diff --git a/src/context.c b/src/context.c index 99bdeb5..d65a220 100644 --- a/src/context.c +++ b/src/context.c @@ -5,6 +5,7 @@ void set_clean_color_context( unsigned char r, unsigned char g, unsigned char b { glEnable( GL_DEPTH_TEST ); glEnable( GL_CULL_FACE ); + glCullFace( GL_BACK ); glClearColor( (float)r/0xff, (float)g/0xff, (float)b/0xff, 1.0 ); diff --git a/src/data/shaders.h b/src/data/shaders.h index fa08b5b..8900068 100644 --- a/src/data/shaders.h +++ b/src/data/shaders.h @@ -65,8 +65,7 @@ const char * fs = " float diffuse = max(dot(Normal, lightDir),0.0); " - " float ambient = 0.5;" - " FragColor = (ambient + diffuse)*color;" + " FragColor = (0.5 + 0.5*diffuse)*color;" "}"; diff --git a/src/main.c b/src/main.c index df39bce..b02523d 100755 --- a/src/main.c +++ b/src/main.c @@ -5,15 +5,10 @@ #include #include -#define CGLM_ALL_UNALIGNED -#include -#include #define WIDTH 512 #define HEIGHT 512 -unsigned char coordanate[4] = {0,1,2,3}; - unsigned char palette[] = { 0xEB,0xD3,0xF8,0xff, @@ -22,88 +17,12 @@ unsigned char palette[] = 0x7A,0x1C,0xAC,0xff, }; -void calc_normal(float* p1, float* p2, float* p3,float* normal, unsigned char n) -{ - float alpha; - vec4 v1, v2, v3; - vec4 u1, u2, u3; - - switch (n) - { - case 3: +unsigned char coordanate[4] = {0,1,2,3}; +const char * wname = "manigraph: manifold grapher"; - glm_vec3_sub(p2, p1, v1); - glm_vec3_sub(p3, p1, v2); +float * generate_data_surface(unsigned int, unsigned char *); +float * generate_normals_surface(float *, unsigned char); - 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. - */ - glm_vec4_sub(p2, p1, v1); - glm_vec4_sub(p3, p1, v2); - glm_vec4_copy(p1, v3); - - /* Setup U1 */ - { - glm_vec4_copy(v1, u1); - } - - /* Setup U2 */ - { - vec4 proj; - - alpha = glm_vec4_dot(v2, u1) / glm_vec4_dot(u1, u1); - glm_vec4_scale(u1, alpha, proj); - - glm_vec4_sub(v2, proj, u2); - } - - /* Setup U3 */ - { - vec4 proj1, proj2; - - 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 * fill_normal( float * d, unsigned char m ) -{ - float * n; - n = malloc( (*d+1)*sizeof(float)); - *n = *d; - for (int i = 0; i < *d; i += 3*m) - { - - vec4 norm_vec; - - calc_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; -} void mlog( char * msg ) { @@ -112,9 +31,6 @@ void mlog( char * msg ) #endif } -const char * wname = "manigraph: manifold grapher"; -float * generate_surface(); - int main( void ) { id_t shader, texture, shader_plain; @@ -176,8 +92,8 @@ int main( void ) { unsigned char m; float * n_surface, *d_surface; - d_surface = generate_surface(16,&m); - n_surface = fill_normal(d_surface, m); + d_surface = generate_data_surface(16,&m); + n_surface = generate_normals_surface(d_surface, m); if( !(m_surface = create_mesh(d_surface, n_surface, coordanate, m))) { mlog("[MESH] Error al inicializar...\n"); @@ -189,14 +105,11 @@ int main( void ) mlog("[MESH] Inicializando...\n"); { - float * n_axis; - n_axis = fill_normal(d_axis, 3); - if(!(m_axis = create_mesh(d_axis, n_axis, coordanate, 3))) + if(!(m_axis = create_mesh(d_axis, NULL, coordanate, 3))) { mlog("[MESH] Error al inicializar...\n"); goto error_mesh_axis; } - free(n_axis); } mlog("[MAIN LOOP] Inicializando...\n"); diff --git a/src/mesh.c b/src/mesh.c index 3f93580..0179f26 100755 --- a/src/mesh.c +++ b/src/mesh.c @@ -37,6 +37,9 @@ mesh_t create_mesh( float * d, float * n, unsigned char * coordanate, unsigned c glEnableVertexAttribArray(i); } + if( !n ) + return p; + glGenBuffers( 1, &p->n_vbo ); glBindBuffer( GL_ARRAY_BUFFER, p->n_vbo ); glBufferData( GL_ARRAY_BUFFER, p->vertex*m*sizeof(float), n+1, diff --git a/src/surface.c b/src/surface.c index dc25635..b856f1f 100644 --- a/src/surface.c +++ b/src/surface.c @@ -1,12 +1,14 @@ -#include #include #include +#define CGLM_ALL_UNALIGNED +#include +#include + #ifndef M_PI #define M_PI 3.14159265358979323846 #endif -typedef void(*function_t)(float*,int, int, int); void mobius(float *d_surface, int i, int j, int grid_size) { @@ -40,7 +42,9 @@ void klein(float *d_surface, int i, int j, int grid_size) d_surface[3] = sin(v)*sin(u/2); } -float * generate_surface(int grid_size, unsigned char *m ) +typedef void(*function_t)(float*,int, int, int); + +float * generate_data_surface(int grid_size, unsigned char *m ) { unsigned int i,j,k=0; long size; @@ -94,3 +98,88 @@ float * generate_surface(int grid_size, unsigned char *m ) return d_surface; } + +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; + + switch (n) + { + case 3: + + glm_vec3_sub(p2, p1, v1); + glm_vec3_sub(p3, p1, v2); + + 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. + */ + glm_vec4_sub(p2, p1, v1); + glm_vec4_sub(p3, p1, v2); + glm_vec4_copy(p1, v3); + + /* Setup U1 */ + { + glm_vec4_copy(v1, u1); + } + + /* Setup U2 */ + { + vec4 proj; + + alpha = glm_vec4_dot(v2, u1) / glm_vec4_dot(u1, u1); + glm_vec4_scale(u1, alpha, proj); + + glm_vec4_sub(v2, proj, u2); + } + + /* Setup U3 */ + { + vec4 proj1, proj2; + + 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 * n; + n = malloc( (*d+1)*sizeof(float)); + *n = *d; + 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 ); + } + return n; +} + diff --git a/src/window.c b/src/window.c index 6ad9a26..52fed9c 100644 --- a/src/window.c +++ b/src/window.c @@ -13,7 +13,7 @@ window_t init_window(unsigned int w, unsigned int h, const char * name); /* Limitamos los FPS, contando el tiempo en el que se ejecuta el main loop, y esperando el tiempo restante - para lograr los fps deciados. + para lograr los fps deseados. */ static @@ -37,6 +37,7 @@ void __limit_fps_window(int max_fps) current_time = glfwGetTime(); } + previous_time = current_time; }