Merge branch 'main' into experimental
This commit is contained in:
22
Makefile
22
Makefile
@@ -18,6 +18,17 @@ CFLAGS = \
|
||||
-I./ext/glad \
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-Wall -Wno-unused-function -std=c99 -D_GNU_SOURCE \
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||||
|
||||
WAYLAND-LIB = \
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||||
xdg-shell \
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||||
relative-pointer-unstable-v1 \
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||||
xdg-decoration-unstable-v1 \
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||||
pointer-constraints-unstable-v1 \
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||||
viewporter \
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||||
idle-inhibit-unstable-v1 \
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||||
fractional-scale-v1 \
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||||
xdg-activation-v1 \
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||||
wayland
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||||
|
||||
help:
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||||
@echo "Para compilar el proyecto a tu sistema operativo"
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||||
@echo "porfavor usa uno de los siguientes comandos:"
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||||
@@ -25,6 +36,7 @@ help:
|
||||
@echo " $(MAKE) linux-x11"
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||||
@echo " $(MAKE) linux-wayland"
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||||
@echo " $(MAKE) cocoa"
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||||
@echo " $(MAKE) CC=emcc wasm"
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||||
@echo "Para limpiar los archivos compilados se puede usar"
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||||
@echo " $(MAKE) clean"
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||||
|
||||
@@ -34,6 +46,10 @@ windows: $(OBJ)
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cd ext; $(MAKE) -f glfw.mk windows; cd -
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$(CC) $(CFLAGS) $(OBJ) -o $(BIN) -L. -lglfw -lopengl32
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||||
|
||||
glfw.dll:
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$(CC) -fPIC -shared -D_GLFW_WIN32 -D_GLFW_BUILD_DLL ./ext/glfw/src/*.c -o $@ -lgdi32
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# LINUX
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linux-wayland: $(OBJ)
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cd ext; $(MAKE) -f glfw.mk linux-wayland; cd -
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$(CC) -o $(BIN) $(OBJ) ext/libglfw.a -lGL -lm
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||||
@@ -46,6 +62,12 @@ cocoa: $(OBJ)
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cd ext; $(MAKE) -f glfw.mk cocoa; cd -
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$(CC) -framework OpenGL -o $(BIN) $(OBJ) ext/glfw.a -lGL -lglfw
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||||
|
||||
wasm: $(OBJ)
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||||
$(CC) -sUSE_WEBGL2=1 -sUSE_GLFW=3 -o mani.html $(OBJ)
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||||
|
||||
libglfw.so:
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||||
$(CC) -fPIC -shared $(DFLAGS) -D_GLFW_BUILD_DLL -Iext/glfw/deps/wayland ./ext/glfw/src/*.c -o $@
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||||
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||||
clean:
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rm $(OBJ) $(BIN)
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cd ext; $(MAKE) -f glfw.mk clean; cd -
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@@ -1,27 +1,35 @@
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#include "main.h"
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#ifdef EMSCRIPTEN
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#include <GL/gl.h>
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#else
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#ifdef GLAD
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#include <glad.h>
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#include <GLFW/glfw3.h>
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||||
#include <glad.h>
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#else
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||||
#include <GL/glew.h>
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#endif
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||||
#endif
|
||||
|
