Combine Illumination w/ Mouse rotation
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@@ -22,6 +22,20 @@ const char * vs =
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"}";
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const char * fs_plain =
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"#version 330 core\n"
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"uniform sampler2DArray palette;"
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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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"}";
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const char * fs =
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"#version 330 core\n"
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69
src/main.c
69
src/main.c
@@ -50,8 +50,7 @@ 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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id_t shader, texture, shader_plain;
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mesh_t m_cube, m_axis;
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window_t window;
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@@ -63,63 +62,79 @@ int main( void )
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glewInit();
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if( !( shader = create_shader() ) )
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goto error_shader;
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gload_program( shader, vs, VERTEX );
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gload_program( shader, fs, FRAGMENT );
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use_shader( shader );
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load_fix_matrix( shader, (float)WIDTH/HEIGHT );
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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, 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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if( !( shader = create_shader() ) )
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goto error_shader;
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gload_program( shader, vs, VERTEX );
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gload_program( shader, fs, FRAGMENT );
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if( !( shader_plain = create_shader() ) )
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goto error_shader_plain;
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gload_program( shader_plain, vs, VERTEX );
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gload_program( shader_plain, fs_plain, FRAGMENT );
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load_fix_matrix( shader, (float)WIDTH/HEIGHT );
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load_fix_matrix( shader_plain, (float)WIDTH/HEIGHT );
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/* Fill m_cube */
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{
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float * n_cube;
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n_cube = fill_normal( d_cube );
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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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free( n_cube );
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}
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/* Fill m_axis */
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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 ) ) )
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goto error_mesh_axis;
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free( n_axis );
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}
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while( is_open_window( window ) )
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{
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quat_t q;
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q=poll_input( window );
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load_rot_matrix( shader, q );
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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, 0, 0 );
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load_mdl_matrix( shader_plain, 0, 0 );
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draw_mesh( m_axis );
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load_mdl_matrix( shader, 1, 1 );
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load_mdl_matrix( shader_plain, 1, 1 );
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draw_mesh( m_axis );
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load_mdl_matrix( shader, 2, 2 );
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load_mdl_matrix( shader_plain, 2, 2 );
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draw_mesh( m_axis );
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#endif
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load_mdl_matrix( shader, 0, 3 );
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draw_mesh( m_cube );
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}
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destroy_texture( texture );
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destroy_mesh( m_axis );
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destroy_mesh( m_cube );
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destroy_shader( shader_plain );
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destroy_shader( shader );
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destroy_texture( texture );
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close_window( window );
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return 0;
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error_mesh_axis:
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destroy_mesh( m_cube );
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error_mesh_cube:
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destroy_shader( shader_plain );
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error_shader_plain:
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destroy_shader( shader );
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error_shader:
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close_window( window );
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destroy_texture( texture );
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error_window:
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return 1;
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}
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@@ -37,8 +37,8 @@ unsigned char gload_program( unsigned int program, const char * src,
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shader = glCreateShader(type[i]);
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glShaderSource( shader, 1, (const GLchar **)&src, ((void*)0 ));
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glCompileShader(shader);
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glGetShaderiv( shader, GL_COMPILE_STATUS, &status );
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glGetShaderiv( shader, GL_COMPILE_STATUS, &status );
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if( !status )
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{
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