diff --git a/Makefile b/Makefile index 672fbd1..72b4ef3 100644 --- a/Makefile +++ b/Makefile @@ -18,6 +18,17 @@ CFLAGS = \ -I./ext/glad \ -Wall -Wno-unused-function -std=c99 -D_GNU_SOURCE \ +WAYLAND-LIB = \ + xdg-shell \ + relative-pointer-unstable-v1 \ + xdg-decoration-unstable-v1 \ + pointer-constraints-unstable-v1 \ + viewporter \ + idle-inhibit-unstable-v1 \ + fractional-scale-v1 \ + xdg-activation-v1 \ + wayland + help: @echo "Para compilar el proyecto a tu sistema operativo" @echo "porfavor usa uno de los siguientes comandos:" @@ -25,6 +36,7 @@ help: @echo " $(MAKE) linux-x11" @echo " $(MAKE) linux-wayland" @echo " $(MAKE) cocoa" + @echo " $(MAKE) CC=emcc wasm" @echo "Para limpiar los archivos compilados se puede usar" @echo " $(MAKE) clean" @@ -34,6 +46,10 @@ windows: $(OBJ) cd ext; $(MAKE) -f glfw.mk windows; cd - $(CC) $(CFLAGS) $(OBJ) -o $(BIN) -L. -lglfw -lopengl32 +glfw.dll: + $(CC) -fPIC -shared -D_GLFW_WIN32 -D_GLFW_BUILD_DLL ./ext/glfw/src/*.c -o $@ -lgdi32 + +# LINUX linux-wayland: $(OBJ) cd ext; $(MAKE) -f glfw.mk linux-wayland; cd - $(CC) -o $(BIN) $(OBJ) ext/libglfw.a -lGL -lm @@ -46,6 +62,12 @@ cocoa: $(OBJ) cd ext; $(MAKE) -f glfw.mk cocoa; cd - $(CC) -framework OpenGL -o $(BIN) $(OBJ) ext/glfw.a -lGL -lglfw +wasm: $(OBJ) + $(CC) -sUSE_WEBGL2=1 -sUSE_GLFW=3 -o mani.html $(OBJ) + +libglfw.so: + $(CC) -fPIC -shared $(DFLAGS) -D_GLFW_BUILD_DLL -Iext/glfw/deps/wayland ./ext/glfw/src/*.c -o $@ + clean: rm $(OBJ) $(BIN) cd ext; $(MAKE) -f glfw.mk clean; cd - diff --git a/src/context.c b/src/context.c index e289e38..4eb36bb 100644 --- a/src/context.c +++ b/src/context.c @@ -1,27 +1,35 @@ #include "main.h" + +#ifdef EMSCRIPTEN +#include +#else #ifdef GLAD -#include #include +#include #else #include #endif +#endif void set_clean_color_context(unsigned char r, unsigned char g, unsigned char b) { glEnable(GL_DEPTH_TEST); - + glEnable(GL_FRAMEBUFFER_SRGB); glClearColor((float)r / 0xff, (float)g / 0xff, (float)b / 0xff, 1.0); } int init_context(void) { +#ifdef EMSCRIPTEN + return 1; +#else #ifdef GLAD return gladLoadGLLoader((GLADloadproc)glfwGetProcAddress); #else - return glewInit() == GLEW_OK; + return glewInit(); +#endif #endif - } void clean_context(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } diff --git a/src/data/shaders.h b/src/data/shaders.h index 03cdc2c..48294f5 100644 --- a/src/data/shaders.h +++ b/src/data/shaders.h @@ -1,6 +1,10 @@ const char * vs = +#ifdef EMSCRIPTEN + "#version 300 es\n" + "precision highp float;" +#else "#version 330 core\n" - +#endif "layout (location = 0) in float aPos_x;" "layout (location = 1) in float aPos_y;" "layout (location = 2) in float aPos_z;" @@ -11,20 +15,34 @@ const char * vs = "layout (location = 6) in float aNormal_z;" "layout (location = 7) in float aNormal_w;" - "uniform float idx;" + "uniform uint idx;" + + "uniform uint i;" + "uniform float angle;" + "uniform mat4 fix;" "uniform mat4 rot;" "uniform mat4 mdl;" - "out float index;" + "flat out uint index;" "out vec3 Normal;" "out vec3 FragPos;" + "mat2 rotate2d( float angle )" + "{" + "return mat2( cos(angle), sin(angle), -sin(angle), cos(angle) );" + "}" + "void main()" "{" " index=idx;" + " vec3 aNormal = vec3(aNormal_x,aNormal_y,aNormal_z);" " vec3 aPos = vec3(aPos_x,aPos_y,aPos_z);" + + " aNormal[i] = (vec2(aNormal_w, aNormal[i]) * rotate2d(angle))[0];" + " aPos[i] = (vec2(aPos_w, aPos[i]) * rotate2d(angle))[0];" + " Normal = mat3(transpose(inverse(rot*mdl))) * aNormal;" " gl_Position = fix * rot * mdl * vec4( aPos, 1.0 );\n" " FragPos = vec3( rot * mdl * vec4(aPos, 1.0));" @@ -32,11 +50,17 @@ const char * vs = const char * fs_plain = - "#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;" - "in float index;" + "flat in uint index;" "out vec4 FragColor;" "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()" + "{" + " 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;" - "}"; + " 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" + "}"; diff --git a/src/input.c b/src/input.c index fdb9188..865036b 100644 --- a/src/input.c +++ b/src/input.c @@ -9,6 +9,8 @@ unsigned char selected_axis = 0; int window_width; 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: tmp = projection.w; projection.w = projection.x; projection.x = tmp; + + animate_index=1; break; case GLFW_KEY_O: tmp = projection.w; projection.w = projection.y; projection.y = tmp; + animate_index=2; break; - case GLFW_KEY_I: + case GLFW_KEY_P: tmp = projection.w; projection.w = projection.z; projection.z = tmp; + animate_index=3; break; } + set_projection_mesh(projection); return; } @@ -165,5 +171,13 @@ end: glm_quat_rotatev(p, axis[1], axis[1]); glm_quat_rotatev(p, axis[2], axis[2]); glm_quat_normalize(q); + + // LOG INFO + if(0) + { + printf("QUAT: %2.5f %2.5f %2.5f %2.5f\n", q[0], q[1], q[2], q[3]); + printf("PROY: %3d %3d %3d (%3d)\n", projection.x, projection.y, projection.z, projection.w ); + printf("\n"); + } return q; } diff --git a/src/main.c b/src/main.c index 30084f2..fd7ae8d 100644 --- a/src/main.c +++ b/src/main.c @@ -8,18 +8,26 @@ #define WIDTH 512 #define HEIGHT 512 +#ifdef EMSCRIPTEN +#include +#endif + +#ifndef M_PI +#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"); diff --git a/src/main.h b/src/main.h index 37f7130..963ce6e 100644 --- a/src/main.h +++ b/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. diff --git a/src/matrix.c b/src/matrix.c index 2ddb925..b5c48f9 100644 --- a/src/matrix.c +++ b/src/matrix.c @@ -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]); } diff --git a/src/mesh.c b/src/mesh.c index a19931e..0353741 100644 --- a/src/mesh.c +++ b/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); + } } diff --git a/src/shader.c b/src/shader.c index eec91c2..f7d8430 100644 --- a/src/shader.c +++ b/src/shader.c @@ -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); diff --git a/src/surface.c b/src/surface.c index 342efcf..2acc0e8 100644 --- a/src/surface.c +++ b/src/surface.c @@ -1,3 +1,4 @@ +#include #include #include @@ -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; } }