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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_FRAMEBUFFER_SRGB);
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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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||||
#ifdef EMSCRIPTEN
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||||
return 1;
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||||
#else
|
||||
#ifdef GLAD
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||||
|
||||
return gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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||||
#else
|
||||
return glewInit() == GLEW_OK;
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||||
return glewInit();
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||||
#endif
|
||||
#endif
|
||||
|
||||
}
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||||
|
||||
void clean_context(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); }
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||||
|
||||
@@ -1,6 +1,10 @@
|
||||
const char * vs =
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#ifdef EMSCRIPTEN
|
||||
"#version 300 es\n"
|
||||
"precision highp float;"
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||||
#else
|
||||
"#version 330 core\n"
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||||
|
||||
#endif
|
||||
"layout (location = 0) in float aPos_x;"
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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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||||
@@ -11,20 +15,34 @@ const char * vs =
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"layout (location = 6) in float aNormal_z;"
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||||
"layout (location = 7) in float aNormal_w;"
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||||
|
||||
"uniform float idx;"
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||||
"uniform uint idx;"
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||||
|
||||
"uniform uint i;"
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||||
"uniform float angle;"
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||||
|
||||
"uniform mat4 fix;"
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||||
"uniform mat4 rot;"
|
||||
"uniform mat4 mdl;"
|
||||
|
||||
"out float index;"
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||||
"flat out uint index;"
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||||
"out vec3 Normal;"
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||||
"out vec3 FragPos;"
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||||
|
||||
"mat2 rotate2d( float angle )"
|
||||
"{"
|
||||
"return mat2( cos(angle), sin(angle), -sin(angle), cos(angle) );"
|
||||
"}"
|
||||
|
||||
"void main()"
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||||
"{"
|
||||
" index=idx;"
|
||||
|
||||
" vec3 aNormal = vec3(aNormal_x,aNormal_y,aNormal_z);"
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||||
" vec3 aPos = vec3(aPos_x,aPos_y,aPos_z);"
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||||
|
||||
" aNormal[i] = (vec2(aNormal_w, aNormal[i]) * rotate2d(angle))[0];"
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||||
" aPos[i] = (vec2(aPos_w, aPos[i]) * rotate2d(angle))[0];"
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||||
|
||||
" Normal = mat3(transpose(inverse(rot*mdl))) * aNormal;"
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||||
" gl_Position = fix * rot * mdl * vec4( aPos, 1.0 );\n"
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||||
" FragPos = vec3( rot * mdl * vec4(aPos, 1.0));"
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||||
@@ -32,11 +50,17 @@ const char * vs =
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||||
|
||||
|
||||
const char * fs_plain =
|
||||
"#version 330 core\n"
|
||||
#ifdef EMSCRIPTEN
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||||
"#version 300 es\n"
|
||||
|
||||
"precision highp float;"
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||||
"precision highp sampler2DArray;"
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||||
#else
|
||||
"#version 330 core\n"
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||||
#endif
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||||
"uniform sampler2DArray palette;"
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||||
|
||||
"in float index;"
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||||
"flat in uint index;"
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||||
"out vec4 FragColor;"
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||||
"in vec3 Normal;"
