Merge: roberto -> main

This commit is contained in:
PedroEdiaz
2024-10-22 19:26:10 -06:00
parent b50fbf9d2d
commit 7787daa2da
6 changed files with 122 additions and 49 deletions

View File

@@ -3,9 +3,12 @@
#include "data/shaders.h"
#include <stdlib.h>
#include <cglm/vec3.h>
#include <stdio.h>
#define CGLM_ALL_UNALIGNED
#include <cglm/vec3.h>
#include <cglm/vec4.h>
#define WIDTH 512
#define HEIGHT 512
@@ -19,48 +22,100 @@ unsigned char palette[] =
0x7A,0x1C,0xAC,0xff,
};
void calc_normal(float* v1, float* v2, float* v3, float* normal)
void calc_normal(float* p1, float* p2, float* p3,float* normal, unsigned char n)
{
vec3 lado1, lado2;
float alpha;
vec4 v1, v2, v3;
vec4 u1, u2, u3;
switch (n)
{
case 3:
glm_vec3_sub(v2, v1, lado1);
glm_vec3_sub(v3, v1, lado2);
glm_vec3_sub(p2, p1, v1);
glm_vec3_sub(p3, p1, v2);
glm_vec3_cross(lado1, lado2, normal);
glm_vec3_normalize(normal);
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 )
float * fill_normal( float * d, unsigned char m )
{
float * n;
n = malloc((*d+1)*sizeof(float));
n = malloc( (*d+1)*sizeof(float));
*n = *d;
for (int i = 0; i < *d; i += 9)
for (int i = 0; i < *d; i += 3*m)
{
vec3 norm_vec;
calc_normal((d+1)+i, (d+1)+i+3, (d+1)+i+6, norm_vec);
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+3 );
glm_vec3_copy( norm_vec, (n+1)+i+6 );
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(unsigned int, unsigned char *m);
void mlog(char * msg)
void mlog( char * msg )
{
#ifdef DEBUG
printf(msg);
#endif
}
int main(void)
const char * wname = "manigraph: manifold grapher";
float * generate_surface();
int main( void )
{
id_t shader, texture, shader_plain;
mesh_t m_surface, m_axis;
@@ -122,8 +177,8 @@ int main(void)
unsigned char m;
float * n_surface, *d_surface;
d_surface = generate_surface(16,&m);
n_surface = fill_normal(d_surface);
if( !(m_surface = create_mesh(d_surface, n_surface, coordanate)))
n_surface = fill_normal(d_surface, m);
if( !(m_surface = create_mesh(d_surface, n_surface, coordanate, m)))
{
mlog("[MESH] Error al inicializar...\n");
goto error_mesh_surface;
@@ -135,8 +190,8 @@ int main(void)
mlog("[MESH] Inicializando...\n");
{
float * n_axis;
n_axis = fill_normal(d_axis);
if(!(m_axis = create_mesh(d_axis, n_axis, coordanate)))
n_axis = fill_normal(d_axis, 3);
if(!(m_axis = create_mesh(d_axis, n_axis, coordanate, 3)))
{
mlog("[MESH] Error al inicializar...\n");
goto error_mesh_axis;
@@ -154,6 +209,7 @@ int main(void)
load_rot_matrix(shader_plain, q);
clean_context();
#ifndef DEBUG
load_mdl_matrix(shader_plain, 0, 0);
draw_mesh( m_axis);