT]=GL_FRAGMENT_SHADER
|
||||
};
|
||||
unsigned int type[] = {
|
||||
[VERTEX] = GL_VERTEX_SHADER, [FRAGMENT] = GL_FRAGMENT_SHADER};
|
||||
|
||||
|
||||
if( !src )
|
||||
if (!src)
|
||||
return 0;
|
||||
|
||||
shader = glCreateShader(type[i]);
|
||||
glShaderSource( shader, 1, (const GLchar **)&src, ((void*)0 ));
|
||||
glShaderSource(shader, 1, (const GLchar **)&src, ((void *)0));
|
||||
glCompileShader(shader);
|
||||
|
||||
glGetShaderiv( shader, GL_COMPILE_STATUS, &status );
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
|
||||
|
||||
if( !status )
|
||||
if (!status)
|
||||
{
|
||||
#ifdef DEBUG
|
||||
char log[256];
|
||||
glGetShaderInfoLog( shader, 256, NULL, log );
|
||||
printf( "%s", log );
|
||||
glGetShaderInfoLog(shader, 256, NULL, log);
|
||||
printf("%s", log);
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
@@ -56,14 +43,14 @@ unsigned char load_program_to_shader( unsigned int program, const char * src,
|
||||
return 1;
|
||||
}
|
||||
|
||||
void load_float_to_shader( unsigned int program, char * var, float f )
|
||||
void load_float_to_shader(unsigned int program, char *var, float f)
|
||||
{
|
||||
glUseProgram( program );
|
||||
glUniform1f( glGetUniformLocation( program, var ), f );
|
||||
glUseProgram(program);
|
||||
glUniform1f(glGetUniformLocation(program, var), f);
|
||||
}
|
||||
|
||||
void load_mat4_to_shader( unsigned int program, char * var, float * mat )
|
||||
void load_mat4_to_shader(unsigned int program, char *var, float *mat)
|
||||
{
|
||||
glUseProgram( program );
|
||||
glUniformMatrix4fv( glGetUniformLocation( program, var ), 1, 0, mat );
|
||||
glUseProgram(program);
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, var), 1, 0, mat);
|
||||
}
|
||||
|
||||
119
src/surface.c
119
src/surface.c
@@ -9,12 +9,11 @@
|
||||
#define M_PI 3.14159265358979323846
|
||||
#endif
|
||||
|
||||
|
||||
void mobius(float *d_surface, int i, int j, int grid_size)
|
||||
{
|
||||
const float width = 0.5;
|
||||
float u = (2*M_PI) * ((float)i/grid_size );
|
||||
float v = (2*width) * ((float)j/grid_size ) - width;
|
||||
float u = (2 * M_PI) * ((float)i / grid_size);
|
||||
float v = (2 * width) * ((float)j / grid_size) - width;
|
||||
|
||||
d_surface[0] = cos(u) + v * cos(u / 2) * cos(u);
|
||||
d_surface[1] = sin(u) + v * cos(u / 2) * sin(u);
|
||||
@@ -23,97 +22,95 @@ void mobius(float *d_surface, int i, int j, int grid_size)
|
||||
|
||||
void torus(float *d_surface, int i, int j, int grid_size)
|
||||
{
|
||||
float u = (2*M_PI) * ((float)i/grid_size );
|
||||
float v = (2*M_PI) * ((float)j/grid_size );
|
||||
float u = (2 * M_PI) * ((float)i / grid_size);
|
||||
float v = (2 * M_PI) * ((float)j / grid_size);
|
||||
|
||||
d_surface[0] = (1 + 0.5*cos(v))*cos(u);
|
||||
d_surface[1] = (1 + 0.5*cos(v))*sin(u);
|
||||
d_surface[2] = 0.5*sin(v);
|
||||
d_surface[0] = (1 + 0.5 * cos(v)) * cos(u);
|
||||
d_surface[1] = (1 + 0.5 * cos(v)) * sin(u);
|
||||
d_surface[2] = 0.5 * sin(v);
|
||||
}
|
||||
|
||||
void klein(float *d_surface, int i, int j, int grid_size)
|
||||
{
