Merge: roberto -> main
This commit is contained in:
@@ -4,6 +4,9 @@
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void set_clean_color_context( unsigned char r, unsigned char g, unsigned char b )
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{
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glEnable( GL_DEPTH_TEST );
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glEnable( GL_CULL_FACE );
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glCullFace( GL_BACK );
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glClearColor( (float)r/0xff, (float)g/0xff, (float)b/0xff, 1.0 );
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}
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@@ -45,6 +45,7 @@ const char * fs_plain =
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" FragColor = texture( palette, vec3( 0, 0, index ) ).rgba;"
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"}";
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const char * fs =
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"#version 330 core\n"
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@@ -62,11 +63,7 @@ const char * fs =
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" vec3 lightPos = vec3(0,0,-15);"
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" vec3 lightDir = normalize(lightPos - FragPos);"
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/*
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We use the absoulute value, insted of the traditional "max(...,0.0);"
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so we can ignore the orientation of the triangles in openGL.
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*/
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" float diffuse = abs(dot(Normal, lightDir)); "
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" float diffuse = max(dot(Normal, lightDir),0.0); "
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" float ambient = 0.5;"
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" FragColor = (ambient + diffuse)*color;"
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100
src/main.c
100
src/main.c
@@ -3,9 +3,12 @@
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#include "data/shaders.h"
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#include <stdlib.h>
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#include <cglm/vec3.h>
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#include <stdio.h>
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#define CGLM_ALL_UNALIGNED
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#include <cglm/vec3.h>
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#include <cglm/vec4.h>
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#define WIDTH 512
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#define HEIGHT 512
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@@ -19,40 +22,89 @@ unsigned char palette[] =
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0x7A,0x1C,0xAC,0xff,
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};
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void calc_normal(float* v1, float* v2, float* v3, float* normal)
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void calc_normal(float* p1, float* p2, float* p3,float* normal, unsigned char n)
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{
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vec3 lado1, lado2;
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float alpha;
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vec4 v1, v2, v3;
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vec4 u1, u2, u3;
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glm_vec3_sub(v2, v1, lado1);
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glm_vec3_sub(v3, v1, lado2);
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switch (n)
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{
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case 3:
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glm_vec3_cross(lado1, lado2, normal);
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glm_vec3_sub(p2, p1, v1);
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glm_vec3_sub(p3, p1, v2);
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glm_vec3_cross(v1, v2, normal);
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glm_vec3_normalize(normal);
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return;
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case 4:
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/*
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In Grant-Shmidth we need 3 linearly independian vector that forms a basis,
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so we can have a ortonormal version of that basis, since, we must have
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v1 = p3 - p1
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v2 = p2 - p1
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Then v3 = p1, will most certantly be linerly independiant to v1 and v2.
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*/
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glm_vec4_sub(p2, p1, v1);
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glm_vec4_sub(p3, p1, v2);
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glm_vec4_copy(p1, v3);
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/* Setup U1 */
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{
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glm_vec4_copy(v1, u1);
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}
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float * fill_normal( float * d )
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/* Setup U2 */
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{
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vec4 proj;
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alpha = glm_vec4_dot(v2, u1) / glm_vec4_dot(u1, u1);
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glm_vec4_scale(u1, alpha, proj);
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glm_vec4_sub(v2, proj, u2);
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}
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/* Setup U3 */
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{
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vec4 proj1, proj2;
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alpha = glm_vec4_dot(v3, u1) / glm_vec4_dot(u1, u1);
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glm_vec4_scale(u1, alpha, proj1);
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alpha = glm_vec4_dot(v3, u2) / glm_vec4_dot(u2, u2);
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glm_vec4_scale(u2, alpha, proj2);
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glm_vec4_sub(v3, proj1, u3);
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glm_vec4_sub(u3, proj2, u3);
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}
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glm_vec4_copy(u3, normal);
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glm_vec4_normalize(normal);
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return;
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}
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}
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float * fill_normal( float * d, unsigned char m )
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{
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float * n;
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n = malloc( (*d+1)*sizeof(float));
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*n = *d;
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for (int i = 0; i < *d; i += 9)
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for (int i = 0; i < *d; i += 3*m)
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{
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vec3 norm_vec;
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calc_normal((d+1)+i, (d+1)+i+3, (d+1)+i+6, norm_vec);
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vec4 norm_vec;
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calc_normal((d+1)+i, (d+1)+i+m, (d+1)+i+2*m, norm_vec, m);
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glm_vec3_copy( norm_vec, (n+1)+i );
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glm_vec3_copy( norm_vec, (n+1)+i+3 );
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glm_vec3_copy( norm_vec, (n+1)+i+6 );
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glm_vec3_copy( norm_vec, (n+1)+i+m );
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glm_vec3_copy( norm_vec, (n+1)+i+2*m );
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}
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return n;
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}
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const char * wname = "manigraph: manifold grapher";
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float * generate_surface(unsigned int, unsigned char *m);
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void mlog( char * msg )
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{
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#ifdef DEBUG
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@@ -60,6 +112,9 @@ void mlog(char * msg)
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#endif
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}
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const char * wname = "manigraph: manifold grapher";
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float * generate_surface();
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int main( void )
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{
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id_t shader, texture, shader_plain;
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@@ -122,8 +177,8 @@ int main(void)
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unsigned char m;
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float * n_surface, *d_surface;
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d_surface = generate_surface(16,&m);
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n_surface = fill_normal(d_surface);
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if( !(m_surface = create_mesh(d_surface, n_surface, coordanate)))
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n_surface = fill_normal(d_surface, m);
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if( !(m_surface = create_mesh(d_surface, n_surface, coordanate, m)))
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{
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mlog("[MESH] Error al inicializar...\n");
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goto error_mesh_surface;
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@@ -135,8 +190,8 @@ int main(void)
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mlog("[MESH] Inicializando...\n");
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{
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float * n_axis;
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n_axis = fill_normal(d_axis);
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if(!(m_axis = create_mesh(d_axis, n_axis, coordanate)))
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n_axis = fill_normal(d_axis, 3);
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if(!(m_axis = create_mesh(d_axis, n_axis, coordanate, 3)))
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{
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mlog("[MESH] Error al inicializar...\n");
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goto error_mesh_axis;
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@@ -154,6 +209,7 @@ int main(void)
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load_rot_matrix(shader_plain, q);
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clean_context();
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#ifndef DEBUG
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load_mdl_matrix(shader_plain, 0, 0);
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draw_mesh( m_axis);
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@@ -32,9 +32,10 @@ void close_window(window_t window);
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d: array of floats with the vertex data.