|
||||
"in vec3 FragPos;"
|
||||
@@ -46,27 +70,38 @@ const char * fs_plain =
|
||||
" FragColor = texture( palette, vec3( 0, 0, index ) ).rgba;"
|
||||
"}";
|
||||
|
||||
|
||||
const char * fs =
|
||||
"#version 330 core\n"
|
||||
#ifdef EMSCRIPTEN
|
||||
"#version 300 es\n"
|
||||
"precision highp float;"
|
||||
"precision highp sampler2DArray;"
|
||||
#else
|
||||
"#version 330 core\n"
|
||||
#endif
|
||||
|
||||
"uniform sampler2DArray palette;"
|
||||
"uniform sampler2DArray palette;"
|
||||
|
||||
"in float index;"
|
||||
"out vec4 FragColor;"
|
||||
"in vec3 Normal;"
|
||||
"in vec3 FragPos;"
|
||||
"flat in uint index;"
|
||||
"in vec3 Normal;"
|
||||
"in vec3 FragPos;"
|
||||
|
||||
"void main()"
|
||||
"{"
|
||||
"out vec4 FragColor;"
|
||||
|
||||
" vec4 color = texture( palette, vec3( 0, 0, index ) ).rgba;"
|
||||
" vec3 lightPos = vec3(0,0,-15);"
|
||||
" vec3 lightDir = normalize(lightPos - FragPos);"
|
||||
"void main()"
|
||||
"{"
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||||
" vec4 color = texture(palette, vec3(0, 0, index));\n"
|
||||
|
||||
" float diffuse = abs(dot(Normal, lightDir)); "
|
||||
" vec3 viewPos = vec3(0, 0, -15);\n"
|
||||
" vec3 viewDir = normalize(viewPos - FragPos);\n"
|
||||
|
||||
" FragColor = (0.5 + 0.5*diffuse)*color;"
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||||
"}";
|
||||
" vec3 lightPos = viewPos;\n"
|
||||
" vec3 lightDir = normalize(lightPos - FragPos);\n"
|
||||
|
||||
|
||||
" vec3 halfwayDir = normalize(lightDir + viewDir);\n"
|
||||
|
||||
" float specular = pow(abs(dot(normalize(Normal), halfwayDir)), 32.0);\n"
|
||||
" float diffuse = abs(dot(normalize(Normal), lightDir));\n"
|
||||
|
||||
" vec3 result = (0.5 + 1.5*diffuse + 4*specular) * color.rgb;\n"
|
||||
" FragColor = vec4(result, color.a)*1/2.2;\n"
|
||||
"}";
|
||||
|
||||
20
src/input.c
20
src/input.c
@@ -9,6 +9,8 @@ unsigned char selected_axis = 0;
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||||
int window_width;
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||||
int window_height;
|
||||
|
||||
unsigned char animate_index=0;
|
||||
|
||||
versor q = GLM_QUAT_IDENTITY_INIT;
|
||||
|
||||
vec3 axis[3] = {
|
||||
@@ -49,24 +51,28 @@ void __key_callback_input(
|
||||
switch (key)
|
||||
{
|
||||
unsigned char tmp;
|
||||
|
||||
case GLFW_KEY_P:
|
||||
case GLFW_KEY_I:
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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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||||
|
||||
animate_index=1;
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||||
break;
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||||
case GLFW_KEY_O:
|
||||
tmp = projection.w;
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||||
projection.w = projection.y;
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||||
projection.y = tmp;
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||||
animate_index=2;
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||||
break;
|
||||
case GLFW_KEY_I:
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case GLFW_KEY_P:
|
||||
tmp = projection.w;
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projection.w = projection.z;
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||||
projection.z = tmp;
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||||
animate_index=3;
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||||
break;
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||||
}
|
||||
|
||||
|
||||
set_projection_mesh(projection);
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return;
|
||||
}
|
||||
@@ -165,5 +171,13 @@ end:
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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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||||
|
||||
// LOG INFO
|
||||
if(0)
|
||||
{
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||||
printf("QUAT: %2.5f %2.5f %2.5f %2.5f\n", q[0], q[1], q[2], q[3]);
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||||
printf("PROY: %3d %3d %3d (%3d)\n", projection.x, projection.y, projection.z, projection.w );
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||||
printf("\n");
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||||
}
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||||
return q;
|
||||
}
|
||||
|
||||
109
src/main.c
109
src/main.c
@@ -8,18 +8,26 @@
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||||
#define WIDTH 512
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||||
#define HEIGHT 512
|
||||
|
||||
#ifdef EMSCRIPTEN
|
||||
#include <emscripten.h>
|
||||
#endif
|
||||
|
||||
#ifndef M_PI