|
||||
float u = (2*M_PI) * ((float)i/grid_size );
|
||||
float v = (2*M_PI) * ((float)j/grid_size );
|
||||
float u = (2 * M_PI) * ((float)i / grid_size);
|
||||
float v = (2 * M_PI) * ((float)j / grid_size);
|
||||
|
||||
d_surface[0] = (0.5*cos(v) + 0.5) * cos(u);
|
||||
d_surface[1] = (0.5*cos(v) + 0.5) * sin(u);
|
||||
d_surface[2] = sin(v) * cos(u/2);
|
||||
d_surface[3] = sin(v)*sin(u/2);
|
||||
d_surface[0] = (0.5 * cos(v) + 0.5) * cos(u);
|
||||
d_surface[1] = (0.5 * cos(v) + 0.5) * sin(u);
|
||||
d_surface[2] = sin(v) * cos(u / 2);
|
||||
d_surface[3] = sin(v) * sin(u / 2);
|
||||
}
|
||||
|
||||
typedef void(*function_t)(float*,int, int, int);
|
||||
typedef void (*function_t)(float *, int, int, int);
|
||||
|
||||
float * generate_data_surface(int grid_size, unsigned char *m )
|
||||
float *generate_data_surface(int grid_size, unsigned char *m)
|
||||
{
|
||||
unsigned int i,j,k=0;
|
||||
unsigned int i, j, k = 0;
|
||||
long size;
|
||||
function_t f;
|
||||
float * d_surface;
|
||||
float *d_surface;
|
||||
|
||||
f = klein;
|
||||
*m = 4;
|
||||
size = grid_size*grid_size*6*(*m);
|
||||
d_surface = malloc((size+1)*sizeof(float));
|
||||
size = grid_size * grid_size * 6 * (*m);
|
||||
d_surface = malloc((size + 1) * sizeof(float));
|
||||
d_surface[0] = size;
|
||||
|
||||
|
||||
for( i = 0; i < grid_size; i++)
|
||||
{
|
||||
for( j = 0; j < grid_size; j++)
|
||||
for (i = 0; i < grid_size; i++)
|
||||
{
|
||||
for (j = 0; j < grid_size; j++)
|
||||
{
|
||||
// triangle 1, Front
|
||||
f(&d_surface[k + 1], i, j, grid_size);
|
||||
k+=*m;
|
||||
k += *m;
|
||||
f(&d_surface[k + 1], i + 1, j, grid_size);
|
||||
k+=*m;
|
||||
k += *m;
|
||||
f(&d_surface[k + 1], i + 1, j + 1, grid_size);
|
||||
k+=*m;
|
||||
k += *m;
|
||||
|
||||
// triangle 2, Back
|
||||
f(&d_surface[k + 1], i, j, grid_size);
|
||||
k+=*m;
|
||||
k += *m;
|
||||
f(&d_surface[k + 1], i, j + 1, grid_size);
|
||||
k+=*m;
|
||||
k += *m;
|
||||
f(&d_surface[k + 1], i + 1, j + 1, grid_size);
|
||||
k+=*m;
|
||||
k += *m;
|
||||
}
|
||||
}
|
||||
|
||||
return d_surface;
|
||||
}
|
||||
|
||||
static
|
||||
void __calculate_normal(float* p1, float* p2, float* p3,float* normal, unsigned char n)
|
||||
static void __calculate_normal(
|
||||
float *p1, float *p2, float *p3, float *normal, unsigned char n)
|
||||
{
|
||||
float alpha;
|
||||
vec4 v1, v2, v3;
|
||||
vec4 u1, u2, u3;
|
||||
|
||||
vec4 u1, u2, u3;
|
||||
|
||||
switch (n)
|
||||
{
|
||||
case 3:
|
||||
|
||||
glm_vec3_sub(p2, p1, v1);
|
||||
glm_vec3_sub(p3, p1, v2);
|
||||
glm_vec3_sub(p2, p1, v1);
|
||||
glm_vec3_sub(p3, p1, v2);
|
||||
|
||||
glm_vec3_cross(v1, v2, normal);
|
||||
glm_vec3_cross(v1, v2, normal);
|
||||
glm_vec3_normalize(normal);
|
||||
return;
|
||||
|
||||
case 4:
|
||||
|
||||
/*
|
||||
In Grant-Shmidth we need 3 linearly independian vector that forms a basis,
|
||||
so we can have a ortonormal version of that basis, since, we must have
|
||||
v1 = p3 - p1
|
||||
v2 = p2 - p1
|
||||
Then v3 = p1, will most certantly be linerly independiant to v1 and v2.
