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

@@ -4,6 +4,9 @@
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 );
}

View File

@@ -45,6 +45,7 @@ const char * fs_plain =
" FragColor = texture( palette, vec3( 0, 0, index ) ).rgba;"
"}";
const char * fs =
"#version 330 core\n"
@@ -62,11 +63,7 @@ const char * fs =
" vec3 lightPos = vec3(0,0,-15);"
" vec3 lightDir = normalize(lightPos - FragPos);"
/*
We use the absoulute value, insted of the traditional "max(...,0.0);"
so we can ignore the orientation of the triangles in openGL.
*/
" float diffuse = abs(dot(Normal, lightDir)); "
" float diffuse = max(dot(Normal, lightDir),0.0); "
" float ambient = 0.5;"
" FragColor = (ambient + diffuse)*color;"

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;
glm_vec3_sub(v2, v1, lado1);
glm_vec3_sub(v3, v1, lado2);
switch (n)
{
case 3:
glm_vec3_cross(lado1, lado2, normal);
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 * 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);

View File

@@ -32,9 +32,10 @@ void close_window(window_t window);
d: array of floats with the vertex data.
n: array of floats with the normal data.
coordanate: the number of the 3 axis that we are displaying.
m: Dimention of mesh
*/
mesh_t create_mesh( float * d, float * n, unsigned char * coordanate );
mesh_t create_mesh( float * d, float * n, unsigned char * coordanate, unsigned char m );
void destroy_mesh(mesh_t p);

View File

@@ -13,38 +13,38 @@ struct obj
to display using the layout location in GLSL.
This trick can be done with glVertexAttribPointer.
*/
mesh_t create_mesh( float * d, float * n, unsigned char * coordanate )
mesh_t create_mesh( float * d, float * n, unsigned char * coordanate, unsigned char m )
{
unsigned char i;
struct obj * p;
p=malloc(sizeof(struct obj));
p->vertex=(*d)/3;
p->vertex=(*d)/m;
glGenVertexArrays( 1, &p->vao );
glGenBuffers( 1, &p->d_vbo );
glBindVertexArray( p->vao );
glBindBuffer( GL_ARRAY_BUFFER, p->d_vbo );
glBufferData( GL_ARRAY_BUFFER, p->vertex*3*sizeof(float), d+1,
glBufferData( GL_ARRAY_BUFFER, p->vertex*m*sizeof(float), d+1,
GL_STATIC_DRAW );
for( i=0; i<4; ++i )
{
glVertexAttribPointer( i,1,GL_FLOAT, 0, 3*sizeof(float),
glVertexAttribPointer( i,1,GL_FLOAT, 0, m*sizeof(float),
(float*)(coordanate[i]*sizeof(float)) );
glEnableVertexAttribArray(i);
}
glGenBuffers( 1, &p->n_vbo );
glBindBuffer( GL_ARRAY_BUFFER, p->n_vbo );
glBufferData( GL_ARRAY_BUFFER, p->vertex*3*sizeof(float), n+1,
glBufferData( GL_ARRAY_BUFFER, p->vertex*m*sizeof(float), n+1,
GL_STATIC_DRAW );
for( i=0; i<4; ++i )
{
glVertexAttribPointer( i+4,1,GL_FLOAT, 0, 3*sizeof(float),
glVertexAttribPointer( i+4,1,GL_FLOAT, 0, m*sizeof(float),
(float*)(coordanate[i]*sizeof(float)) );
glEnableVertexAttribArray(i+4);
}

View File

@@ -37,28 +37,28 @@ void klein(float *d_surface, int i, int j, int grid_size)
d_surface[0] = (0.5*cos(v) + 0.5) * cos(u);
d_surface[1] = (0.5*cos(v) + 0.5) * sin(u);
d_surface[2] = sin(v) * cos(u/2);
//d_surface[2] = sin(v)*sin(u/2);
d_surface[3] = sin(v)*sin(u/2);
}
float * generate_surface(int grid_size, unsigned char * m)
float * generate_surface(int grid_size, unsigned char *m )
{
float * d_surface;
function_t f;
int i,j,k=0;
unsigned int i,j,k=0;
long size;
function_t f;
float * d_surface;
*m = 3;
f = klein;
size = grid_size*grid_size*2*3*(*m);
*m = 4;
size = grid_size*grid_size*12*(*m);
d_surface = malloc((size+1)*sizeof(float));
d_surface[0] = size;
for( i = 0; i < grid_size; i++)
{
for( j = 0; j < grid_size; j++)
{
// triangle 1
// triangle 1, Front
f(&d_surface[k + 1], i, j, grid_size);
k+=*m;
f(&d_surface[k + 1], i + 1, j, grid_size);
@@ -66,13 +66,29 @@ float * generate_surface(int grid_size, unsigned char * m)
f(&d_surface[k + 1], i + 1, j + 1, grid_size);
k+=*m;
// triangle 2
// triangle 1, Back
f(&d_surface[k + 1], i + 1, j + 1, grid_size);
k+=*m;
f(&d_surface[k + 1], i + 1, j, grid_size);
k+=*m;
f(&d_surface[k + 1], i, j, grid_size);
k+=*m;
// triangle 2, Frontt
f(&d_surface[k + 1], i + 1, j + 1, grid_size);
k+=*m;
f(&d_surface[k + 1], i, j + 1, grid_size);
k+=*m;
f(&d_surface[k + 1], i, j, grid_size);
k+=*m;
// triangle 2, Back
f(&d_surface[k + 1], i, j, grid_size);
k+=*m;
f(&d_surface[k + 1], i, j + 1, grid_size);
k+=*m;
f(&d_surface[k + 1], i + 1, j + 1, grid_size);
k+=*m;
}
}