Merge: roberto -> main
This commit is contained in:
27
Makefile
27
Makefile
@@ -8,7 +8,6 @@ OBJ = \
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src/shader.o \
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src/input.o \
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src/mesh.o \
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src/alan.o \
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src/main.o
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CFLAGS = \
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@@ -16,6 +15,17 @@ CFLAGS = \
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-I./ext/glfw/include \
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-Wall -Wno-unused-function -std=c99 \
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WAYLAND-LIB = \
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xdg-shell \
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relative-pointer-unstable-v1 \
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xdg-decoration-unstable-v1 \
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pointer-constraints-unstable-v1 \
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viewporter \
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idle-inhibit-unstable-v1 \
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fractional-scale-v1 \
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xdg-activation-v1 \
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wayland
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help:
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@echo "Para compilar el proyecto a tu sistema operativo"
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@echo "porfavor usa uno de los siguientes comandos:"
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@@ -28,6 +38,8 @@ help:
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@echo "Para ejecturar el programa sin instalarlos se puede usar:"
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@echo " $(MAKE) run-linux"
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src/main.o: src/data/axis.h src/data/cube.h src/data/shaders.h
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# WINDOWS
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windows: $(OBJ) glfw.dll
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$(CC) $(CFLAGS) $(OBJ) -o $(BIN) -L. -lglfw -lopengl32 -lglew32
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@@ -38,11 +50,11 @@ glfw.dll:
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# LINUX
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linux-x11: $(OBJ)
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$(MAKE) BKN=_GLFW_X11 libglfw.so
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$(CC) -o $(BIN) $(OBJ) -L. -lGLEW -lGL -lglfw
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$(CC) -o $(BIN) $(OBJ) -L. -lGLEW -lGL -lglfw -lm
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linux-wayland: $(OBJ)
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$(MAKE) BKN=_GLFW_WAYLAND libglfw.so
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$(CC) -o $(BIN) $(OBJ) -L. -lGLEW -lGL -lglfw
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$(CC) -o $(BIN) $(OBJ) -L. -lGLEW -lGL -lglfw -lm
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run-linux:
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LD_LIBRARY_PATH=. ./$(BIN)
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@@ -53,10 +65,15 @@ cocoa: $(OBJ)
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$(CC) -framework OpenGL -o $(BIN) $(OBJ) -L. -lGLEW -lGL -lglfw
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libglfw.so:
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$(CC) -fPIC -shared -D$(BKN) -D_GLFW_BUILD_DLL ./ext/glfw/src/*.c -o $@
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for i in $(WAYLAND-LIB); \
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do \
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wayland-scanner client-header ext/glfw/deps/wayland/$$i.xml ext/glfw/deps/wayland/$$i-client-protocol.h; \
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wayland-scanner private-code ext/glfw/deps/wayland/$$i.xml ext/glfw/deps/wayland/$$i-client-protocol-code.h; \
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done
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$(CC) -fPIC -shared -D$(BKN) -D_GLFW_BUILD_DLL -Iext/glfw/deps/wayland ./ext/glfw/src/*.c -o $@
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clean:
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rm $(OBJ) $(BIN)
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rm $(OBJ) $(BIN) ext/glfw/deps/wayland/*.h
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.SUFFIXES: .c .o
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@@ -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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@@ -6,40 +6,34 @@
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#undef F
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#undef G
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#undef H
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#define A -2.0,-0.05,-0.05,
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#define B -2.0,-0.05, 0.05,
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#define C -2.0, 0.05,-0.05,
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#define D -2.0, 0.05, 0.05,
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#define E 2.0,-0.05,-0.05,
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#define F 2.0,-0.05, 0.05,
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#define G 2.0, 0.05,-0.05,
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#define H 2.0, 0.05, 0.05,
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const float X = 2.0;
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const float Y = 0.05;
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const float Z = 0.05;
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#define A -X,-Y,-Z,
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#define B -X,-Y, Z,
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#define C -X, Y,-Z,
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#define D -X, Y, Z,
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#define E X,-Y,-Z,
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#define F X,-Y, Z,
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#define G X, Y,-Z,
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#define H X, Y, Z,
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narray_float_t d_axis =
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float d_axis[] =
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{
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3*3*2*6,
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A C E
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C E G
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G E C
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E G F
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G F H
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H F G
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F H B
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H B D
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D B H
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B D A
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D A C
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C A D
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C D G
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D G H
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H G D
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A B E
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E B A
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B E F
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};
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@@ -7,26 +7,25 @@
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#define G 1, 1,-1,
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#define H 1, 1, 1,
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narray_float_t d_cube =
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float d_cube[] =
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{
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3*3*2*6,
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A C E
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C E G
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G E C
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E G F
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G F H
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H F G
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F H B
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H B D
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D B H
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B D A
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D A C
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C A D
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C D G
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D G H
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H G D
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A B E
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E B A
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B E F
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};
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@@ -2,6 +2,7 @@ const char * vs =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;"
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"layout (location = 1) in vec3 aNormal;"
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"uniform float idx;"
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"uniform mat4 fix;"
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@@ -9,13 +10,19 @@ const char * vs =
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"uniform mat4 mdl;"
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"out float index;"
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"out vec3 Normal;"
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"out vec3 FragPos;"
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"void main()"
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"{"
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" index=idx;"