|
||||
/*
|
||||
In Grant-Shmidth we need 3 linearly independian vector that forms a
|
||||
basis, so we can have a ortonormal version of that basis, since, we
|
||||
must have v1 = p3 - p1 v2 = p2 - p1 Then v3 = p1, will most certantly
|
||||
be linerly independiant to v1 and v2.
|
||||
*/
|
||||
glm_vec4_sub(p2, p1, v1);
|
||||
glm_vec4_sub(p3, p1, v2);
|
||||
glm_vec4_copy(p1, v3);
|
||||
|
||||
glm_vec4_sub(p2, p1, v1);
|
||||
glm_vec4_sub(p3, p1, v2);
|
||||
glm_vec4_copy(p1, v3);
|
||||
|
||||
/* Setup U1 */
|
||||
{
|
||||
glm_vec4_copy(v1, u1);
|
||||
@@ -126,7 +123,7 @@ void __calculate_normal(float* p1, float* p2, float* p3,float* normal, unsigned
|
||||
alpha = glm_vec4_dot(v2, u1) / glm_vec4_dot(u1, u1);
|
||||
glm_vec4_scale(u1, alpha, proj);
|
||||
|
||||
glm_vec4_sub(v2, proj, u2);
|
||||
glm_vec4_sub(v2, proj, u2);
|
||||
}
|
||||
|
||||
/* Setup U3 */
|
||||
@@ -135,35 +132,35 @@ void __calculate_normal(float* p1, float* p2, float* p3,float* normal, unsigned
|
||||
|
||||
alpha = glm_vec4_dot(v3, u1) / glm_vec4_dot(u1, u1);
|
||||
glm_vec4_scale(u1, alpha, proj1);
|
||||
|
||||
|
||||
alpha = glm_vec4_dot(v3, u2) / glm_vec4_dot(u2, u2);
|
||||
glm_vec4_scale(u2, alpha, proj2);
|
||||
|
||||
|
||||
glm_vec4_sub(v3, proj1, u3);
|
||||
glm_vec4_sub(u3, proj2, u3);
|
||||
}
|
||||
|
||||
|
||||
glm_vec4_copy(u3, normal);
|
||||
glm_vec4_normalize(normal);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float * generate_normals_surface( float * d, unsigned char m )
|
||||
float *generate_normals_surface(float *d, unsigned char m)
|
||||
{
|
||||
float * n;
|
||||
n = malloc( (*d+1)*sizeof(float));
|
||||
float *n;
|
||||
n = malloc((*d + 1) * sizeof(float));
|
||||
*n = *d;
|
||||
for (int i = 0; i < *d; i += 3*m)
|
||||
for (int i = 0; i < *d; i += 3 * m)
|
||||
{
|
||||
|
||||
vec4 norm_vec;
|
||||
|
||||
__calculate_normal((d+1)+i, (d+1)+i+m, (d+1)+i+2*m, norm_vec, m);
|
||||
glm_vec3_copy( norm_vec, (n+1)+i );
|
||||
glm_vec3_copy( norm_vec, (n+1)+i+m );
|
||||
glm_vec3_copy( norm_vec, (n+1)+i+2*m );
|
||||
__calculate_normal(
|
||||
(d + 1) + i, (d + 1) + i + m, (d + 1) + i + 2 * m, norm_vec, m);
|
||||
glm_vec3_copy(norm_vec, (n + 1) + i);
|
||||
glm_vec3_copy(norm_vec, (n + 1) + i + m);
|
||||
glm_vec3_copy(norm_vec, (n + 1) + i + 2 * m);
|
||||
}
|
||||
return n;
|
||||
}
|
||||
|
||||
|
||||
@@ -3,36 +3,32 @@
|
||||
|
||||
#define TYPE GL_TEXTURE_2D_ARRAY
|
||||
|
||||
static
|
||||
id_t __config_texture( unsigned short type )
|
||||
static id_t __config_texture(unsigned short type)
|
||||
{
|
||||
id_t texture;
|
||||
|
||||
glGenTextures( 1, &texture );
|
||||
glBindTexture( TYPE, texture );
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(TYPE, texture);
|
||||
|
||||
{
|
||||
glTexParameteri( TYPE, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
|
||||
glTexParameteri( TYPE, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
|
||||
glTexParameteri(TYPE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(TYPE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
}
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
void use_texture( id_t texture )
|
||||
void use_texture(id_t texture) { return glBindTexture(TYPE, texture); }
|
||||
|
||||
void destroy_texture(unsigned int texture)
|
||||
{
|
||||
return glBindTexture( TYPE, texture );
|
||||
return glDeleteTextures(1, &texture);
|
||||
}
|
||||
|
||||
