aiura pedro

This commit is contained in:
roberto.mc
2024-11-18 23:14:54 -06:00
parent 4bc45f4eea
commit 793c11757d

View File

@@ -23,69 +23,94 @@ 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) void calc_normal(float* p1, float* p2, float* p3, float* normal, unsigned char n) {
{ float alpha;
float alpha; vec4 v1, v2, v3;
vec4 v1, v2, v3; vec4 u1, u2, u3;
vec4 u1, u2, u3;
switch (n) switch (n) {
{ case 3:
case 3: glm_vec3_sub(p2, p1, v1);
glm_vec3_sub(p3, p1, v2);
glm_vec3_sub(p2, p1, v1); glm_vec3_cross(v1, v2, normal);
glm_vec3_sub(p3, p1, v2); glm_vec3_normalize(normal);
return;
glm_vec3_cross(v1, v2, normal); case 4:
glm_vec3_normalize(normal); glm_vec4_sub(p2, p1, v1);
return; 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);
}
case 4: {
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);
In Grant-Shmidth we need 3 linearly independian vector that forms a basis, glm_vec4_scale(u2, alpha, proj2);
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_sub(v3, proj1, u3);
{ glm_vec4_sub(u3, proj2, u3);
glm_vec4_copy(v1, u1); }
}
/* Setup U2 */ glm_vec4_copy(u3, normal);
{ glm_vec4_normalize(normal);
vec4 proj; return;
alpha = glm_vec4_dot(v2, u1) / glm_vec4_dot(u1, u1); default:
glm_vec4_scale(u1, alpha, proj); float** u = malloc((n - 1) * sizeof(float*));
for (unsigned char i = 0; i < n - 1; i++) {
u[i] = malloc(n * sizeof(float));
}
glm_vec4_sub(v2, proj, u2); 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];
}
/* Setup U3 */ for (unsigned char j = 0; j < i; j++) {
{ float dot_vu = 0.0f, dot_uu = 0.0f;
vec4 proj1, proj2;
alpha = glm_vec4_dot(v3, u1) / glm_vec4_dot(u1, u1); for (unsigned char k = 0; k < n; k++) {
glm_vec4_scale(u1, alpha, proj1); dot_vu += vi[k] * u[j][k];
dot_uu += u[j][k] * u[j][k];
}
alpha = glm_vec4_dot(v3, u2) / glm_vec4_dot(u2, u2); for (unsigned char k = 0; k < n; k++) {
glm_vec4_scale(u2, alpha, proj2); vi[k] -= (dot_vu / dot_uu) * u[j][k];
}
}
glm_vec4_sub(v3, proj1, u3); memcpy(u[i], vi, n * sizeof(float));
glm_vec4_sub(u3, proj2, u3); free(vi);
} }
glm_vec4_copy(u3, normal); memcpy(normal, u[n - 2], n * sizeof(float));
glm_vec4_normalize(normal);
return; 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 ) float * fill_normal( float * d, unsigned char m )