Add .clang-format and .gitignore
This commit is contained in:
19
.clang-format
Normal file
19
.clang-format
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@@ -0,0 +1,19 @@
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---
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PointerAlignment: Right
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AllowShortBlocksOnASingleLine: Never
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UseTab: Always
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IndentWidth: 4
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TabWidth: 4
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ColumnLimit: 80
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AlignAfterOpenBracket: false
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AlignOperands: AlignAfterOperator
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AlwaysBreakBeforeMultilineStrings: true
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BreakBeforeBraces: Allman
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BreakStringLiterals: true
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IndentCaseLabels: false
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IndentGotoLabels: false
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InsertBraces: false
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...
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5
.gitignore
vendored
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5
.gitignore
vendored
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@@ -0,0 +1,5 @@
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manigraph
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**.o
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**.so
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**.exe
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**.dll
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@@ -8,12 +8,6 @@ void set_clean_color_context( unsigned char r, unsigned char g, unsigned char b
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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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15
src/input.c
15
src/input.c
@@ -1,6 +1,6 @@
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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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@@ -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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@@ -20,12 +19,12 @@ 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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return;
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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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@@ -70,8 +69,6 @@ void __key_callback_input(GLFWwindow * window, int key, int scancode, int action
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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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@@ -85,7 +82,8 @@ 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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@@ -161,4 +159,3 @@ end:
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glm_quat_normalize(q);
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return q;
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}
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30
src/main.c
Executable file → Normal file
30
src/main.c
Executable file → Normal file
@@ -2,8 +2,8 @@
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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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@@ -11,18 +11,28 @@
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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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struct projection projection =
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{
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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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@@ -112,7 +122,6 @@ int main( void )
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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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@@ -164,7 +173,6 @@ int main( void )
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close_window(window);
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return 0;
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mlog("[MESH] Destruyendo...\n");
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destroy_mesh(m_axis);
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error_mesh_axis:
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@@ -1,10 +1,9 @@
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#include "main.h"
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#include <cglm/mat4.h>
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#include <cglm/cam.h>
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#include <cglm/mat4.h>
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#include <cglm/quat.h>
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mat4 ortho[] =
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{
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mat4 ortho[] = {
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{
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{1, 0, 0, 0},
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{0, 1, 0, 0},
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9
src/mesh.c
Executable file → Normal file
9
src/mesh.c
Executable file → Normal file
@@ -1,7 +1,7 @@
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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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#include <stdlib.h>
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struct obj
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{
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@@ -57,8 +57,8 @@ mesh_t create_mesh( float * d, float * n, unsigned char m )
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glGenBuffers(1, &p->d_vbo);
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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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glBufferData(
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GL_ARRAY_BUFFER, p->vertex * m * sizeof(float), d + 1, GL_STATIC_DRAW);
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if (n)
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{
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@@ -75,8 +75,7 @@ mesh_t create_mesh( float * d, float * n, unsigned char m )
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}
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{
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struct projection projection =
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{
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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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27
src/shader.c
27
src/shader.c
@@ -5,31 +5,18 @@
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#include <stdio.h>
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#endif
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void destroy_shader( unsigned int shader )
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{
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return glDeleteProgram( shader );
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}
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void destroy_shader(unsigned int shader) { return glDeleteProgram(shader); }
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unsigned int create_shader( void )
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{
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return glCreateProgram();
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}
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unsigned int create_shader(void) { return glCreateProgram(); }
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void use_shader( unsigned int program )
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{
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return glUseProgram( program );
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}
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void use_shader(unsigned int program) { return glUseProgram(program); }
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unsigned char load_program_to_shader( unsigned int program, const char * src,
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unsigned int i )
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unsigned char load_program_to_shader(
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unsigned int program, const char *src, unsigned int i)