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||||
#define M_PI 3.14159
|
||||
#endif
|
||||
|
||||
float *generate_data_surface(unsigned int, unsigned char *);
|
||||
float *generate_normals_surface(float *, unsigned char);
|
||||
|
||||
const char *wname = "manigraph: manifold grapher";
|
||||
struct projection projection = {.x = 3, .y=1, .z=2, .w=0 };
|
||||
|
||||
struct projection projection = {.x = 0, .y = 1, .z = 2, .w = 3};
|
||||
const char *wname = "manigraph: manifold grapher";
|
||||
|
||||
unsigned char palette[][4] = {
|
||||
{0xEB, 0xD3, 0xF8, 0xff},
|
||||
{0xEB, 0xD4, 0xF8, 0xff},
|
||||
{0xEB, 0xD5, 0xF8, 0xff},
|
||||
{0x7A, 0x1C, 0xAC, 0xff},
|
||||
{0x2F, 0x3C, 0x7E, 0xff},
|
||||
};
|
||||
|
||||
void mlog(char *msg)
|
||||
@@ -29,11 +37,67 @@ void mlog(char *msg)
|
||||
#endif
|
||||
}
|
||||
|
||||
window_t window;
|
||||
mesh_t m_surface, m_axis;
|
||||
id_t shader, shader_plain;
|
||||
|
||||
extern volatile unsigned char animate_index;
|
||||
|
||||
#ifndef EMSCRIPTEN
|
||||
static inline
|
||||
#endif
|
||||
void main_loop(void)
|
||||
{
|
||||
quat_t q;
|
||||
|
||||
q = poll_input(window);
|
||||
|
||||
load_rot_matrix(shader, q);
|
||||
load_rot_matrix(shader_plain, q);
|
||||
|
||||
{
|
||||
static float angle = 0;
|
||||
|
||||
|
||||
if( animate_index )
|
||||
{
|
||||
angle+=0.01;
|
||||
|
||||
load_uint_to_shader( shader, "i", animate_index-1 );
|
||||
load_uint_to_shader( shader_plain, "i", animate_index-1 );
|
||||
load_float_to_shader( shader, "angle", angle);
|
||||
load_float_to_shader( shader_plain, "angle", angle);
|
||||
}
|
||||
|
||||
if( angle > M_PI/2 && angle )
|
||||
{
|
||||
animate_index=0;
|
||||
angle = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
clean_context();
|
||||
|
||||
#ifndef DEBUG
|
||||
load_mdl_matrix(shader_plain, 0, 0);
|
||||
draw_mesh(m_axis, 1);
|
||||
load_mdl_matrix(shader_plain, 1, 1);
|
||||
draw_mesh(m_axis, 1);
|
||||
load_mdl_matrix(shader_plain, 2, 2);
|
||||
draw_mesh(m_axis, 1);
|
||||
#endif
|
||||
load_mdl_matrix(shader, 0, 3);
|
||||
draw_mesh(m_surface,0);
|
||||
|
||||
load_mdl_matrix(shader_plain, 0, 3);
|
||||
draw_mesh(m_surface,1);
|
||||
|
||||
}
|
||||
|
||||
int main(void)
|
||||
{
|
||||
id_t shader, texture, shader_plain;
|
||||
mesh_t m_surface, m_axis;
|
||||
window_t window;
|
||||
id_t texture;
|
||||
|
||||
mlog("[VENTANA] Inicializando...\n");
|
||||
{
|
||||
@@ -53,7 +117,7 @@ int main(void)
|
||||
mlog("[CONTEXT] Error al inicializar...\n");
|
||||
goto error_context;
|
||||
}
|
||||
set_clean_color_context(0x2E, 0x07, 0x3F);
|
||||
set_clean_color_context(0xFB, 0xEA, 0xEB);
|
||||
}
|
||||
|
||||
mlog("[TEXTURE] Inicializando...\n");
|
||||
@@ -93,16 +157,18 @@ int main(void)
|
||||
d_surface = generate_data_surface(16, &m);
|
||||
n_surface = generate_normals_surface(d_surface, m);
|
||||
|
||||
projection.m = m;
|
||||
|
||||
if (!(m_surface = create_mesh(d_surface, n_surface, m)))
|
||||
{
|
||||
mlog("[MESH] Error al inicializar...\n");
|
||||
goto error_mesh_surface;
|
||||
}
|
||||
|
||||
projection.m = m;
|
||||
projection.mesh = m_surface;
|
||||
|
||||
set_projection_mesh( projection );
|
||||
|
||||
|
||||
free(n_surface);
|
||||
free(d_surface);
|
||||
}
|
||||
@@ -117,29 +183,12 @@ int main(void)
|
||||
}
|
||||
|
||||
mlog("[MAIN LOOP] Inicializando...\n");
|
||||
while (is_open_window(window))
|
||||
{
|
||||
quat_t q;
|
||||
|
||||
q = poll_input(window);
|
||||
load_rot_matrix(shader, q);
|
||||
load_rot_matrix(shader_plain, q);
|
||||
|
||||
clean_context();
|
||||
|
||||
#ifndef DEBUG
|
||||
load_mdl_matrix(shader_plain, 0, 0);
|
||||
draw_mesh(m_axis);
|
||||
load_mdl_matrix(shader_plain, 1, 1);
|
||||
draw_mesh(m_axis);
|
||||
load_mdl_matrix(shader_plain, 2, 2);
|
||||
draw_mesh(m_axis);
|
||||
load_mdl_matrix(shader, 0, 3);
|
||||
#ifdef EMSCRIPTEN
|
||||
emscripten_set_main_loop(&main_loop, 0, 1);
|
||||
#else
|
||||
load_mdl_matrix(shader_plain, 0, 3);
|
||||
while (is_open_window(window))
|
||||
main_loop();
|
||||
#endif
|
||||
draw_mesh(m_surface);
|
||||
}
|
||||
mlog("[MAIN LOOP] Terminando...\n");
|
||||
|
||||
mlog("[MESH] Destruyendo...\n");
|
||||
|
||||
10
src/main.h
10
src/main.h
@@ -57,7 +57,7 @@ void set_projection_mesh( struct projection );
|
||||
|
||||
void destroy_mesh(mesh_t p);
|
||||
|
||||
void draw_mesh(mesh_t p);
|
||||
void draw_mesh(mesh_t p, char lines);
|
||||
|
||||
/*
|
||||
Set background color:
|
||||
@@ -99,6 +99,14 @@ unsigned char load_program_to_shader(id_t shader, const char * src, unsigned int
|
||||
|
||||
void load_float_to_shader(id_t shader, char * var, float f);
|
||||
|
||||
/*
|
||||
load unsigned int to shader:
|
||||
var: name of glsl variable.