void destroy_texture( unsigned int texture )
|
||||
id_t create_palette_texture(const unsigned char *colors, unsigned char n)
|
||||
{
|
||||
return glDeleteTextures( 1, &texture );
|
||||
}
|
||||
|
||||
id_t create_palette_texture( const unsigned char * colors, unsigned char n )
|
||||
{
|
||||
id_t texture = __config_texture( TYPE );
|
||||
glTexImage3D( TYPE, 0, GL_RGBA,
|
||||
1, 1, n, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors);
|
||||
id_t texture = __config_texture(TYPE);
|
||||
glTexImage3D(
|
||||
TYPE, 0, GL_RGBA, 1, 1, n, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors);
|
||||
return texture;
|
||||
}
|
||||
|
||||
28
src/window.c
28
src/window.c
@@ -8,7 +8,7 @@ void __mouse_callback_input(GLFWwindow *, int, int, int);
|
||||
void __scroll_callback_input(GLFWwindow *, double, double);
|
||||
void __key_callback_input(GLFWwindow *, int, int, int, int);
|
||||
|
||||
window_t init_window(unsigned int w, unsigned int h, const char * name);
|
||||
window_t init_window(unsigned int w, unsigned int h, const char *name);
|
||||
|
||||
/*
|
||||
Limitamos los FPS, contando el tiempo en el que
|
||||
@@ -16,8 +16,7 @@ window_t init_window(unsigned int w, unsigned int h, const char * name);
|
||||
para lograr los fps deseados.
|
||||
*/
|
||||
|
||||
static
|
||||
void __limit_fps_window(int max_fps)
|
||||
static void __limit_fps_window(int max_fps)
|
||||
{
|
||||
static double previous_time = 0.0;
|
||||
double current_time;
|
||||
@@ -45,7 +44,7 @@ window_t init_window(unsigned int width, unsigned int height, const char *title)
|
||||
{
|
||||
window_t window;
|
||||
|
||||
if( !glfwInit() )
|
||||
if (!glfwInit())
|
||||
return NULL;
|
||||
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
@@ -59,30 +58,27 @@ window_t init_window(unsigned int width, unsigned int height, const char *title)
|
||||
return NULL;
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent((GLFWwindow*)(window));
|
||||
glfwMakeContextCurrent((GLFWwindow *)(window));
|
||||
|
||||
glfwSetWindowSizeCallback((GLFWwindow*)window, __window_callback_input);
|
||||
glfwSetMouseButtonCallback((GLFWwindow*)window, __mouse_callback_input);
|
||||
glfwSetScrollCallback((GLFWwindow*)window, __scroll_callback_input);
|
||||
glfwSetKeyCallback((GLFWwindow*)window, __key_callback_input);
|
||||
glfwSetWindowSizeCallback((GLFWwindow *)window, __window_callback_input);
|
||||
glfwSetMouseButtonCallback((GLFWwindow *)window, __mouse_callback_input);
|
||||
glfwSetScrollCallback((GLFWwindow *)window, __scroll_callback_input);
|
||||
glfwSetKeyCallback((GLFWwindow *)window, __key_callback_input);
|
||||
|
||||
__window_callback_input((GLFWwindow*)window, width, height );
|
||||
__window_callback_input((GLFWwindow *)window, width, height);
|
||||
|
||||
return window;
|
||||
}
|
||||
|
||||
void use_window(window_t window)
|
||||
{
|
||||
glfwMakeContextCurrent((void*)window);
|
||||
}
|
||||
void use_window(window_t window) { glfwMakeContextCurrent((void *)window); }
|
||||
|
||||
int is_open_window(window_t window)
|
||||
{
|
||||
glfwSwapBuffers((void*)window);
|
||||
glfwSwapBuffers((void *)window);
|
||||
glfwPollEvents();
|
||||
|
||||
__limit_fps_window(60);
|
||||
return !glfwWindowShouldClose((void*)window);
|
||||
return !glfwWindowShouldClose((void *)window);
|
||||
}
|
||||
|
||||
void close_window(window_t window)
|
||||
|
||||
Reference in New Issue
Block a user