Merge branch 'roberto' into experimental

This commit is contained in:
PedroEdiaz
2024-12-01 00:24:52 -06:00
9 changed files with 116 additions and 77 deletions

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@@ -63,7 +63,8 @@ cocoa: $(OBJ)
$(CC) -framework OpenGL -o $(BIN) $(OBJ) ext/glfw.a -lGL -lglfw
wasm: $(OBJ)
$(CC) -sUSE_WEBGL2=1 -sUSE_GLFW=3 -o mani.html $(OBJ)
$(CC) -sUSE_WEBGL2=1 -sUSE_GLFW=3 -o $(BIN).js $(OBJ)
chmod -x $(BIN).wasm
libglfw.so:
$(CC) -fPIC -shared $(DFLAGS) -D_GLFW_BUILD_DLL -Iext/glfw/deps/wayland ./ext/glfw/src/*.c -o $@

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@@ -14,7 +14,6 @@
void set_clean_color_context(unsigned char r, unsigned char g, unsigned char b)
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_FRAMEBUFFER_SRGB);
glClearColor((float)r / 0xff, (float)g / 0xff, (float)b / 0xff, 1.0);
}

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@@ -40,8 +40,8 @@ const char * vs =
" vec3 aNormal = vec3(aNormal_x,aNormal_y,aNormal_z);"
" vec3 aPos = vec3(aPos_x,aPos_y,aPos_z);"
" aNormal[i] = (vec2(aNormal_w, aNormal[i]) * rotate2d(angle))[0];"
" aPos[i] = (vec2(aPos_w, aPos[i]) * rotate2d(angle))[0];"
" aNormal[i] = (vec2(aNormal[i], aNormal_w) * rotate2d(angle))[0];"
" aPos[i] = (vec2(aPos[i], aPos_w) * rotate2d(angle))[0];"
" Normal = mat3(transpose(inverse(rot*mdl))) * aNormal;"
" gl_Position = fix * rot * mdl * vec4( aPos, 1.0 );\n"
@@ -67,7 +67,8 @@ const char * fs_plain =
"void main()"
"{"
" FragColor = texture( palette, vec3( 0, 0, index ) ).rgba;"
" vec4 color = texture( palette, vec3(0,0,index)).rgba;"
" FragColor = vec4(pow(vec3(color),vec3(1.0/2.2)),color.a);"
"}";
const char * fs =
@@ -102,6 +103,6 @@ const char * fs =
" float specular = pow(abs(dot(normalize(Normal), halfwayDir)), 32.0);\n"
" float diffuse = abs(dot(normalize(Normal), lightDir));\n"
" vec3 result = (0.5 + 1.5*diffuse + 4*specular) * color.rgb;\n"
" FragColor = vec4(result, color.a)*1/2.2;\n"
" vec3 result = pow((0.5 + 0.5*diffuse + 1.5*specular) * color.rgb, vec3(1.0/2.2));\n"
" FragColor = vec4(result, color.a);\n"
"}";

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@@ -73,7 +73,6 @@ void __key_callback_input(
}
set_projection_mesh(projection);
return;
}

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@@ -47,8 +47,8 @@ extern volatile unsigned char animate_index;
#ifndef EMSCRIPTEN
static inline
#endif
void
main_loop(void)
void main_loop(void)
{
quat_t q;
@@ -60,23 +60,26 @@ static inline
{
static float angle = 0;
if (animate_index && m)
{
angle += 0.01;
load_uint_to_shader(shader, "i", animate_index - 1);
load_uint_to_shader(shader_plain, "i", animate_index - 1);
load_float_to_shader(shader, "angle", angle);
load_float_to_shader(shader_plain, "angle", angle);
}
if (angle > M_PI / 2 && angle)
if( angle > M_PI/2 )
{
animate_index = 0;
angle = 0;
load_float_to_shader( shader, "angle", angle);
load_float_to_shader( shader_plain, "angle", angle);
set_projection_mesh( projection );
}
if( animate_index )
{
load_uint_to_shader( shader, "i", animate_index-1 );
load_uint_to_shader( shader_plain, "i", animate_index-1 );
angle+=0.01;
load_float_to_shader( shader, "angle", angle);
load_float_to_shader( shader_plain, "angle", angle);
}
}
clean_context();
#ifndef DEBUG
@@ -116,7 +119,7 @@ int main(void)
mlog("[CONTEXT] Error al inicializar...\n");
goto error_context;
}
set_clean_color_context(0xFB, 0xEA, 0xEB);
set_clean_color_context(0xFF, 0xFF, 0xFF);
}
mlog("[TEXTURE] Inicializando...\n");
@@ -181,7 +184,8 @@ int main(void)
mlog("[MAIN LOOP] Inicializando...\n");
#ifdef EMSCRIPTEN
emscripten_set_main_loop(&main_loop, 0, 1);
emscripten_set_main_loop(&main_loop, 60, 1);
return 0;
#else
while (is_open_window(window))
main_loop();

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@@ -154,3 +154,9 @@ void destroy_texture(id_t texture);
id_t create_palette_texture(const unsigned char colors[][4], unsigned char n );
quat_t poll_input(window_t window);
#ifdef EMSCRIPTEN
#ifdef GLAD
#error undefine GLAD on src/main.h please
#endif
#endif

BIN
src/main.o Normal file

Binary file not shown.