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{
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int shader, status;
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unsigned int type[] =
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{
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[VERTEX]=GL_VERTEX_SHADER,
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[FRAGMENT]=GL_FRAGMENT_SHADER
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};
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unsigned int type[] = {
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[VERTEX] = GL_VERTEX_SHADER, [FRAGMENT] = GL_FRAGMENT_SHADER};
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if (!src)
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return 0;
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@@ -9,7 +9,6 @@
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#define M_PI 3.14159265358979323846
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#endif
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void mobius(float *d_surface, int i, int j, int grid_size)
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{
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const float width = 0.5;
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@@ -57,7 +56,6 @@ float * generate_data_surface(int grid_size, unsigned char *m )
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d_surface = malloc((size + 1) * sizeof(float));
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d_surface[0] = size;
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for (i = 0; i < grid_size; i++)
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{
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for (j = 0; j < grid_size; j++)
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@@ -83,8 +81,8 @@ float * generate_data_surface(int grid_size, unsigned char *m )
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return d_surface;
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}
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static
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void __calculate_normal(float* p1, float* p2, float* p3,float* normal, unsigned char n)
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static void __calculate_normal(
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float *p1, float *p2, float *p3, float *normal, unsigned char n)
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{
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float alpha;
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vec4 v1, v2, v3;
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@@ -104,11 +102,10 @@ void __calculate_normal(float* p1, float* p2, float* p3,float* normal, unsigned
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case 4:
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/*
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In Grant-Shmidth we need 3 linearly independian vector that forms a basis,
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so we can have a ortonormal version of that basis, since, we must have
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v1 = p3 - p1
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v2 = p2 - p1
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Then v3 = p1, will most certantly be linerly independiant to v1 and v2.
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In Grant-Shmidth we need 3 linearly independian vector that forms a
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basis, so we can have a ortonormal version of that basis, since, we
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must have v1 = p3 - p1 v2 = p2 - p1 Then v3 = p1, will most certantly
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be linerly independiant to v1 and v2.
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*/
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glm_vec4_sub(p2, p1, v1);
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glm_vec4_sub(p3, p1, v2);
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@@ -159,11 +156,11 @@ float * generate_normals_surface( float * d, unsigned char m )
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vec4 norm_vec;
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__calculate_normal((d+1)+i, (d+1)+i+m, (d+1)+i+2*m, norm_vec, m);
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__calculate_normal(
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(d + 1) + i, (d + 1) + i + m, (d + 1) + i + 2 * m, norm_vec, m);
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glm_vec3_copy(norm_vec, (n + 1) + i);
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glm_vec3_copy(norm_vec, (n + 1) + i + m);
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glm_vec3_copy(norm_vec, (n + 1) + i + 2 * m);
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}
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return n;
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}
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@@ -3,8 +3,7 @@
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#define TYPE GL_TEXTURE_2D_ARRAY
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static
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id_t __config_texture( unsigned short type )
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static id_t __config_texture(unsigned short type)
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{
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id_t texture;
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@@ -19,10 +18,7 @@ id_t __config_texture( unsigned short type )
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return texture;
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}
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void use_texture( id_t texture )
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{
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return glBindTexture( TYPE, texture );
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}
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void use_texture(id_t texture) { return glBindTexture(TYPE, texture); }
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void destroy_texture(unsigned int texture)
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{
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@@ -32,7 +28,7 @@ void destroy_texture( unsigned int texture )
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id_t create_palette_texture(const unsigned char *colors, unsigned char n)
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{
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id_t texture = __config_texture(TYPE);
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glTexImage3D( TYPE, 0, GL_RGBA,
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1, 1, n, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors);
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glTexImage3D(
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TYPE, 0, GL_RGBA, 1, 1, n, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors);
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return texture;
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}
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@@ -16,8 +16,7 @@ window_t init_window(unsigned int w, unsigned int h, const char * name);
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para lograr los fps deseados.
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*/
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static
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void __limit_fps_window(int max_fps)
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static void __limit_fps_window(int max_fps)
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{
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static double previous_time = 0.0;
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double current_time;
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@@ -71,10 +70,7 @@ window_t init_window(unsigned int width, unsigned int height, const char *title)
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return window;
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}
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void use_window(window_t window)
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{
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glfwMakeContextCurrent((void*)window);
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}
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void use_window(window_t window) { glfwMakeContextCurrent((void *)window); }
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int is_open_window(window_t window)
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{
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