WIP: Rotations in R4, and change colors

This commit is contained in:
PedroEdiaz
2024-11-26 23:51:30 -06:00
parent a8ae6aaef6
commit 589721a953
6 changed files with 86 additions and 37 deletions

View File

@@ -9,6 +9,8 @@ unsigned char selected_axis = 0;
int window_width; int window_width;
int window_height; int window_height;
unsigned char animate_index=0;
versor q = GLM_QUAT_IDENTITY_INIT; versor q = GLM_QUAT_IDENTITY_INIT;
vec3 axis[3] = { vec3 axis[3] = {
@@ -49,24 +51,28 @@ void __key_callback_input(
switch (key) switch (key)
{ {
unsigned char tmp; unsigned char tmp;
case GLFW_KEY_I:
case GLFW_KEY_P:
tmp = projection.w; tmp = projection.w;
projection.w = projection.x; projection.w = projection.x;
projection.x = tmp; projection.x = tmp;
animate_index=1;
break; break;
case GLFW_KEY_O: case GLFW_KEY_O:
tmp = projection.w; tmp = projection.w;
projection.w = projection.y; projection.w = projection.y;
projection.y = tmp; projection.y = tmp;
animate_index=2;
break; break;
case GLFW_KEY_I: case GLFW_KEY_P:
tmp = projection.w; tmp = projection.w;
projection.w = projection.z; projection.w = projection.z;
projection.z = tmp; projection.z = tmp;
animate_index=3;
break; break;
} }
set_projection_mesh(projection); set_projection_mesh(projection);
return; return;
} }
@@ -157,5 +163,13 @@ end:
glm_quat_rotatev(p, axis[1], axis[1]); glm_quat_rotatev(p, axis[1], axis[1]);
glm_quat_rotatev(p, axis[2], axis[2]); glm_quat_rotatev(p, axis[2], axis[2]);
glm_quat_normalize(q); 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; return q;
} }

View File

@@ -12,18 +12,22 @@
#include <emscripten.h> #include <emscripten.h>
#endif #endif
#ifndef M_PI
#define M_PI 3.14159
#endif
float *generate_data_surface(unsigned int, unsigned char *); float *generate_data_surface(unsigned int, unsigned char *);
float *generate_normals_surface(float *, 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] = { unsigned char palette[][4] = {
{0xEB, 0xD3, 0xF8, 0xff}, {0xEB, 0xD3, 0xF8, 0xff},
{0xEB, 0xD4, 0xF8, 0xff}, {0xEB, 0xD4, 0xF8, 0xff},
{0xEB, 0xD5, 0xF8, 0xff}, {0xEB, 0xD5, 0xF8, 0xff},
{0x7A, 0x1C, 0xAC, 0xff}, {0x2F, 0x3C, 0x7E, 0xff},
}; };
void mlog(char *msg) void mlog(char *msg)
@@ -37,6 +41,8 @@ window_t window;
mesh_t m_surface, m_axis; mesh_t m_surface, m_axis;
id_t shader, shader_plain; id_t shader, shader_plain;
extern volatile unsigned char animate_index;
#ifndef EMSCRIPTEN #ifndef EMSCRIPTEN
static inline static inline
#endif #endif
@@ -45,23 +51,48 @@ void main_loop(void)
quat_t q; quat_t q;
q = poll_input(window); q = poll_input(window);
load_rot_matrix(shader, q); load_rot_matrix(shader, q);
load_rot_matrix(shader_plain, 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(); clean_context();
#ifndef DEBUG #ifndef DEBUG
load_mdl_matrix(shader_plain, 0, 0); load_mdl_matrix(shader_plain, 0, 0);
draw_mesh(m_axis); draw_mesh(m_axis, 1);
load_mdl_matrix(shader_plain, 1, 1); load_mdl_matrix(shader_plain, 1, 1);
draw_mesh(m_axis); draw_mesh(m_axis, 1);
load_mdl_matrix(shader_plain, 2, 2); load_mdl_matrix(shader_plain, 2, 2);
draw_mesh(m_axis); draw_mesh(m_axis, 1);
load_mdl_matrix(shader, 0, 3);
#else
load_mdl_matrix(shader_plain, 0, 3);
#endif #endif
draw_mesh(m_surface); 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) int main(void)
@@ -86,7 +117,7 @@ int main(void)
mlog("[CONTEXT] Error al inicializar...\n"); mlog("[CONTEXT] Error al inicializar...\n");
goto error_context; goto error_context;
} }
set_clean_color_context(0x2E, 0x07, 0x3F); set_clean_color_context(0xFB, 0xEA, 0xEB);
} }
mlog("[TEXTURE] Inicializando...\n"); mlog("[TEXTURE] Inicializando...\n");
@@ -126,16 +157,18 @@ int main(void)
d_surface = generate_data_surface(16, &m); d_surface = generate_data_surface(16, &m);
n_surface = generate_normals_surface(d_surface, m); n_surface = generate_normals_surface(d_surface, m);
projection.m = m;
if (!(m_surface = create_mesh(d_surface, n_surface, m))) if (!(m_surface = create_mesh(d_surface, n_surface, m)))
{ {
mlog("[MESH] Error al inicializar...\n"); mlog("[MESH] Error al inicializar...\n");
goto error_mesh_surface; goto error_mesh_surface;
} }
projection.m = m;
projection.mesh = m_surface; projection.mesh = m_surface;
set_projection_mesh( projection );
free(n_surface); free(n_surface);
free(d_surface); free(d_surface);
} }

View File

@@ -57,7 +57,7 @@ void set_projection_mesh( struct projection );
void destroy_mesh(mesh_t p); void destroy_mesh(mesh_t p);
void draw_mesh(mesh_t p); void draw_mesh(mesh_t p, char lines);
/* /*
Set background color: 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); 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: load matrix 4 to shader:
var: name of glsl variable. var: name of glsl variable.

View File

@@ -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) 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]); load_mat4_to_shader(shader, "mdl", (mat4_t)ortho[i]);
} }

View File

@@ -78,19 +78,6 @@ mesh_t create_mesh(float *d, float *n, unsigned char m)
glEnableVertexAttribArray(i + 4); 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; return p;
} }
@@ -104,18 +91,19 @@ void destroy_mesh(mesh_t p)
free(p); free(p);
} }
void draw_mesh(mesh_t p) void draw_mesh(mesh_t p, char lines )
{ {
struct obj *obj = p; struct obj *obj = p;
glBindVertexArray(obj->vao); glBindVertexArray(obj->vao);
#ifdef DEBUG if( lines )
{ {
int i; int i;
for (i = 0; i < obj->vertex; i += 3) for (i = 0; i < obj->vertex; i += 3)
glDrawArrays(GL_LINE_LOOP, i, 3); glDrawArrays(GL_LINE_LOOP, i, 3);
} }
#else else
{
glDrawArrays(GL_TRIANGLES, 0, obj->vertex); glDrawArrays(GL_TRIANGLES, 0, obj->vertex);
#endif }
} }

View File

@@ -54,6 +54,12 @@ void load_float_to_shader(unsigned int program, char *var, float f)
glUniform1f(glGetUniformLocation(program, var), 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) void load_mat4_to_shader(unsigned int program, char *var, float *mat)
{ {
glUseProgram(program); glUseProgram(program);