|
||||
u: unsigned int to load
|
||||
*/
|
||||
|
||||
void load_uint_to_shader(id_t shader, char * var, unsigned int u);
|
||||
|
||||
/*
|
||||
load matrix 4 to shader:
|
||||
var: name of glsl variable.
|
||||
|
||||
@@ -38,7 +38,7 @@ void load_fix_matrix(id_t shader, float ratio)
|
||||
|
||||
void load_mdl_matrix(id_t shader, unsigned char i, unsigned char c)
|
||||
{
|
||||
load_float_to_shader(shader, "idx", c);
|
||||
load_uint_to_shader(shader, "idx", c);
|
||||
load_mat4_to_shader(shader, "mdl", (mat4_t)ortho[i]);
|
||||
}
|
||||
|
||||
|
||||
28
src/mesh.c
28
src/mesh.c
@@ -68,8 +68,8 @@ mesh_t create_mesh(float *d, float *n, unsigned char m)
|
||||
{
|
||||
glGenBuffers(1, &p->n_vbo);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, p->n_vbo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, p->vertex * m * sizeof(float), n + 1,
|
||||
GL_STATIC_DRAW);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, p->vertex * m * sizeof(float),
|
||||
n + 1, GL_STATIC_DRAW);
|
||||
}
|
||||
|
||||
for (i = 0; i < 4; ++i)
|
||||
@@ -78,19 +78,6 @@ mesh_t create_mesh(float *d, float *n, unsigned char m)
|
||||
glEnableVertexAttribArray(i + 4);
|
||||
}
|
||||
|
||||
{
|
||||
struct projection projection = {
|
||||
.x = 0,
|
||||
.y = 1,
|
||||
.z = 2,
|
||||
.w = 3,
|
||||
};
|
||||
|
||||
projection.m = m;
|
||||
projection.mesh = p;
|
||||
set_projection_mesh(projection);
|
||||
}
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
@@ -104,18 +91,19 @@ void destroy_mesh(mesh_t p)
|
||||
free(p);
|
||||
}
|
||||
|
||||
void draw_mesh(mesh_t p)
|
||||
void draw_mesh(mesh_t p, char lines )
|
||||
{
|
||||
struct obj *obj = p;
|
||||
|
||||
glBindVertexArray(obj->vao);
|
||||
#ifdef DEBUG
|
||||
if( lines )
|
||||
{
|
||||
int i;
|
||||
for (i = 0; i < obj->vertex; i += 3)
|
||||
glDrawArrays(GL_LINE_LOOP, i, 3);
|
||||
}
|
||||
#else
|
||||
glDrawArrays(GL_TRIANGLES, 0, obj->vertex);
|
||||
#endif
|
||||
else
|
||||
{
|
||||
glDrawArrays(GL_TRIANGLES, 0, obj->vertex);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -54,6 +54,12 @@ void load_float_to_shader(unsigned int program, char *var, float f)
|
||||
glUniform1f(glGetUniformLocation(program, var), f);
|
||||
}
|
||||
|
||||
void load_uint_to_shader(unsigned int program, char *var, unsigned int u)
|
||||
{
|
||||
glUseProgram(program);
|
||||
glUniform1ui(glGetUniformLocation(program, var), u);
|
||||
}
|
||||
|
||||
void load_mat4_to_shader(unsigned int program, char *var, float *mat)
|
||||
{
|
||||
glUseProgram(program);
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
#include <complex.h>
|
||||
#include <math.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
@@ -9,31 +10,64 @@
|
||||
#define M_PI 3.14159265358979323846
|
||||
#endif
|
||||
|
||||
void mobius(float *d_surface, int i, int j, int grid_size)
|
||||
#ifndef CMPLX
|
||||
#define CMPLX(a,b) (a+I*b)
|
||||
#endif
|
||||
|
||||
void riemman(float *d_surface, int * coords, int grid_size)
|
||||
{
|
||||
complex double eq;
|
||||
float u = 2 * ((float)coords[0] / grid_size) - 1;
|
||||
float v = 2 * ((float)coords[1] / grid_size) - 1;
|
||||
|
||||
eq = csqrt(CMPLX(u,v));
|
||||
|
||||
d_surface[0] = u;