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@@ -30,7 +30,7 @@ void load_fix_matrix(id_t shader, float ratio)
const int d = 7;
glm_lookat((vec3){0, 0, -d}, (vec3){0, 0, 0}, (vec3){0, 1, 0}, m);
glm_perspective(CGLM_PI / 4, ratio, d - 3, d + 3, n);
glm_perspective(CGLM_PI / 6, ratio, d - 3, d + 3, n);
glm_mat4_mul(n, m, m);
load_mat4_to_shader(shader, "fix", (mat4_t)m);

View File

@@ -1,6 +1,7 @@
#include <complex.h>
#include <math.h>
#include <stdlib.h>
#include <string.h>
#define TEST
@@ -106,7 +107,7 @@ float *generate_data_surface(unsigned char *s)
int *cara;
parm.f = cube;
parm.m = 5;
parm.m = 6;
parm.n = parm.m;
parm.grid = 1;
@@ -183,79 +184,105 @@ float *generate_data_surface(unsigned char *s)
}
static void __calculate_normal(
float *p1, float *p2, float *p3, float *normal, unsigned char n)
float *p1, float *p2, float *p3, float *normal, unsigned char n)
{
float alpha;
vec4 v1, v2, v3;
vec4 u1, u2, u3;
unsigned char i;
float alpha;
float *v1, *v2, *v3;
float *u1, *u2, *u3;
switch (n)
{
case 3:
v1 = malloc(n * sizeof(float));
v2 = malloc(n * sizeof(float));
v3 = malloc(n * sizeof(float));
u1 = malloc(n * sizeof(float));
u2 = malloc(n * sizeof(float));
u3 = malloc(n * sizeof(float));
glm_vec3_sub(p2, p1, v1);
glm_vec3_sub(p3, p1, v2);
/*
Calculate a normal vector of a plain using Gram-Schmidt process
*/
{
for (i = 0; i < n; ++i) {
v1[i] = p2[i] - p1[i];
v2[i] = p3[i] - p1[i];
v3[i] = p1[i];
}
glm_vec3_cross(v1, v2, normal);
glm_vec3_normalize(normal);
return;
for (i = 0; i < n; ++i) {
u1[i] = v1[i];
}
case 4:
{
float proj[n];
float dot_v2_u1 = 0.0f, dot_u1_u1 = 0.0f;
for (i = 0; i < n; ++i) {
dot_v2_u1 += v2[i] * u1[i];
dot_u1_u1 += u1[i] * u1[i];
}
alpha = dot_v2_u1 / dot_u1_u1;
/*
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);
for (i = 0; i < n; ++i) {
proj[i] = u1[i] * alpha;
u2[i] = v2[i] - proj[i];
}
}
/* Setup U1 */
{
glm_vec4_copy(v1, u1);
}
{
float proj1[n], proj2[n];
float dot_v3_u1 = 0.0f, dot_u1_u1 = 0.0f;
float dot_v3_u2 = 0.0f, dot_u2_u2 = 0.0f;
/* Setup U2 */
{
vec4 proj;
for (i = 0; i < n; ++i) {
dot_v3_u1 += v3[i] * u1[i];
dot_u1_u1 += u1[i] * u1[i];
}
for (i = 0; i < n; ++i) {
proj1[i] = u1[i] * (dot_v3_u1 / dot_u1_u1);
}
alpha = glm_vec4_dot(v2, u1) / glm_vec4_dot(u1, u1);
glm_vec4_scale(u1, alpha, proj);
for (i = 0; i < n; ++i) {
dot_v3_u2 += v3[i] * u2[i];
dot_u2_u2 += u2[i] * u2[i];
}
for (i = 0; i < n; ++i) {
proj2[i] = u2[i] * (dot_v3_u2 / dot_u2_u2);
u3[i] = v3[i] - proj1[i] - proj2[i];
}
}
glm_vec4_sub(v2, proj, u2);
}
float magnitude = 0.0f;
for (i = 0; i < n; ++i) {
magnitude += u3[i] * u3[i];
}
magnitude = sqrtf(magnitude);
/* Setup U3 */
{
vec4 proj1, proj2;
for (i = 0; i < n; ++i) {
normal[i] = u3[i] / magnitude;
}
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;
}
free(v1);
free(v2);
free(v3);
free(u1);
free(u2);
free(u3);
return;
}
}
float *generate_normals_surface(float *d, unsigned char m)
{
float *n;
n = malloc((*d + 1) * sizeof(float));
*n = *d;
float * norm_vec;
norm_vec=malloc(m*sizeof(float));
for (int i = 0; i < *d; i += 3 * m)
{
vec4 norm_vec;
__calculate_normal(
(d + 1) + i, (d + 1) + i + m, (d + 1) + i + 2 * m, norm_vec, m);
@@ -263,5 +290,7 @@ float *generate_normals_surface(float *d, unsigned char m)
glm_vec3_copy(norm_vec, (n + 1) + i + m);
glm_vec3_copy(norm_vec, (n + 1) + i + 2 * m);
}
free(norm_vec);
return n;
}