Merge branch 'main' into roberto

This commit is contained in:
PedroEdiaz
2024-11-20 11:14:59 -06:00
24 changed files with 5956 additions and 616 deletions

361
src/main.c Executable file → Normal file
View File

@@ -2,231 +2,194 @@
#include "data/axis.h"
#include "data/shaders.h"
#include <stdio.h>
#include <stdlib.h>
#include <GL/glew.h>
#define CGLM_ALL_UNALIGNED
#include <cglm/vec3.h>
#include <cglm/vec4.h>
#include <string.h>
#define WIDTH 512
#define HEIGHT 512
unsigned char coordanate[4] = {0,1,2,3};
#ifdef EMSCRIPTEN
#include <emscripten.h>
#endif
unsigned char palette[] =
{
16,
0xEB,0xD3,0xF8,0xff,
0xEB,0xD4,0xF8,0xff,
0xEB,0xD5,0xF8,0xff,
0x7A,0x1C,0xAC,0xff,
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 = 0, .y = 1, .z = 2, .w = 3};
unsigned char palette[][4] = {
{0xEB, 0xD3, 0xF8, 0xff},
{0xEB, 0xD4, 0xF8, 0xff},
{0xEB, 0xD5, 0xF8, 0xff},
{0x7A, 0x1C, 0xAC, 0xff},
};
void calc_normal(float* p1, float* p2, float* p3, float* normal, unsigned char n) {
float **u;
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;
#if 0
case 4:
glm_vec4_sub(p2, p1, v1);
glm_vec4_sub(p3, p1, v2);
glm_vec4_copy(p1, v3);
glm_vec4_copy(v1, u1);
{
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);
}
{
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;
void mlog(char *msg)
{
#ifdef DEBUG
printf(msg);
#endif
default:
u = malloc((n - 1) * sizeof(float*));
for (unsigned char i = 0; i < n - 1; i++) {
u[i] = malloc(n * sizeof(float));
}
for (unsigned char i = 0; i < n - 1; i++) {
float* vi = malloc(n * sizeof(float));
for (unsigned char j = 0; j < n; j++) {
vi[j] = p2[j] - p1[j];
}
for (unsigned char j = 0; j < i; j++) {
float dot_vu = 0.0f, dot_uu = 0.0f;
for (unsigned char k = 0; k < n; k++) {
dot_vu += vi[k] * u[j][k];
dot_uu += u[j][k] * u[j][k];
}
for (unsigned char k = 0; k < n; k++) {
vi[k] -= (dot_vu / dot_uu) * u[j][k];
}
}
memcpy(u[i], vi, n * sizeof(float));
free(vi);
}
memcpy(normal, u[n - 2], n * sizeof(float));
float norm = 0.0f;
for (unsigned char i = 0; i < n; i++) {
norm += normal[i] * normal[i];
}
norm = sqrtf(norm);
for (unsigned char i = 0; i < n; i++) {
normal[i] /= norm;
}
for (unsigned char i = 0; i < n - 1; i++) {
free(u[i]);
}
free(u);
return;
}
}
float * fill_normal( float * d, unsigned char m )
window_t window;
mesh_t m_surface, m_axis;
id_t shader, shader_plain;
#ifndef EMSCRIPTEN
static inline
#endif
void
main_loop(void)
{
float * n;
n = malloc( (*d+1)*sizeof(float));
*n = *d;
for (int i = 0; i < *d; i += 3*m)
{
quat_t q;
vec4 norm_vec;
q = poll_input(window);
load_rot_matrix(shader, q);
load_rot_matrix(shader_plain, q);
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;
}
const char * wname = "manigraph: manifold grapher";
float * generate_surface();
int main( void )
{
id_t shader, texture, shader_plain;
mesh_t m_cube, m_axis;
window_t window;
if( !( window = init_window( WIDTH, HEIGHT, wname ) ) )
goto error_window;
use_window( window );
set_clean_color_context( 0x2E, 0x07, 0x3F );
glewInit();
texture=create_palette_texture( palette );
use_texture( texture );
if( !( shader = create_shader() ) )
goto error_shader;
gload_program( shader, vs, VERTEX );
gload_program( shader, fs, FRAGMENT );
if( !( shader_plain = create_shader() ) )
goto error_shader_plain;
gload_program( shader_plain, vs, VERTEX );
gload_program( shader_plain, fs_plain, FRAGMENT );
load_fix_matrix( shader, (float)WIDTH/HEIGHT );
load_fix_matrix( shader_plain, (float)WIDTH/HEIGHT );
/* Fill m_cube */