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" Normal = mat3(transpose(inverse(rot*mdl))) * aNormal;"
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" gl_Position = fix * rot * mdl * vec4( aPos, 1.0 );\n"
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" FragPos = vec3( rot * mdl * vec4(aPos, 1.0));"
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"}";
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const char * fs =
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"#version 330 core\n"
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@@ -23,8 +30,19 @@ const char * fs =
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"in float index;"
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"out vec4 FragColor;"
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"in vec3 Normal;"
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"in vec3 FragPos;"
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"void main()"
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"{"
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" FragColor = texture( palette, vec3( 0, 0, index ) ).rgba;"
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" vec4 color = texture( palette, vec3( 0, 0, index ) ).rgba;"
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" vec3 lightPos = vec3(0,0,-15);"
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" vec3 lightDir = normalize(lightPos - FragPos);"
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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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"}";
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41
src/main.c
Normal file → Executable file
41
src/main.c
Normal file → Executable file
@@ -3,6 +3,8 @@
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#include "data/axis.h"
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#include "data/shaders.h"
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#include <GL/glew.h>
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#include <stdlib.h>
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#include <cglm/vec3.h>
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#define WIDTH 512
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#define HEIGHT 512
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@@ -16,10 +18,39 @@ 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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{
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vec3 lado1, lado2;
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glm_vec3_sub(v2, v1, lado1);
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glm_vec3_sub(v3, v1, lado2);
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glm_vec3_cross(lado1, lado2, normal);
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glm_vec3_normalize(normal);
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}
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float * fill_normal( float * d )
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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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{
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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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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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}
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return n;
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}
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const char * wname = "manigraph: manifold grapher";
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int main( void )
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{
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float * n_cube, *n_axis;
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id_t shader, texture;
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mesh_t m_cube, m_axis;
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window_t window;
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@@ -41,12 +72,18 @@ int main( void )
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load_fix_matrix( shader, (float)WIDTH/HEIGHT );
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if( !( m_cube = create_mesh( d_cube ) ) )
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n_cube = fill_normal( d_cube );
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n_axis = fill_normal( d_axis );
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if( !( m_cube = create_mesh( d_cube, n_cube ) ) )
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goto error_mesh_cube;
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if( !( m_axis = create_mesh( d_axis ) ) )
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if( !( m_axis = create_mesh( d_axis, n_axis ) ) )
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goto error_mesh_axis;
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free( n_cube );
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free( n_axis );
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texture=create_palette_texture( palette );
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use_texture( texture );
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@@ -7,7 +7,6 @@ typedef void * mesh_t;
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typedef float * quat_t;
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typedef float * mat4_t;
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typedef float narray_float_t[];
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typedef unsigned char narray_u8_t[];
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enum
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@@ -23,7 +22,7 @@ int is_open_window(window_t window);
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void close_window(window_t window);
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mesh_t create_mesh(narray_float_t mesh);
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mesh_t create_mesh( float * d, float * n);
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void destroy_mesh(mesh_t p);
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@@ -13,14 +13,14 @@ mat4 ortho[] =
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},
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{
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{ 0, 1, 0, 0 },
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{ 1, 0, 0, 0 },
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{-1, 0, 0, 0 },
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{ 0, 0, 1, 0 },
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{ 0, 0, 0, 1 },
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},
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{
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{ 0, 0, 1, 0 },
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{ 0, 1, 0, 0 },
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{ 1, 0, 0, 0 },
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{-1, 0, 0, 0 },
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{ 0, 0, 0, 1 },
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},
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};
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25
src/mesh.c
25
src/mesh.c
@@ -4,28 +4,34 @@
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struct obj
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{
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unsigned int vertex, vao, vbo;
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unsigned int vertex, vao, n_vbo, d_vbo;
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};
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mesh_t create_mesh( narray_float_t mesh )
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mesh_t create_mesh( float * d, float * n )
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{
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struct obj * p;
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p=malloc(sizeof(struct obj));
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p->vertex=(*mesh)/3;
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p->vertex=(*d)/3;
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glGenVertexArrays( 1, &p->vao );
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glGenBuffers( 1, &p->vbo );
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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->vbo );
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glBufferData( GL_ARRAY_BUFFER, (p->vertex*3)*sizeof(int), mesh+1,
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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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GL_STATIC_DRAW );
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glVertexAttribPointer( 0,3,GL_FLOAT, 0, 3*sizeof(int), NULL );
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glVertexAttribPointer( 0,3,GL_FLOAT, 0, 3*sizeof(float), NULL );
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glEnableVertexAttribArray(0);
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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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GL_STATIC_DRAW );
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glVertexAttribPointer( 1,3,GL_FLOAT, 0, 3*sizeof(float), NULL );
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glEnableVertexAttribArray(1);
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return p;
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}
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@@ -34,7 +40,8 @@ void destroy_mesh( mesh_t p )
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struct obj * obj ;
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obj = p;
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glDeleteVertexArrays( 1, &obj->vao );
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glDeleteBuffers( 1, &obj->vbo );
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glDeleteBuffers( 1, &obj->d_vbo );
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glDeleteBuffers( 1, &obj->n_vbo );
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free( p );
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}
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