|
||||
d_surface[1] = v;
|
||||
d_surface[2] = creal(eq);
|
||||
d_surface[3] = cimag(eq);
|
||||
}
|
||||
|
||||
|
||||
void mobius(float *d_surface, int * coord, 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)coord[0] / grid_size);
|
||||
float v = (2 * width) * ((float)coord[1] / 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);
|
||||
d_surface[2] = v * sin(u / 2);
|
||||
}
|
||||
|
||||
void torus(float *d_surface, int i, int j, int grid_size)
|
||||
void torus(float *d_surface, int * coord, 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)coord[0] / grid_size);
|
||||
float v = (2 * M_PI) * ((float)coord[1] / 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);
|
||||
}
|
||||
|
||||
void klein(float *d_surface, int i, int j, int grid_size)
|
||||
void torus_5d(float *d_surface, int * coord, 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)coord[0] / grid_size);
|
||||
float v = (2 * M_PI) * ((float)coord[1] / grid_size);
|
||||
float r1 = (float)coord[2] / grid_size;
|
||||
float r2 = (float)coord[3] / grid_size;
|
||||
|
||||
d_surface[0] = (r1 + r2 * cos(v)) * cos(u);
|
||||
d_surface[1] = (r1 + r2 * cos(v)) * sin(u);
|
||||
d_surface[2] = r2 * sin(v);
|
||||
d_surface[3] = r1;
|
||||
d_surface[4] = r2;
|
||||
}
|
||||
|
||||
void klein(float *d_surface, int * coord, int grid_size)
|
||||
{
|
||||
float u = (2 * M_PI) * ((float)coord[0] / grid_size);
|
||||
float v = (2 * M_PI) * ((float)coord[1]/ grid_size);
|
||||
|
||||
d_surface[0] = (0.5 * cos(v) + 0.5) * cos(u);
|
||||
d_surface[1] = (0.5 * cos(v) + 0.5) * sin(u);
|
||||
@@ -41,7 +75,7 @@ void klein(float *d_surface, int i, int j, int grid_size)
|
||||
d_surface[3] = sin(v) * sin(u / 2);
|
||||
}
|
||||
|
||||
typedef void (*function_t)(float *, int, int, int);
|
||||
typedef void (*function_t)(float *, int *, int);
|
||||
|
||||
float *generate_data_surface(int grid_size, unsigned char *m)
|
||||
{
|
||||
@@ -52,6 +86,7 @@ float *generate_data_surface(int grid_size, unsigned char *m)
|
||||
|
||||
f = klein;
|
||||
*m = 4;
|
||||
|
||||
size = grid_size * grid_size * 6 * (*m);
|
||||
d_surface = malloc((size + 1) * sizeof(float));
|
||||
d_surface[0] = size;
|
||||
@@ -61,19 +96,19 @@ float *generate_data_surface(int grid_size, unsigned char *m)
|
||||
for (j = 0; j < grid_size; j++)
|
||||
{
|
||||
// triangle 1, Front
|
||||
f(&d_surface[k + 1], i, j, grid_size);
|
||||
f(&d_surface[k + 1], (int[2]){i, j}, grid_size);
|
||||
k += *m;
|
||||
f(&d_surface[k + 1], i + 1, j, grid_size);
|
||||
f(&d_surface[k + 1], (int[2]){i + 1, j}, grid_size);
|
||||
k += *m;
|
||||
f(&d_surface[k + 1], i + 1, j + 1, grid_size);
|
||||
f(&d_surface[k + 1], (int[2]){i + 1, j + 1}, grid_size);
|
||||
k += *m;
|
||||
|
||||
// triangle 2, Back
|
||||
f(&d_surface[k + 1], i, j, grid_size);
|
||||
f(&d_surface[k + 1], (int[2]){i, j}, grid_size);
|
||||
k += *m;
|
||||
f(&d_surface[k + 1], i, j + 1, grid_size);
|
||||
f(&d_surface[k + 1], (int[2]){i, j + 1}, grid_size);
|
||||
k += *m;
|
||||
f(&d_surface[k + 1], i + 1, j + 1, grid_size);
|
||||
f(&d_surface[k + 1], (int[2]){i + 1, j + 1}, grid_size);
|
||||
k += *m;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user