{
float * n_cube, *d_cube;
d_cube = generate_surface(16);
n_cube = fill_normal( d_cube, 4 );
if( !( m_cube = create_mesh( d_cube, n_cube, coordanate, 4 ) ) )
goto error_mesh_cube;
free( n_cube );
free( d_cube);
}
/* Fill m_axis */
{
float * n_axis;
n_axis = fill_normal( d_axis, 3 );
if( !( m_axis = create_mesh( d_axis, n_axis, coordanate, 3 ) ) )
goto error_mesh_axis;
free( n_axis );
}
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();
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_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);
#else
load_mdl_matrix(shader_plain, 0, 3);
#endif
draw_mesh(m_surface);
}
load_mdl_matrix( shader, 0, 3 );
draw_mesh( m_cube );
int main(void)
{
id_t texture;
mlog("[VENTANA] Inicializando...\n");
{
if (!(window = init_window(WIDTH, HEIGHT, wname)))
{
mlog("[VENTANA] Error al inicializar...\n");
goto error_window;
}
use_window(window);
}
destroy_mesh( m_axis );
destroy_mesh( m_cube );
destroy_shader( shader_plain );
destroy_shader( shader );
destroy_texture( texture );
close_window( window );
mlog("[CONTEXT] Inicializando...\n");
{
if (!(init_context()))
{
mlog("[CONTEXT] Error al inicializar...\n");
goto error_context;
}
set_clean_color_context(0x2E, 0x07, 0x3F);
}
mlog("[TEXTURE] Inicializando...\n");
{
texture = create_palette_texture(palette, 4);
use_texture(texture);
}
mlog("[SHADER] Inicializando...\n");
{
if (!(shader = create_shader()))
{
mlog("[SHADER] Error al inicializar...\n");
goto error_shader;
}
load_program_to_shader(shader, vs, VERTEX);
load_program_to_shader(shader, fs, FRAGMENT);
load_fix_matrix(shader, (float)WIDTH / HEIGHT);
}
mlog("[SHADER] Inicializando...\n");
{
if (!(shader_plain = create_shader()))
{
mlog("[SHADER] Error al inicializar...\n");
goto error_shader_plain;
}
load_program_to_shader(shader_plain, vs, VERTEX);
load_program_to_shader(shader_plain, fs_plain, FRAGMENT);
load_fix_matrix(shader_plain, (float)WIDTH / HEIGHT);
}
mlog("[MESH] Inicializando...\n");
{
unsigned char m;
float *n_surface, *d_surface;
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.mesh = m_surface;
free(n_surface);
free(d_surface);
}
mlog("[MESH] Inicializando...\n");
{
if (!(m_axis = create_mesh(d_axis, NULL, 3)))
{
mlog("[MESH] Error al inicializar...\n");
goto error_mesh_axis;
}
}
mlog("[MAIN LOOP] Inicializando...\n");
#ifdef EMSCRIPTEN
emscripten_set_main_loop(&main_loop, 0, 1);
#else
while (is_open_window(window))
main_loop();
#endif
mlog("[MAIN LOOP] Terminando...\n");
mlog("[MESH] Destruyendo...\n");
destroy_mesh(m_axis);
mlog("[MESH] Destruyendo...\n");
destroy_mesh(m_surface);
mlog("[SHADER] Destruyendo...\n");
destroy_shader(shader_plain);
mlog("[SHADER] Destruyendo...\n");
destroy_shader(shader);
mlog("[TEXTURE] Destruyendo...\n");
destroy_texture(texture);
mlog("[WINDOW] Destruyendo...\n");
close_window(window);
return 0;
mlog("[MESH] Destruyendo...\n");
destroy_mesh(m_axis);
error_mesh_axis:
destroy_mesh( m_cube );
error_mesh_cube:
destroy_shader( shader_plain );
mlog("[MESH] Destruyendo...\n");
destroy_mesh(m_surface);
error_mesh_surface:
mlog("[SHADER] Destruyendo...\n");
destroy_shader(shader_plain);
error_shader_plain:
destroy_shader( shader );
mlog("[SHADER] Destruyendo...\n");
destroy_shader(shader);
error_shader:
close_window( window );
destroy_texture( texture );
mlog("[TEXTURE] Destruyendo...\n");
destroy_texture(texture);
error_context:
mlog("[WINDOW] Destruyendo...\n");
close_window(window);
error_window:
return 1;
}