Clean code for MVP Release

This commit is contained in:
PedroEdiaz
2024-10-22 19:54:55 -06:00
parent 7787daa2da
commit 6727c5fa9a
6 changed files with 106 additions and 100 deletions

View File

@@ -5,6 +5,7 @@ void set_clean_color_context( unsigned char r, unsigned char g, unsigned char b
{ {
glEnable( GL_DEPTH_TEST ); glEnable( GL_DEPTH_TEST );
glEnable( GL_CULL_FACE ); glEnable( GL_CULL_FACE );
glCullFace( GL_BACK ); glCullFace( GL_BACK );
glClearColor( (float)r/0xff, (float)g/0xff, (float)b/0xff, 1.0 ); glClearColor( (float)r/0xff, (float)g/0xff, (float)b/0xff, 1.0 );

View File

@@ -65,8 +65,7 @@ const char * fs =
" float diffuse = max(dot(Normal, lightDir),0.0); " " float diffuse = max(dot(Normal, lightDir),0.0); "
" float ambient = 0.5;" " FragColor = (0.5 + 0.5*diffuse)*color;"
" FragColor = (ambient + diffuse)*color;"
"}"; "}";

View File

@@ -5,15 +5,10 @@
#include <stdlib.h> #include <stdlib.h>
#include <stdio.h> #include <stdio.h>
#define CGLM_ALL_UNALIGNED
#include <cglm/vec3.h>
#include <cglm/vec4.h>
#define WIDTH 512 #define WIDTH 512
#define HEIGHT 512 #define HEIGHT 512
unsigned char coordanate[4] = {0,1,2,3};
unsigned char palette[] = unsigned char palette[] =
{ {
0xEB,0xD3,0xF8,0xff, 0xEB,0xD3,0xF8,0xff,
@@ -22,88 +17,12 @@ unsigned char palette[] =
0x7A,0x1C,0xAC,0xff, 0x7A,0x1C,0xAC,0xff,
}; };
void calc_normal(float* p1, float* p2, float* p3,float* normal, unsigned char n) unsigned char coordanate[4] = {0,1,2,3};
{ const char * wname = "manigraph: manifold grapher";
float alpha;
vec4 v1, v2, v3;
vec4 u1, u2, u3;
switch (n)
{
case 3:
glm_vec3_sub(p2, p1, v1); float * generate_data_surface(unsigned int, unsigned char *);
glm_vec3_sub(p3, p1, v2); 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 ) void mlog( char * msg )
{ {
@@ -112,9 +31,6 @@ void mlog( char * msg )
#endif #endif
} }
const char * wname = "manigraph: manifold grapher";
float * generate_surface();
int main( void ) int main( void )
{ {
id_t shader, texture, shader_plain; id_t shader, texture, shader_plain;
@@ -176,8 +92,8 @@ int main( void )
{ {
unsigned char m; unsigned char m;
float * n_surface, *d_surface; float * n_surface, *d_surface;
d_surface = generate_surface(16,&m); d_surface = generate_data_surface(16,&m);
n_surface = fill_normal(d_surface, m); n_surface = generate_normals_surface(d_surface, m);
if( !(m_surface = create_mesh(d_surface, n_surface, coordanate, m))) if( !(m_surface = create_mesh(d_surface, n_surface, coordanate, m)))
{ {
mlog("[MESH] Error al inicializar...\n"); mlog("[MESH] Error al inicializar...\n");
@@ -189,14 +105,11 @@ int main( void )
mlog("[MESH] Inicializando...\n"); mlog("[MESH] Inicializando...\n");
{ {
float * n_axis; if(!(m_axis = create_mesh(d_axis, NULL, coordanate, 3)))
n_axis = fill_normal(d_axis, 3);
if(!(m_axis = create_mesh(d_axis, n_axis, coordanate, 3)))
{ {
mlog("[MESH] Error al inicializar...\n"); mlog("[MESH] Error al inicializar...\n");
goto error_mesh_axis; goto error_mesh_axis;
} }
free(n_axis);
} }
mlog("[MAIN LOOP] Inicializando...\n"); mlog("[MAIN LOOP] Inicializando...\n");

View File

@@ -37,6 +37,9 @@ mesh_t create_mesh( float * d, float * n, unsigned char * coordanate, unsigned c
glEnableVertexAttribArray(i); glEnableVertexAttribArray(i);
} }
if( !n )
return p;
glGenBuffers( 1, &p->n_vbo ); glGenBuffers( 1, &p->n_vbo );
glBindBuffer( GL_ARRAY_BUFFER, p->n_vbo ); glBindBuffer( GL_ARRAY_BUFFER, p->n_vbo );
glBufferData( GL_ARRAY_BUFFER, p->vertex*m*sizeof(float), n+1, glBufferData( GL_ARRAY_BUFFER, p->vertex*m*sizeof(float), n+1,

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@@ -1,12 +1,14 @@
#include <stdio.h>
#include <math.h> #include <math.h>
#include <stdlib.h> #include <stdlib.h>
#define CGLM_ALL_UNALIGNED
#include <cglm/vec3.h>
#include <cglm/vec4.h>
#ifndef M_PI #ifndef M_PI
#define M_PI 3.14159265358979323846 #define M_PI 3.14159265358979323846
#endif #endif
typedef void(*function_t)(float*,int, int, int);
void mobius(float *d_surface, int i, int j, int grid_size) 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); 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; unsigned int i,j,k=0;
long size; long size;
@@ -94,3 +98,88 @@ float * generate_surface(int grid_size, unsigned char *m )
return d_surface; 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;
}

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@@ -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 Limitamos los FPS, contando el tiempo en el que
se ejecuta el main loop, y esperando el tiempo restante se ejecuta el main loop, y esperando el tiempo restante
para lograr los fps deciados. para lograr los fps deseados.
*/ */
static static
@@ -37,6 +37,7 @@ void __limit_fps_window(int max_fps)
current_time = glfwGetTime(); current_time = glfwGetTime();
} }
previous_time = current_time; previous_time = current_time;
} }