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n: array of floats with the normal data.
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coordanate: the number of the 3 axis that we are displaying.
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m: Dimention of mesh
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*/
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mesh_t create_mesh( float * d, float * n, unsigned char * coordanate );
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mesh_t create_mesh( float * d, float * n, unsigned char * coordanate, unsigned char m );
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void destroy_mesh(mesh_t p);
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12
src/mesh.c
12
src/mesh.c
@@ -13,38 +13,38 @@ struct obj
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to display using the layout location in GLSL.
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This trick can be done with glVertexAttribPointer.
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*/
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mesh_t create_mesh( float * d, float * n, unsigned char * coordanate )
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mesh_t create_mesh( float * d, float * n, unsigned char * coordanate, unsigned char m )
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{
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unsigned char i;
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struct obj * p;
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p=malloc(sizeof(struct obj));
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p->vertex=(*d)/3;
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p->vertex=(*d)/m;
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glGenVertexArrays( 1, &p->vao );
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glGenBuffers( 1, &p->d_vbo );
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glBindVertexArray( p->vao );
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glBindBuffer( GL_ARRAY_BUFFER, p->d_vbo );
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glBufferData( GL_ARRAY_BUFFER, p->vertex*3*sizeof(float), d+1,
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glBufferData( GL_ARRAY_BUFFER, p->vertex*m*sizeof(float), d+1,
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GL_STATIC_DRAW );
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for( i=0; i<4; ++i )
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{
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glVertexAttribPointer( i,1,GL_FLOAT, 0, 3*sizeof(float),
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glVertexAttribPointer( i,1,GL_FLOAT, 0, m*sizeof(float),
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(float*)(coordanate[i]*sizeof(float)) );
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glEnableVertexAttribArray(i);
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}
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glGenBuffers( 1, &p->n_vbo );
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glBindBuffer( GL_ARRAY_BUFFER, p->n_vbo );
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glBufferData( GL_ARRAY_BUFFER, p->vertex*3*sizeof(float), n+1,
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glBufferData( GL_ARRAY_BUFFER, p->vertex*m*sizeof(float), n+1,
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GL_STATIC_DRAW );
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for( i=0; i<4; ++i )
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{
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glVertexAttribPointer( i+4,1,GL_FLOAT, 0, 3*sizeof(float),
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glVertexAttribPointer( i+4,1,GL_FLOAT, 0, m*sizeof(float),
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(float*)(coordanate[i]*sizeof(float)) );
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glEnableVertexAttribArray(i+4);
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}
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@@ -37,28 +37,28 @@ void klein(float *d_surface, int i, int j, int grid_size)
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d_surface[0] = (0.5*cos(v) + 0.5) * cos(u);
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d_surface[1] = (0.5*cos(v) + 0.5) * sin(u);
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d_surface[2] = sin(v) * cos(u/2);
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//d_surface[2] = sin(v)*sin(u/2);
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d_surface[3] = sin(v)*sin(u/2);
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}
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float * generate_surface(int grid_size, unsigned char *m )
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{
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float * d_surface;
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function_t f;
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int i,j,k=0;
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unsigned int i,j,k=0;
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long size;
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function_t f;
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float * d_surface;
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*m = 3;
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f = klein;
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size = grid_size*grid_size*2*3*(*m);
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*m = 4;
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size = grid_size*grid_size*12*(*m);
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d_surface = malloc((size+1)*sizeof(float));
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d_surface[0] = size;
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for( i = 0; i < grid_size; i++)
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{
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for( j = 0; j < grid_size; j++)
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{
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// triangle 1
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// triangle 1, Front
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f(&d_surface[k + 1], i, j, grid_size);
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k+=*m;
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f(&d_surface[k + 1], i + 1, j, grid_size);
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@@ -66,13 +66,29 @@ float * generate_surface(int grid_size, unsigned char * m)
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f(&d_surface[k + 1], i + 1, j + 1, grid_size);
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k+=*m;
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// triangle 2
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// triangle 1, Back
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f(&d_surface[k + 1], i + 1, j + 1, grid_size);
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k+=*m;
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f(&d_surface[k + 1], i + 1, j, grid_size);
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k+=*m;
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f(&d_surface[k + 1], i, j, grid_size);
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k+=*m;
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// triangle 2, Frontt
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f(&d_surface[k + 1], i + 1, j + 1, grid_size);
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k+=*m;
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f(&d_surface[k + 1], i, j + 1, grid_size);
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k+=*m;
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f(&d_surface[k + 1], i, j, grid_size);
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k+=*m;
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// triangle 2, Back
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f(&d_surface[k + 1], i, j, grid_size);
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k+=*m;
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f(&d_surface[k + 1], i, j + 1, grid_size);
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k+=*m;
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f(&d_surface[k + 1], i + 1, j + 1, grid_size);
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k+=*m;
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}
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}
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